5 #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
7 extern cvar_t r_shadow_bumpscale_basetexture;
8 extern cvar_t r_shadow_bumpscale_bumpmap;
9 extern cvar_t r_shadow_debuglight;
10 extern cvar_t r_shadow_gloss;
11 extern cvar_t r_shadow_gloss2intensity;
12 extern cvar_t r_shadow_glossintensity;
13 extern cvar_t r_shadow_glossexponent;
14 extern cvar_t r_shadow_gloss2exponent;
15 extern cvar_t r_shadow_glossexact;
16 extern cvar_t r_shadow_lightattenuationpower;
17 extern cvar_t r_shadow_lightattenuationscale;
18 extern cvar_t r_shadow_lightintensityscale;
19 extern cvar_t r_shadow_lightradiusscale;
20 extern cvar_t r_shadow_projectdistance;
21 extern cvar_t r_shadow_frontsidecasting;
22 extern cvar_t r_shadow_realtime_dlight;
23 extern cvar_t r_shadow_realtime_dlight_shadows;
24 extern cvar_t r_shadow_realtime_dlight_svbspculling;
25 extern cvar_t r_shadow_realtime_dlight_portalculling;
26 extern cvar_t r_shadow_realtime_world;
27 extern cvar_t r_shadow_realtime_world_lightmaps;
28 extern cvar_t r_shadow_realtime_world_shadows;
29 extern cvar_t r_shadow_realtime_world_compile;
30 extern cvar_t r_shadow_realtime_world_compileshadow;
31 extern cvar_t r_shadow_realtime_world_compilesvbsp;
32 extern cvar_t r_shadow_realtime_world_compileportalculling;
33 extern cvar_t r_shadow_scissor;
34 extern cvar_t r_shadow_polygonfactor;
35 extern cvar_t r_shadow_polygonoffset;
36 extern cvar_t r_shadow_texture3d;
37 extern cvar_t gl_ext_separatestencil;
38 extern cvar_t gl_ext_stenciltwoside;
40 // used by shader for bouncegrid feature
41 extern rtexture_t *r_shadow_bouncegridtexture;
42 extern matrix4x4_t r_shadow_bouncegridmatrix;
43 extern vec_t r_shadow_bouncegridintensity;
44 extern qboolean r_shadow_bouncegriddirectional;
46 void R_Shadow_Init(void);
47 qboolean R_Shadow_ShadowMappingEnabled(void);
48 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);
49 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);
50 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);
51 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias);
52 int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias);
53 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);
54 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist);
55 void R_Shadow_RenderMode_Begin(void);
56 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);
57 void R_Shadow_RenderMode_Reset(void);
58 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass);
59 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping);
60 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping);
61 void R_Shadow_RenderMode_VisibleShadowVolumes(void);
62 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
63 void R_Shadow_RenderMode_End(void);
64 void R_Shadow_ClearStencil(void);
65 void R_Shadow_SetupEntityLight(const entity_render_t *ent);
67 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
69 // these never change, they are used to create attenuation matrices
70 extern matrix4x4_t matrix_attenuationxyz;
71 extern matrix4x4_t matrix_attenuationz;
73 void R_Shadow_UpdateWorldLightSelection(void);
75 extern rtlight_t *r_shadow_compilingrtlight;
77 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);
78 void R_RTLight_Compile(rtlight_t *rtlight);
79 void R_RTLight_Uncompile(rtlight_t *rtlight);
81 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
82 void R_Shadow_DrawPrepass(void);
83 void R_Shadow_DrawLights(void);
84 void R_Shadow_DrawCoronas(void);
86 extern int maxshadowmark;
87 extern int numshadowmark;
88 extern int *shadowmark;
89 extern int *shadowmarklist;
90 extern int shadowmarkcount;
91 void R_Shadow_PrepareShadowMark(int numtris);
93 extern int maxshadowsides;
94 extern int numshadowsides;
95 extern unsigned char *shadowsides;
96 extern int *shadowsideslist;
97 void R_Shadow_PrepareShadowSides(int numtris);
99 void R_Shadow_PrepareModelShadows(void);
101 #define LP_LIGHTMAP 1
103 #define LP_DYNLIGHT 4
104 void R_LightPoint(vec3_t color, const vec3_t p, const int flags);
105 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags);
107 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
108 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);