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 stablerandom;
+ int rng_type;
+ int rng_seed;
+ float bounceminimumintensity2;
}
r_shadow_bouncegrid_settings_t;
int pixelbands;
int pixelsperband;
int bytesperband;
- unsigned char *pixels;
- float *highpixels;
float spacing[3];
float ispacing[3];
vec3_t mins;
// 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;
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);
void R_RTLight_Uncompile(rtlight_t *rtlight);
void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_Shadow_ClearShadowMapTexture(void);
void R_Shadow_DrawPrepass(void);
void R_Shadow_DrawLights(void);
void R_Shadow_DrawCoronas(void);
void R_LightPoint(float *color, const vec3_t p, const int flags);
void R_CompleteLightPoint(float *ambientcolor, float *diffusecolor, float *diffusenormal, const vec3_t p, const int flags);
-void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
-void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_Shadow_DrawShadowMaps(void);
+void R_Shadow_DrawModelShadows(void);
#endif