X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=b11420c2056d9f61ba97250f6ab939618724913f;hb=3d84db99ed9d8234809d237512f44cfa6d7ce1a0;hp=7766838ef29098b8bcaecdabd23f686c8a110b6b;hpb=0a05c446ba26bd5897645a37ceec8646c5bc93eb;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index 7766838e..b11420c2 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -2,37 +2,42 @@ #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 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 @@ -92,7 +97,7 @@ typedef struct r_shadow_bouncegrid_state_s 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 - rtexture_t *texture; + struct rtexture_s *texture; matrix4x4_t matrix; vec_t intensity; double lastupdatetime; @@ -138,16 +143,16 @@ void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f 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(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); qbool R_Shadow_ScissorForBBox(const float *mins, const float *maxs); @@ -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);