X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=d6f132445027d4091d140d9715d786f9b7a79154;hp=8b97e4218c5cbf1c4845c8af896a1c34648442e5;hb=c22ec98a144f18d7519eb4a06dd1ee8937e8c4ac;hpb=034cc2f41e93d705c4437ed99564bdeeac6d4883 diff --git a/r_shadow.h b/r_shadow.h index 8b97e421..d6f13244 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -4,31 +4,55 @@ extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; -extern cvar_t r_shadow_realtime; +extern cvar_t r_shadow_realtime_world; +extern cvar_t r_shadow_realtime_dlight; +extern cvar_t r_shadow_visiblevolumes; extern cvar_t r_shadow_gloss; extern cvar_t r_shadow_debuglight; +extern cvar_t r_shadow_bumpscale_bumpmap; +extern cvar_t r_shadow_bumpscale_basetexture; void R_Shadow_Init(void); void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance); -void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); -void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); +void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); +void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); void R_Shadow_ClearStencil(void); -void R_Shadow_RenderVolume(int numverts, int numtris, int *elements); void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh); void R_Shadow_Stage_Begin(void); +void R_Shadow_LoadWorldLightsIfNeeded(void); void R_Shadow_Stage_ShadowVolumes(void); -void R_Shadow_Stage_Light(void); +void R_Shadow_Stage_LightWithShadows(void); +void R_Shadow_Stage_LightWithoutShadows(void); void R_Shadow_Stage_End(void); -int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius); +//int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius); +int R_Shadow_ScissorForBBox(const float *mins, const float *maxs); typedef struct worldlight_s { + // saved properties vec3_t origin; + vec_t lightradius; vec3_t light; + vec3_t angles; + int castshadows; + char *cubemapname; + + // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... + + // note that the world to light matrices are inversely scaled (divided) by lightradius + + // matrix for transforming world coordinates to light filter coordinates + //matrix4x4_t matrix_worldtofilter; + // based on worldtofilter this transforms -1 to +1 to 0 to 1 for purposes + // of attenuation texturing in full 3D (z result often ignored) + //matrix4x4_t matrix_worldtoattenuationxyz; + // this transforms only the Z to S, and T is always 0.5 + //matrix4x4_t matrix_worldtoattenuationz; + + // generated properties vec3_t mins; vec3_t maxs; - vec_t lightradius; vec_t cullradius; struct worldlight_s *next; msurface_t **surfaces; @@ -36,7 +60,6 @@ typedef struct worldlight_s mleaf_t **leafs; int numleafs; rtexture_t *cubemap; - char *cubemapname; int style; shadowmesh_t *shadowvolume; int selected; @@ -45,10 +68,6 @@ worldlight_t; extern worldlight_t *r_shadow_worldlightchain; -// 0 = normal, 1 = dynamic light shadows, 2 = world and dynamic light shadows -extern int r_shadow_lightingmode; -void R_Shadow_UpdateLightingMode(void); - void R_Shadow_UpdateWorldLightSelection(void); #endif