X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=c57f40b66181f66c810f3eee1f07f17589d24b6a;hp=907173dc2d15c1e5ff1410fa72faf3dad799cb8a;hb=2075ae43356d724bae305ce8fd36ea570718b14a;hpb=add1a1b0abc10b8e720d74aeac52ad8276ee9fe0 diff --git a/r_shadow.h b/r_shadow.h index 907173dc..c57f40b6 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -31,23 +31,73 @@ extern cvar_t r_shadow_realtime_world_compileshadow; extern cvar_t r_shadow_realtime_world_compilesvbsp; extern cvar_t r_shadow_realtime_world_compileportalculling; extern cvar_t r_shadow_scissor; -extern cvar_t r_shadow_polygonfactor; -extern cvar_t r_shadow_polygonoffset; -extern cvar_t r_shadow_texture3d; -extern cvar_t gl_ext_separatestencil; -extern cvar_t gl_ext_stenciltwoside; // used by shader for bouncegrid feature -extern rtexture_t *r_shadow_bouncegridtexture; -extern matrix4x4_t r_shadow_bouncegridmatrix; -extern vec_t r_shadow_bouncegridintensity; -extern qboolean r_shadow_bouncegriddirectional; +typedef struct r_shadow_bouncegrid_settings_s +{ + qboolean staticmode; + qboolean bounceanglediffuse; + qboolean directionalshading; + qboolean includedirectlighting; + qboolean blur; + qboolean normalizevectors; + int floatcolors; + float dlightparticlemultiplier; + qboolean hitmodels; + float lightradiusscale; + int maxbounce; + float lightpathsize_initial; + float lightpathsize_conespread; + float particlebounceintensity; + float particleintensity; + int maxphotons; + float energyperphoton; + float spacing[3]; + int rng_type; + int rng_seed; + float bounceminimumintensity2; +} +r_shadow_bouncegrid_settings_t; + +typedef struct r_shadow_bouncegrid_state_s +{ + r_shadow_bouncegrid_settings_t settings; + qboolean capable; + qboolean allowdirectionalshading; + qboolean directional; // copied from settings.directionalshading after createtexture is decided + qboolean createtexture; // set to true to recreate the texture rather than updating it - happens when size changes or directional changes + rtexture_t *texture; + matrix4x4_t matrix; + vec_t intensity; + double lastupdatetime; + int resolution[3]; + int numpixels; + int pixelbands; + int pixelsperband; + int bytesperband; + float spacing[3]; + float ispacing[3]; + vec3_t mins; + vec3_t maxs; + vec3_t size; + int maxsplatpaths; + + // per-frame data that is very temporary + int numsplatpaths; + struct r_shadow_bouncegrid_splatpath_s *splatpaths; + int highpixels_index; // which one is active - this toggles when doing blur + float *highpixels; // equals blurpixels[highpixels_index] + float *blurpixels[2]; + unsigned char *u8pixels; // temporary processing buffer when outputting to rgba8 format + unsigned short *fp16pixels; // temporary processing buffer when outputting to rgba16f format +} +r_shadow_bouncegrid_state_t; + +extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state; void R_Shadow_Init(void); qboolean R_Shadow_ShadowMappingEnabled(void); -void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs); void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris); -void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs); int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias); int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias); int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals); @@ -55,11 +105,9 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures void R_Shadow_RenderMode_Begin(void); void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight); void R_Shadow_RenderMode_Reset(void); -void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass); -void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping); -void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping); -void R_Shadow_RenderMode_VisibleShadowVolumes(void); -void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent); +void R_Shadow_RenderMode_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass); +void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping); +void R_Shadow_RenderMode_VisibleLighting(qboolean transparent); void R_Shadow_RenderMode_End(void); void R_Shadow_ClearStencil(void); void R_Shadow_SetupEntityLight(const entity_render_t *ent); @@ -78,7 +126,8 @@ void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec void R_RTLight_Compile(rtlight_t *rtlight); void R_RTLight_Uncompile(rtlight_t *rtlight); -void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +void R_Shadow_PrepareLights(void); +void R_Shadow_ClearShadowMapTexture(void); void R_Shadow_DrawPrepass(void); void R_Shadow_DrawLights(void); void R_Shadow_DrawCoronas(void); @@ -101,10 +150,8 @@ void R_Shadow_PrepareModelShadows(void); #define LP_LIGHTMAP 1 #define LP_RTWORLD 2 #define LP_DYNLIGHT 4 -void R_LightPoint(float *color, const vec3_t p, const int flags); -void R_CompleteLightPoint(float *ambientcolor, float *diffusecolor, float *diffusenormal, const vec3_t p, const int flags); +void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity); -void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); -void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); +void R_Shadow_DrawShadowMaps(void); #endif