X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=580e67d3207b790dc67e2b9be18cbb09cfd614c7;hb=8677d9890acb9f0fcf1701d70f79fc9e3b69d6e1;hp=1aa853201f02aa58f3138753ca28030cc8d4f1bb;hpb=ef94579586d37fab4d379781c10da8f10648186d;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index 1aa85320..580e67d3 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -4,54 +4,58 @@ extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; -extern cvar_t r_shadow_realtime; -extern cvar_t r_shadow_texture3d; +extern cvar_t r_shadow_realtime_world; +extern cvar_t r_shadow_realtime_world_lightmaps; +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; +extern cvar_t r_shadow_worldshadows; +extern cvar_t r_shadow_dlightshadows; 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_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris); +void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs); +void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius); +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, const float *lightcolor, const matrix4x4_t *matrix_worldtolight, 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, const float *lightcolor, const matrix4x4_t *matrix_worldtolight, 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_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i); 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); -// returns true if shadow volumes should be drawn again to erase, -// otherwise clears stencil -int R_Shadow_Stage_EraseShadowVolumes(void); +void R_Shadow_Stage_LightWithShadows(void); +void R_Shadow_Stage_LightWithoutShadows(void); void R_Shadow_Stage_End(void); +int R_Shadow_ScissorForBBox(const float *mins, const float *maxs); -typedef struct worldlight_s -{ - vec3_t origin; - vec3_t light; - vec3_t mins; - vec3_t maxs; - vec_t lightradius; - vec_t cullradius; - struct worldlight_s *next; - msurface_t **surfaces; - int numsurfaces; - mleaf_t **leafs; - int numleafs; - rtexture_t *cubemap; - char *cubemapname; - int style; - shadowmesh_t *shadowvolume; - int selected; -} -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); +// 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); +void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic); +void R_RTLight_Compile(rtlight_t *rtlight); +void R_RTLight_Uncompile(rtlight_t *rtlight); + +void R_ShadowVolumeLighting(int visiblevolumes); + +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