]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.h
Add hook.[ch] to VS2017 project.
[xonotic/darkplaces.git] / r_shadow.h
index c57f40b66181f66c810f3eee1f07f17589d24b6a..25e6ce0f0126beef2d8bc33e68cf71b4e37ab0e8 100644 (file)
@@ -2,6 +2,8 @@
 #ifndef R_SHADOW_H
 #define R_SHADOW_H
 
+#include "taskqueue.h"
+
 #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
 
 extern cvar_t r_shadow_bumpscale_basetexture;
@@ -36,7 +38,6 @@ extern cvar_t r_shadow_scissor;
 typedef struct r_shadow_bouncegrid_settings_s
 {
        qboolean staticmode;
-       qboolean bounceanglediffuse;
        qboolean directionalshading;
        qboolean includedirectlighting;
        qboolean blur;
@@ -46,8 +47,7 @@ typedef struct r_shadow_bouncegrid_settings_s
        qboolean hitmodels;
        float lightradiusscale;
        int maxbounce;
-       float lightpathsize_initial;
-       float lightpathsize_conespread;
+       float lightpathsize;
        float particlebounceintensity;
        float particleintensity;
        int maxphotons;
@@ -56,9 +56,35 @@ typedef struct r_shadow_bouncegrid_settings_s
        int rng_type;
        int rng_seed;
        float bounceminimumintensity2;
+       int subsamples;
 }
 r_shadow_bouncegrid_settings_t;
 
+#define PHOTON_MAX_PATHS 11
+
+typedef struct r_shadow_bouncegrid_photon_path_s
+{
+       vec3_t start;
+       vec3_t end;
+       vec3_t color;
+}
+r_shadow_bouncegrid_photon_path_t;
+
+typedef struct r_shadow_bouncegrid_photon_s
+{
+       // parameters for tracing this photon
+       vec3_t start;
+       vec3_t end;
+       float color[3];
+       float bounceminimumintensity2;
+       float startrefractiveindex;
+
+       // results
+       int numpaths;
+       r_shadow_bouncegrid_photon_path_t paths[PHOTON_MAX_PATHS];
+}
+r_shadow_bouncegrid_photon_t;
+
 typedef struct r_shadow_bouncegrid_state_s
 {
        r_shadow_bouncegrid_settings_t settings;
@@ -80,16 +106,27 @@ typedef struct r_shadow_bouncegrid_state_s
        vec3_t mins;
        vec3_t maxs;
        vec3_t size;
-       int maxsplatpaths;
 
        // per-frame data that is very temporary
-       int numsplatpaths;
-       struct r_shadow_bouncegrid_splatpath_s *splatpaths;
        int highpixels_index; // which one is active - this toggles when doing blur
        float *highpixels; // equals blurpixels[highpixels_index]
        float *blurpixels[2];
        unsigned char *u8pixels; // temporary processing buffer when outputting to rgba8 format
        unsigned short *fp16pixels; // temporary processing buffer when outputting to rgba16f format
+                                                               // describe the photons we intend to shoot for threaded dispatch
+       int numphotons; // number of photons to shoot this frame, always <= settings.maxphotons
+       r_shadow_bouncegrid_photon_t *photons; // describes the photons being shot this frame
+
+       // tasks
+       taskqueue_task_t cleartex_task; // clears the highpixels array
+       taskqueue_task_t assignphotons_task; // sets the photon counts on lights, etc
+       taskqueue_task_t enqueuephotons_task; // enqueues tasks to shoot the photons
+       taskqueue_task_t *photons_tasks; // [maxphotons] taskqueue entries to perform the photon shots
+       taskqueue_task_t photons_done_task; // checks that all photon shots are completed
+       taskqueue_task_t enqueue_slices_task; // enqueues slice tasks to render the light accumulation into the texture
+       taskqueue_task_t *slices_tasks; // [resolution[1]] taskqueue entries to perform the light path accumulation into the texture
+       taskqueue_task_t slices_done_task; // checks that light accumulation in the texture is done
+       taskqueue_task_t blurpixels_task; // blurs the highpixels array
 }
 r_shadow_bouncegrid_state_t;