X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=b11420c2056d9f61ba97250f6ab939618724913f;hp=467e89a4168ed8efbc379225e5e5251fbaa39c35;hb=7305affaa1bdcfa17d27e7e155ed850143753fcf;hpb=40e0441442aecf796d118da39837fba123a0dedc diff --git a/r_shadow.h b/r_shadow.h index 467e89a4..b11420c2 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,85 +2,177 @@ #ifndef R_SHADOW_H #define R_SHADOW_H -extern cvar_t r_shadow_bumpscale_basetexture; -extern cvar_t r_shadow_bumpscale_bumpmap; -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_lightattenuationpower; -extern cvar_t r_shadow_lightattenuationscale; -extern cvar_t r_shadow_lightintensityscale; -extern cvar_t r_shadow_portallight; -extern cvar_t r_shadow_projectdistance; -extern cvar_t r_shadow_realtime_dlight; -extern cvar_t r_shadow_realtime_dlight_shadows; -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_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_texture3d; -extern cvar_t gl_ext_stenciltwoside; +#include "qtypes.h" +#include "taskqueue.h" +#include "matrixlib.h" +struct rtlight_s; +struct msurface_s; +struct entity_render_s; + +#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8 + +extern struct cvar_s r_shadow_bumpscale_basetexture; +extern struct cvar_s r_shadow_bumpscale_bumpmap; +extern struct cvar_s r_shadow_debuglight; +extern struct cvar_s r_shadow_gloss; +extern struct cvar_s r_shadow_gloss2intensity; +extern struct cvar_s r_shadow_glossintensity; +extern struct cvar_s r_shadow_glossexponent; +extern struct cvar_s r_shadow_gloss2exponent; +extern struct cvar_s r_shadow_glossexact; +extern struct cvar_s r_shadow_lightattenuationpower; +extern struct cvar_s r_shadow_lightattenuationscale; +extern struct cvar_s r_shadow_lightintensityscale; +extern struct cvar_s r_shadow_lightradiusscale; +extern struct cvar_s r_shadow_projectdistance; +extern struct cvar_s r_shadow_frontsidecasting; +extern struct cvar_s r_shadow_realtime_dlight; +extern struct cvar_s r_shadow_realtime_dlight_shadows; +extern struct cvar_s r_shadow_realtime_dlight_svbspculling; +extern struct cvar_s r_shadow_realtime_dlight_portalculling; +extern struct cvar_s r_shadow_realtime_world; +extern struct cvar_s r_shadow_realtime_world_lightmaps; +extern struct cvar_s r_shadow_realtime_world_shadows; +extern struct cvar_s r_shadow_realtime_world_compile; +extern struct cvar_s r_shadow_realtime_world_compileshadow; +extern struct cvar_s r_shadow_realtime_world_compilesvbsp; +extern struct cvar_s r_shadow_realtime_world_compileportalculling; +extern struct cvar_s r_shadow_scissor; + +// used by shader for bouncegrid feature +typedef struct r_shadow_bouncegrid_settings_s +{ + qbool staticmode; + qbool directionalshading; + qbool includedirectlighting; + qbool blur; + qbool normalizevectors; + int floatcolors; + float dlightparticlemultiplier; + qbool 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; + 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 + struct rtexture_s *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_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist); +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); +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 struct msurface_s **texturesurfacelist); void R_Shadow_RenderMode_Begin(void); -void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight); +void R_Shadow_RenderMode_ActiveLight(const struct rtlight_s *rtlight); void R_Shadow_RenderMode_Reset(void); -void R_Shadow_RenderMode_StencilShadowVolumes(void); -void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent); -void R_Shadow_RenderMode_VisibleShadowVolumes(void); -void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, 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_SetupEntityLight(const entity_render_t *ent); - -// light currently being rendered -extern rtlight_t *r_shadow_rtlight; - -// this is the location of the eye in entity space -extern vec3_t r_shadow_entityeyeorigin; -// this is the location of the light in entity space -extern vec3_t r_shadow_entitylightorigin; -// this transforms entity coordinates to light filter cubemap coordinates -// (also often used for other purposes) -extern matrix4x4_t r_shadow_entitytolight; -// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes -// of attenuation texturing in full 3D (Z result often ignored) -extern matrix4x4_t r_shadow_entitytoattenuationxyz; -// this transforms only the Z to S, and T is always 0.5 -extern matrix4x4_t r_shadow_entitytoattenuationz; - -void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i); -qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs); +void R_Shadow_ClearStencil(void); +void R_Shadow_SetupEntityLight(const struct entity_render_s *ent); + +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; 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_Update(dlight_t *light, int isstatic); -void R_RTLight_Compile(rtlight_t *rtlight); -void R_RTLight_Uncompile(rtlight_t *rtlight); +extern struct rtlight_s *r_shadow_compilingrtlight; -void R_ShadowVolumeLighting(qboolean visible); +void R_RTLight_Update(struct rtlight_s *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(struct rtlight_s *rtlight); +void R_RTLight_Uncompile(struct rtlight_s *rtlight); -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; @@ -89,4 +181,19 @@ extern int *shadowmarklist; 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