X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=74de1205813fc60c3b4644b5d9a5b89ca0c79515;hb=9467a5d4d63a1d3587eff10afae41a853dea68f5;hp=1c11ae82795f2824383ebb43d0491a83ea4f0331;hpb=ae7659147186f943237a932345fb9a2b88a8983e;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index 1c11ae82..74de1205 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -17,7 +17,6 @@ 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_portallight; extern cvar_t r_shadow_projectdistance; extern cvar_t r_shadow_frontsidecasting; extern cvar_t r_shadow_realtime_dlight; @@ -34,19 +33,72 @@ 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_singlepassvolumegeneration; 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; + float dlightparticlemultiplier; + qboolean hitmodels; + float lightradiusscale; + int maxbounce; + float particlebounceintensity; + float particleintensity; + int maxphotons; + float energyperphoton; + float spacing[3]; + int stablerandom; +} +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; + unsigned char *pixels; + float *highpixels; + 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; +} +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); 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 firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject); +void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist); void R_Shadow_RenderMode_Begin(void); void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight); void R_Shadow_RenderMode_Reset(void); @@ -65,8 +117,6 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs); extern matrix4x4_t matrix_attenuationxyz; extern matrix4x4_t matrix_attenuationz; -rtexture_t *R_Shadow_Cubemap(const char *basename); - void R_Shadow_UpdateWorldLightSelection(void); extern rtlight_t *r_shadow_compilingrtlight; @@ -75,7 +125,7 @@ void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec void R_RTLight_Compile(rtlight_t *rtlight); void R_RTLight_Uncompile(rtlight_t *rtlight); -void R_Shadow_PrepareLights(void); +void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); void R_Shadow_DrawPrepass(void); void R_Shadow_DrawLights(void); void R_Shadow_DrawCoronas(void); @@ -93,6 +143,15 @@ extern unsigned char *shadowsides; extern int *shadowsideslist; void R_Shadow_PrepareShadowSides(int numtris); -void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic); +void R_Shadow_PrepareModelShadows(void); + +#define LP_LIGHTMAP 1 +#define LP_RTWORLD 2 +#define LP_DYNLIGHT 4 +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); #endif