X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=b63a52564ee43c8f22bb2be193f0263ce042383c;hp=371c060348acf02d5745374f9dd4381cf284511e;hb=4697d247f884b54564ab15189fa4dfb3420708e2;hpb=e40a37e7e99114e259dffe2e36416f0c238a6b40 diff --git a/r_shadow.h b/r_shadow.h index 371c0603..b63a5256 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -4,7 +4,6 @@ extern cvar_t r_shadow_bumpscale_basetexture; extern cvar_t r_shadow_bumpscale_bumpmap; -extern cvar_t r_shadow_cull; extern cvar_t r_shadow_debuglight; extern cvar_t r_shadow_gloss; extern cvar_t r_shadow_gloss2intensity; @@ -16,16 +15,20 @@ extern cvar_t r_shadow_portallight; extern cvar_t r_shadow_projectdistance; extern cvar_t r_shadow_realtime_dlight; extern cvar_t r_shadow_realtime_dlight_shadows; +extern cvar_t r_shadow_realtime_dlight_portalculling; extern cvar_t r_shadow_realtime_world; extern cvar_t r_shadow_realtime_world_dlightshadows; extern cvar_t r_shadow_realtime_world_lightmaps; extern cvar_t r_shadow_realtime_world_shadows; +extern cvar_t r_shadow_realtime_world_compile; +extern cvar_t r_shadow_realtime_world_compilelight; +extern cvar_t r_shadow_realtime_world_compileshadow; extern cvar_t r_shadow_scissor; extern cvar_t r_shadow_shadow_polygonfactor; extern cvar_t r_shadow_shadow_polygonoffset; extern cvar_t r_shadow_singlepassvolumegeneration; -extern cvar_t r_shadow_staticworldlights; extern cvar_t r_shadow_texture3d; +extern cvar_t r_shadow_visiblelighting; extern cvar_t r_shadow_visiblevolumes; extern cvar_t gl_ext_stenciltwoside; @@ -34,11 +37,10 @@ extern mempool_t *r_shadow_mempool; void R_Shadow_Init(void); void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris); void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs); -void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale); -void R_Shadow_ClearStencil(void); +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture); void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i); -int R_Shadow_ScissorForBBox(const float *mins, const float *maxs); +qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs); // these never change, they are used to create attenuation matrices extern matrix4x4_t matrix_attenuationxyz; @@ -56,7 +58,7 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i void R_RTLight_Compile(rtlight_t *rtlight); void R_RTLight_Uncompile(rtlight_t *rtlight); -void R_ShadowVolumeLighting(int visiblevolumes); +void R_ShadowVolumeLighting(qboolean visible); int *R_Shadow_ResizeShadowElements(int numtris);