X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=dpsoftrast.h;h=40c48b1e7bef282f8854b79d56b4716ea9c74764;hb=6d60da43c7b511ebafb25e110c8636e026a2280e;hp=8ebb98d6a11a7a8318503a6718c6a8d1e5331c2a;hpb=3e38a6509b932ff0c1033f296737ba378bdc3214;p=xonotic%2Fdarkplaces.git diff --git a/dpsoftrast.h b/dpsoftrast.h index 8ebb98d6..40c48b1e 100644 --- a/dpsoftrast.h +++ b/dpsoftrast.h @@ -56,6 +56,7 @@ void DPSOFTRAST_ColorMask(int r, int g, int b, int a); void DPSOFTRAST_DepthTest(int enable); void DPSOFTRAST_ScissorTest(int enable); void DPSOFTRAST_Scissor(float x, float y, float width, float height); +void DPSOFTRAST_ClipPlane(float x, float y, float z, float w); void DPSOFTRAST_BlendFunc(int smodulate, int dmodulate); void DPSOFTRAST_BlendSubtract(int enable); @@ -64,8 +65,6 @@ void DPSOFTRAST_DepthFunc(int comparemode); void DPSOFTRAST_DepthRange(float range0, float range1); void DPSOFTRAST_PolygonOffset(float alongnormal, float intoview); void DPSOFTRAST_CullFace(int mode); -void DPSOFTRAST_AlphaTest(int enable); -void DPSOFTRAST_AlphaFunc(int alphafunc, float alphavalue); void DPSOFTRAST_Color4f(float r, float g, float b, float a); void DPSOFTRAST_GetPixelsBGRA(int blockx, int blocky, int blockwidth, int blockheight, unsigned char *outpixels); void DPSOFTRAST_CopyRectangleToTexture(int index, int mip, int tx, int ty, int sx, int sy, int width, int height); @@ -113,7 +112,7 @@ typedef enum gl20_texunit_e GL20TU_SHADOWMAP2D = 15, GL20TU_CUBEPROJECTION = 12, // rtlight prepass data (screenspace depth and normalmap) - GL20TU_SCREENDEPTH = 13, +// GL20TU_UNUSED1 = 13, GL20TU_SCREENNORMALMAP = 14, // lightmap prepass data (screenspace diffuse and specular from lights) GL20TU_SCREENDIFFUSE = 11, @@ -140,6 +139,14 @@ typedef enum glsl_attrib_e } glsl_attrib; +typedef enum shaderlanguage_e +{ + SHADERLANGUAGE_GLSL, + SHADERLANGUAGE_HLSL, + SHADERLANGUAGE_COUNT +} +shaderlanguage_t; + // this enum selects which of the glslshadermodeinfo entries should be used typedef enum shadermode_e { @@ -152,11 +159,12 @@ typedef enum shadermode_e SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing) SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap) SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap) + SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces + SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR, // forced deluxemapping for vertexlit surfaces SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp) SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight) SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass) SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass) - SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers SHADERMODE_COUNT @@ -184,19 +192,20 @@ typedef enum shaderpermutation_e SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter - SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results - SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results - SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test - SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing - SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, ///< (lightsource) use orthographic shadowmap projection - SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping - SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5 - SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe) - SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, ///< (water) counter-direction normalmaps scrolling - SHADERPERMUTATION_BOUNCEGRID = 1<<28, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light - SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<29, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component - SHADERPERMUTATION_LIMIT = 1<<30, ///< size of permutations array - SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array + SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing + SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection + SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping + SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha + SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe) + SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling + SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light + SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component + SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect + SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers + SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex + SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning) + SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona + SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array } shaderpermutation_t; @@ -225,7 +234,6 @@ typedef enum DPSOFTRAST_UNIFORM_e DPSOFTRAST_UNIFORM_Texture_Reflection, DPSOFTRAST_UNIFORM_Texture_ShadowMap2D, DPSOFTRAST_UNIFORM_Texture_CubeProjection, - DPSOFTRAST_UNIFORM_Texture_ScreenDepth, DPSOFTRAST_UNIFORM_Texture_ScreenNormalMap, DPSOFTRAST_UNIFORM_Texture_ScreenDiffuse, DPSOFTRAST_UNIFORM_Texture_ScreenSpecular, @@ -308,11 +316,13 @@ typedef enum DPSOFTRAST_UNIFORM_e DPSOFTRAST_UNIFORM_ShadowMapMatrixM4, DPSOFTRAST_UNIFORM_BloomColorSubtract, DPSOFTRAST_UNIFORM_NormalmapScrollBlend, + DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, + DPSOFTRAST_UNIFORM_OffsetMapping_Bias, DPSOFTRAST_UNIFORM_TOTAL } DPSOFTRAST_UNIFORM; -void DPSOFTRAST_SetShader(int mode, int permutation, int exactspecularmath); +void DPSOFTRAST_SetShader(int mode, dpuint64 permutation, int exactspecularmath); #define DPSOFTRAST_Uniform1f(index, v0) DPSOFTRAST_Uniform4f(index, v0, 0, 0, 0) #define DPSOFTRAST_Uniform2f(index, v0, v1) DPSOFTRAST_Uniform4f(index, v0, v1, 0, 0) #define DPSOFTRAST_Uniform3f(index, v0, v1, v2) DPSOFTRAST_Uniform4f(index, v0, v1, v2, 0)