X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=b11420c2056d9f61ba97250f6ab939618724913f;hp=778a44c4b07fdfd6b5ca31cda1bfa526e22a1cb1;hb=4048c5cdec22f262fb5925aea3eb0d6941c4d0c5;hpb=ed17b0043966690a70381680a95b0e51891efa40 diff --git a/r_shadow.h b/r_shadow.h index 778a44c4..b11420c2 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,49 +2,54 @@ #ifndef R_SHADOW_H #define R_SHADOW_H -#include "thread.h" +#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 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_glossexponent; -extern cvar_t r_shadow_gloss2exponent; -extern cvar_t r_shadow_glossexact; -extern cvar_t r_shadow_lightattenuationpower; -extern cvar_t r_shadow_lightattenuationscale; -extern cvar_t r_shadow_lightintensityscale; -extern cvar_t r_shadow_lightradiusscale; -extern cvar_t r_shadow_projectdistance; -extern cvar_t r_shadow_frontsidecasting; -extern cvar_t r_shadow_realtime_dlight; -extern cvar_t r_shadow_realtime_dlight_shadows; -extern cvar_t r_shadow_realtime_dlight_svbspculling; -extern cvar_t r_shadow_realtime_dlight_portalculling; -extern cvar_t r_shadow_realtime_world; -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_realtime_world_compilesvbsp; -extern cvar_t r_shadow_realtime_world_compileportalculling; -extern cvar_t r_shadow_scissor; +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 { - 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; @@ -88,11 +93,11 @@ 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 - rtexture_t *texture; + 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; @@ -133,23 +138,23 @@ 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); 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 msurface_t **texturesurfacelist); +void R_Shadow_RenderLighting(int texturenumsurfaces, const struct msurface_s **texturesurfacelist); void R_Shadow_RenderMode_Begin(void); -void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight); +void R_Shadow_RenderMode_ActiveLight(const struct rtlight_s *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); +void R_Shadow_SetupEntityLight(const struct entity_render_s *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; @@ -157,11 +162,11 @@ extern matrix4x4_t matrix_attenuationz; void R_Shadow_UpdateWorldLightSelection(void); -extern rtlight_t *r_shadow_compilingrtlight; +extern struct rtlight_s *r_shadow_compilingrtlight; -void R_RTLight_Update(rtlight_t *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(rtlight_t *rtlight); -void R_RTLight_Uncompile(rtlight_t *rtlight); +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); void R_Shadow_PrepareLights(void); void R_Shadow_ClearShadowMapTexture(void);