#ifndef R_SHADOW_H
#define R_SHADOW_H
+#include "taskqueue.h"
+
+#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
+
extern cvar_t r_shadow_bumpscale_basetexture;
extern cvar_t r_shadow_bumpscale_bumpmap;
-extern cvar_t r_shadow_cull;
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_gloss2exponent;
+extern cvar_t r_shadow_glossexact;
extern cvar_t r_shadow_lightattenuationpower;
extern cvar_t r_shadow_lightattenuationscale;
extern cvar_t r_shadow_lightintensityscale;
-extern cvar_t r_shadow_portallight;
+extern cvar_t r_shadow_lightradiusscale;
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_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;
-extern cvar_t r_shadow_visiblevolumes;
-extern cvar_t gl_ext_stenciltwoside;
-extern mempool_t *r_shadow_mempool;
+// used by shader for bouncegrid feature
+typedef struct r_shadow_bouncegrid_settings_s
+{
+ qboolean staticmode;
+ qboolean directionalshading;
+ qboolean includedirectlighting;
+ qboolean blur;
+ qboolean normalizevectors;
+ int floatcolors;
+ float dlightparticlemultiplier;
+ qboolean hitmodels;
+ float lightradiusscale;
+ int maxbounce;
+ float lightpathsize;
+ float particlebounceintensity;
+ float particleintensity;
+ int maxphotons;
+ float energyperphoton;
+ float spacing[3];
+ 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;
+ qboolean capable;
+ qboolean allowdirectionalshading;
+ qboolean directional; // copied from settings.directionalshading after createtexture is decided
+ qboolean createtexture; // set to true to recreate the texture rather than updating it - happens when size changes or directional changes
+ rtexture_t *texture;
+ matrix4x4_t matrix;
+ vec_t intensity;
+ double lastupdatetime;
+ int resolution[3];
+ int numpixels;
+ int pixelbands;
+ int pixelsperband;
+ int bytesperband;
+ float spacing[3];
+ float ispacing[3];
+ vec3_t mins;
+ vec3_t maxs;
+ vec3_t size;
+
+ // per-frame data that is very temporary
+ 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;
+
+extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
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_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const 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);
+qboolean R_Shadow_ShadowMappingEnabled(void);
+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);
+int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias);
+int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias);
+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);
+void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist);
+void R_Shadow_RenderMode_Begin(void);
+void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);
+void R_Shadow_RenderMode_Reset(void);
+void R_Shadow_RenderMode_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass);
+void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping);
+void R_Shadow_RenderMode_VisibleLighting(qboolean transparent);
+void R_Shadow_RenderMode_End(void);
void R_Shadow_ClearStencil(void);
+void R_Shadow_SetupEntityLight(const entity_render_t *ent);
-void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i);
-int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
+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_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic);
+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);
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);
+void R_Shadow_PrepareLights(void);
+void R_Shadow_ClearShadowMapTexture(void);
+void R_Shadow_DrawPrepass(void);
+void R_Shadow_DrawLights(void);
+void R_Shadow_DrawCoronas(void);
extern int maxshadowmark;
extern int numshadowmark;
extern int shadowmarkcount;
void R_Shadow_PrepareShadowMark(int numtris);
+extern int maxshadowsides;
+extern int numshadowsides;
+extern unsigned char *shadowsides;
+extern int *shadowsideslist;
+void R_Shadow_PrepareShadowSides(int numtris);
+
+void R_Shadow_PrepareModelShadows(void);
+
+#define LP_LIGHTMAP 1
+#define LP_RTWORLD 2
+#define LP_DYNLIGHT 4
+void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity);
+
+void R_Shadow_DrawShadowMaps(void);
+
#endif