#ifndef R_SHADOW_H
#define R_SHADOW_H
+#include "taskqueue.h"
+
#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
extern cvar_t r_shadow_bumpscale_basetexture;
// used by shader for bouncegrid feature
typedef struct r_shadow_bouncegrid_settings_s
{
- qboolean staticmode;
- 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;
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;
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);
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;