X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=7abd67a401328e836c83a665c2bb35f1c418d28c;hb=8a95a8af808dfad9de9252f939c7142cb2c58750;hp=2c24757f92073cf8281817ae0e9518e358884077;hpb=3b8b31726da557e99a3019ce561482d175ae2f5a;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index 2c24757f..7abd67a4 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -12,8 +12,6 @@ extern cvar_t r_shadow_glossintensity; extern cvar_t r_shadow_lightattenuationpower; extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; -extern cvar_t r_shadow_polygonfactor; -extern cvar_t r_shadow_polygonoffset; extern cvar_t r_shadow_portallight; extern cvar_t r_shadow_projectdistance; extern cvar_t r_shadow_realtime_dlight; @@ -23,6 +21,8 @@ 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_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_staticworldlights; extern cvar_t r_shadow_texture3d; @@ -33,20 +33,11 @@ extern mempool_t *r_shadow_mempool; 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, 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); -#define LIGHTING_DIFFUSE 1 -#define LIGHTING_SPECULAR 2 -void R_Shadow_RenderLighting(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 *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lightingflags); +void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, vec3_t lightmins, vec3_t lightmaxs, vec3_t surfacemins, vec3_t surfacemaxs); +void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale); void R_Shadow_ClearStencil(void); void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i); -void R_Shadow_Stage_Begin(void); -void R_Shadow_LoadWorldLightsIfNeeded(void); -void R_Shadow_Stage_ShadowVolumes(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); // these never change, they are used to create attenuation matrices