X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=07a6846666f6ee0fb2acf728ffe7374ca616dcbe;hb=eb944a7cf4be9bf2555da0c6f0dcea8f58e18621;hp=cbd35c6b06bc3f2006b93d42a85bf4901738cd34;hpb=d96a2757b0c114e7132e7e82444b676274105f08;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index cbd35c6b..07a68466 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,17 +2,104 @@ #ifndef R_SHADOW_H #define R_SHADOW_H +extern cvar_t r_shadow_bumpscale_basetexture; +extern cvar_t r_shadow_bumpscale_bumpmap; +extern cvar_t r_shadow_debuglight; +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_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; +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; +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_culltriangles; +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_texture3d; +extern cvar_t gl_ext_separatestencil; +extern cvar_t gl_ext_stenciltwoside; + void R_Shadow_Init(void); -void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance, int visiblevolume); -void R_Shadow_Light(int numverts, float *normals, vec3_t relativelightorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor); -void R_Shadow_RenderLightThroughStencil(int numverts, int numtris, int *elements, vec3_t relativelightorigin, float *normals); -void R_Shadow_ClearStencil(void); - -void R_Shadow_RenderVolume(int numverts, int numtris, int *elements, int visiblevolume); -void R_Shadow_Stage_Depth(void); -void R_Shadow_Stage_ShadowVolumes(void); -void R_Shadow_Stage_Light(void); -void R_Shadow_Stage_Textures(void); -void R_Shadow_Stage_End(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); +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_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i); +void R_Shadow_RenderMode_Begin(void); +void R_Shadow_RenderMode_ActiveLight(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_VisibleShadowVolumes(void); +void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent); +void R_Shadow_RenderMode_End(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; + +// current light's cull box (copied out of an rtlight or calculated by GetLightInfo) +extern vec3_t r_shadow_rtlight_cullmins; +extern vec3_t r_shadow_rtlight_cullmaxs; +// current light's culling planes +extern int r_shadow_rtlight_numfrustumplanes; +extern mplane_t r_shadow_rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes + +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_Compile(rtlight_t *rtlight); +void R_RTLight_Uncompile(rtlight_t *rtlight); + +void R_ShadowVolumeLighting(qboolean visible); + +int *R_Shadow_ResizeShadowElements(int numtris); + +extern int maxshadowmark; +extern int numshadowmark; +extern int *shadowmark; +extern int *shadowmarklist; +extern int shadowmarkcount; +void R_Shadow_PrepareShadowMark(int numtris); #endif