mirror of
https://github.com/DrBeef/QuakeQuest.git
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110 lines
5.3 KiB
C
110 lines
5.3 KiB
C
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#ifndef R_SHADOW_H
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#define R_SHADOW_H
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#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
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extern cvar_t r_shadow_bumpscale_basetexture;
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extern cvar_t r_shadow_bumpscale_bumpmap;
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extern cvar_t r_shadow_debuglight;
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extern cvar_t r_shadow_gloss;
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extern cvar_t r_shadow_gloss2intensity;
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extern cvar_t r_shadow_glossintensity;
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extern cvar_t r_shadow_glossexponent;
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extern cvar_t r_shadow_gloss2exponent;
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extern cvar_t r_shadow_glossexact;
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extern cvar_t r_shadow_lightattenuationpower;
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extern cvar_t r_shadow_lightattenuationscale;
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extern cvar_t r_shadow_lightintensityscale;
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extern cvar_t r_shadow_lightradiusscale;
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extern cvar_t r_shadow_projectdistance;
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extern cvar_t r_shadow_frontsidecasting;
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extern cvar_t r_shadow_realtime_dlight;
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extern cvar_t r_shadow_realtime_dlight_shadows;
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extern cvar_t r_shadow_realtime_dlight_svbspculling;
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extern cvar_t r_shadow_realtime_dlight_portalculling;
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extern cvar_t r_shadow_realtime_world;
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extern cvar_t r_shadow_realtime_world_lightmaps;
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extern cvar_t r_shadow_realtime_world_shadows;
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extern cvar_t r_shadow_realtime_world_compile;
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extern cvar_t r_shadow_realtime_world_compileshadow;
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extern cvar_t r_shadow_realtime_world_compilesvbsp;
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extern cvar_t r_shadow_realtime_world_compileportalculling;
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extern cvar_t r_shadow_scissor;
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extern cvar_t r_shadow_polygonfactor;
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extern cvar_t r_shadow_polygonoffset;
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extern cvar_t r_shadow_texture3d;
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extern cvar_t gl_ext_separatestencil;
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extern cvar_t gl_ext_stenciltwoside;
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// used by shader for bouncegrid feature
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extern rtexture_t *r_shadow_bouncegridtexture;
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extern matrix4x4_t r_shadow_bouncegridmatrix;
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extern vec_t r_shadow_bouncegridintensity;
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extern qboolean r_shadow_bouncegriddirectional;
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void R_Shadow_Init(void);
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qboolean R_Shadow_ShadowMappingEnabled(void);
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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);
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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);
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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);
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int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias);
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int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias);
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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);
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void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist);
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void R_Shadow_RenderMode_Begin(void);
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void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);
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void R_Shadow_RenderMode_Reset(void);
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void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass);
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void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping);
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void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping);
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void R_Shadow_RenderMode_VisibleShadowVolumes(void);
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void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
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void R_Shadow_RenderMode_End(void);
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void R_Shadow_ClearStencil(void);
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void R_Shadow_SetupEntityLight(const entity_render_t *ent);
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qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
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// these never change, they are used to create attenuation matrices
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extern matrix4x4_t matrix_attenuationxyz;
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extern matrix4x4_t matrix_attenuationz;
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void R_Shadow_UpdateWorldLightSelection(void);
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extern rtlight_t *r_shadow_compilingrtlight;
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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);
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void R_RTLight_Compile(rtlight_t *rtlight);
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void R_RTLight_Uncompile(rtlight_t *rtlight);
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void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
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void R_Shadow_DrawPrepass(void);
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void R_Shadow_DrawLights(void);
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void R_Shadow_DrawCoronas(void);
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extern int maxshadowmark;
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extern int numshadowmark;
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extern int *shadowmark;
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extern int *shadowmarklist;
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extern int shadowmarkcount;
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void R_Shadow_PrepareShadowMark(int numtris);
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extern int maxshadowsides;
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extern int numshadowsides;
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extern unsigned char *shadowsides;
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extern int *shadowsideslist;
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void R_Shadow_PrepareShadowSides(int numtris);
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void R_Shadow_PrepareModelShadows(void);
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#define LP_LIGHTMAP 1
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#define LP_RTWORLD 2
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#define LP_DYNLIGHT 4
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void R_LightPoint(float *color, const vec3_t p, const int flags);
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void R_CompleteLightPoint(float *ambientcolor, float *diffusecolor, float *diffusenormal, const vec3_t p, const int flags);
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void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
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void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
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#endif
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