X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.h;h=b11420c2056d9f61ba97250f6ab939618724913f;hp=cf74e268bfcb6ee1a79c6cce946c0df122c256a3;hb=7305affaa1bdcfa17d27e7e155ed850143753fcf;hpb=38185bc1aea210514d6970e3c36a25ad97615e5f diff --git a/r_shadow.h b/r_shadow.h index cf74e268..b11420c2 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,63 +2,159 @@ #ifndef R_SHADOW_H #define R_SHADOW_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 cvar_t r_shadow_polygonfactor; -extern cvar_t r_shadow_polygonoffset; -extern cvar_t r_shadow_texture3d; -extern cvar_t gl_ext_separatestencil; -extern cvar_t gl_ext_stenciltwoside; +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); -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); +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); -void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, 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 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_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_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_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; @@ -66,13 +162,14 @@ 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); void R_Shadow_DrawPrepass(void); void R_Shadow_DrawLights(void); void R_Shadow_DrawCoronas(void); @@ -92,6 +189,11 @@ 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); #endif