]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.h
cl_main: Make reconnect's function static and remove its prototype.
[xonotic/darkplaces.git] / r_shadow.h
index c57f40b66181f66c810f3eee1f07f17589d24b6a..7766838ef29098b8bcaecdabd23f686c8a110b6b 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;
@@ -35,19 +37,17 @@ extern cvar_t r_shadow_scissor;
 // used by shader for bouncegrid feature
 typedef struct r_shadow_bouncegrid_settings_s
 {
-       qboolean staticmode;
-       qboolean bounceanglediffuse;
-       qboolean directionalshading;
-       qboolean includedirectlighting;
-       qboolean blur;
-       qboolean normalizevectors;
+       qbool staticmode;
+       qbool directionalshading;
+       qbool includedirectlighting;
+       qbool blur;
+       qbool normalizevectors;
        int floatcolors;
        float dlightparticlemultiplier;
-       qboolean hitmodels;
+       qbool hitmodels;
        float lightradiusscale;
        int maxbounce;
-       float lightpathsize_initial;
-       float lightpathsize_conespread;
+       float lightpathsize;
        float particlebounceintensity;
        float particleintensity;
        int maxphotons;
@@ -56,16 +56,42 @@ 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;
-       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
+       qbool capable;
+       qbool allowdirectionalshading;
+       qbool directional; // copied from settings.directionalshading after createtexture is decided
+       qbool 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;
@@ -80,23 +106,34 @@ 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;
 
 extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
 
 void R_Shadow_Init(void);
-qboolean R_Shadow_ShadowMappingEnabled(void);
+qbool 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);
@@ -105,14 +142,14 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
 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_Lighting(qbool transparent, qbool shadowmapping, qbool noselfshadowpass);
+void R_Shadow_RenderMode_DrawDeferredLight(qbool shadowmapping);
+void R_Shadow_RenderMode_VisibleLighting(qbool transparent);
 void R_Shadow_RenderMode_End(void);
 void R_Shadow_ClearStencil(void);
 void R_Shadow_SetupEntityLight(const entity_render_t *ent);
 
-qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
+qbool R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
 
 // these never change, they are used to create attenuation matrices
 extern matrix4x4_t matrix_attenuationxyz;