X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=82f5c88e0fe329174d4f2ca36a4905dcca6ee348;hb=ff2b13639f3e5b83386155944f4d1efee3582ed2;hp=cf74e268bfcb6ee1a79c6cce946c0df122c256a3;hpb=38185bc1aea210514d6970e3c36a25ad97615e5f;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index cf74e268..82f5c88e 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -37,6 +37,69 @@ extern cvar_t r_shadow_texture3d; extern cvar_t gl_ext_separatestencil; extern cvar_t gl_ext_stenciltwoside; +// 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; + int floatcolors; + float dlightparticlemultiplier; + qboolean hitmodels; + float lightradiusscale; + int maxbounce; + float lightpathsize_initial; + float lightpathsize_conespread; + float particlebounceintensity; + float particleintensity; + int maxphotons; + float energyperphoton; + float spacing[3]; + int rng_type; + int rng_seed; + float bounceminimumintensity2; +} +r_shadow_bouncegrid_settings_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; + 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 +} +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); void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs); @@ -50,8 +113,8 @@ 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_StencilShadowVolumes(qboolean zpass); -void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping); -void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping); +void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass); +void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping); void R_Shadow_RenderMode_VisibleShadowVolumes(void); void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent); void R_Shadow_RenderMode_End(void); @@ -73,6 +136,7 @@ void R_RTLight_Compile(rtlight_t *rtlight); void R_RTLight_Uncompile(rtlight_t *rtlight); 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); @@ -92,6 +156,12 @@ void R_Shadow_PrepareShadowSides(int numtris); void R_Shadow_PrepareModelShadows(void); -void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic); +#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); +void R_Shadow_DrawModelShadows(void); #endif