X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=c595fbe9f02e9232e1255dd4c586dcedbff07fbd;hp=164845900202604ced6c5b5acd8e8fbee1ddabc4;hb=e1561444a7528d17961958a23bf9bc64007c8355;hpb=7ef262a7368c32d0e0bf7eb8bf4bbf7c79338bff diff --git a/r_shadow.h b/r_shadow.h index 16484590..c595fbe9 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,6 +2,8 @@ #ifndef R_SHADOW_H #define R_SHADOW_H +#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8 + extern cvar_t r_shadow_bumpscale_basetexture; extern cvar_t r_shadow_bumpscale_bumpmap; extern cvar_t r_shadow_debuglight; @@ -9,11 +11,12 @@ extern cvar_t r_shadow_gloss; extern cvar_t r_shadow_gloss2intensity; extern cvar_t r_shadow_glossintensity; extern cvar_t r_shadow_glossexponent; +extern cvar_t r_shadow_gloss2exponent; +extern cvar_t r_shadow_glossexact; extern cvar_t r_shadow_lightattenuationpower; extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; extern cvar_t r_shadow_lightradiusscale; -extern cvar_t r_shadow_portallight; extern cvar_t r_shadow_projectdistance; extern cvar_t r_shadow_frontsidecasting; extern cvar_t r_shadow_realtime_dlight; @@ -21,7 +24,6 @@ extern cvar_t r_shadow_realtime_dlight_shadows; extern cvar_t r_shadow_realtime_dlight_svbspculling; 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; @@ -29,63 +31,57 @@ 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_shadow_polygonfactor; -extern cvar_t r_shadow_shadow_polygonoffset; -extern cvar_t r_shadow_singlepassvolumegeneration; +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; + 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, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris); +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); -void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist); +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); +void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist); void R_Shadow_RenderMode_Begin(void); -void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight); +void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight); void R_Shadow_RenderMode_Reset(void); -void R_Shadow_RenderMode_StencilShadowVolumes(void); -void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent); +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_End(void); +void R_Shadow_ClearStencil(void); void R_Shadow_SetupEntityLight(const entity_render_t *ent); -// light currently being rendered -extern rtlight_t *r_shadow_rtlight; - -// this is the location of the light in entity space -extern vec3_t r_shadow_entitylightorigin; -// this transforms entity coordinates to light filter cubemap coordinates -// (also often used for other purposes) -extern matrix4x4_t r_shadow_entitytolight; -// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes -// of attenuation texturing in full 3D (Z result often ignored) -extern matrix4x4_t r_shadow_entitytoattenuationxyz; -// this transforms only the Z to S, and T is always 0.5 -extern matrix4x4_t r_shadow_entitytoattenuationz; - -void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i); 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; extern matrix4x4_t matrix_attenuationz; -rtexture_t *R_Shadow_Cubemap(const char *basename); - -extern dlight_t *r_shadow_worldlightchain; - void R_Shadow_UpdateWorldLightSelection(void); extern rtlight_t *r_shadow_compilingrtlight; -void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags); +void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags); void R_RTLight_Compile(rtlight_t *rtlight); void R_RTLight_Uncompile(rtlight_t *rtlight); -void R_ShadowVolumeLighting(qboolean visible); - -int *R_Shadow_ResizeShadowElements(int numtris); +void R_Shadow_PrepareLights(void); +void R_Shadow_DrawPrepass(void); +void R_Shadow_DrawLights(void); +void R_Shadow_DrawCoronas(void); extern int maxshadowmark; extern int numshadowmark; @@ -94,4 +90,18 @@ extern int *shadowmarklist; extern int shadowmarkcount; void R_Shadow_PrepareShadowMark(int numtris); +extern int maxshadowsides; +extern int numshadowsides; +extern unsigned char *shadowsides; +extern int *shadowsideslist; +void R_Shadow_PrepareShadowSides(int numtris); + +void R_Shadow_PrepareModelShadows(void); + +#define LP_LIGHTMAP 1 +#define LP_RTWORLD 2 +#define LP_DYNLIGHT 4 +void R_LightPoint(vec3_t color, const vec3_t p, const int flags); +void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags); + #endif