10struct entity_render_s;
12#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
43typedef struct r_shadow_bouncegrid_settings_s
68#define PHOTON_MAX_PATHS 11
70typedef struct r_shadow_bouncegrid_photon_path_s
78typedef struct r_shadow_bouncegrid_photon_s
93typedef struct r_shadow_bouncegrid_state_s
118 float *blurpixels[2];
142void 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);
145int 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);
167void 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);
195void R_CompleteLightPoint(
float *ambient,
float *diffuse,
float *lightdir,
const vec3_t p,
const int flags,
float lightmapintensity,
float ambientintensity);
void R_Shadow_RenderMode_Begin(void)
void R_Shadow_RenderMode_Lighting(qbool transparent, qbool shadowmapping, qbool noselfshadowpass)
struct cvar_s r_shadow_scissor
struct cvar_s r_shadow_gloss2exponent
void R_Shadow_PrepareShadowSides(int numtris)
int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, 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)
struct cvar_s r_shadow_realtime_dlight_svbspculling
qbool R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
void R_Shadow_ClearStencil(void)
void R_Shadow_DrawShadowMaps(void)
void R_Shadow_SetupEntityLight(const struct entity_render_s *ent)
struct cvar_s r_shadow_bumpscale_basetexture
void R_Shadow_PrepareShadowMark(int numtris)
struct cvar_s r_shadow_glossexact
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)
struct cvar_s r_shadow_lightattenuationscale
struct cvar_s r_shadow_realtime_world_shadows
struct cvar_s r_shadow_lightintensityscale
void R_RTLight_Compile(struct rtlight_s *rtlight)
void R_Shadow_RenderLighting(int texturenumsurfaces, const struct msurface_s **texturesurfacelist)
struct cvar_s r_shadow_realtime_dlight_shadows
struct rtlight_s * r_shadow_compilingrtlight
void R_Shadow_RenderMode_DrawDeferredLight(qbool shadowmapping)
void R_Shadow_PrepareLights(void)
qbool R_Shadow_ShadowMappingEnabled(void)
void R_RTLight_Uncompile(struct rtlight_s *rtlight)
void R_Shadow_PrepareModelShadows(void)
int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias)
struct cvar_s r_shadow_realtime_dlight
matrix4x4_t matrix_attenuationz
void R_Shadow_RenderMode_VisibleLighting(qbool transparent)
struct cvar_s r_shadow_realtime_world_compilesvbsp
matrix4x4_t matrix_attenuationxyz
struct cvar_s r_shadow_realtime_world_lightmaps
unsigned char * shadowsides
struct cvar_s r_shadow_realtime_world
void R_Shadow_RenderMode_Reset(void)
struct cvar_s r_shadow_realtime_world_compile
struct cvar_s r_shadow_frontsidecasting
void R_Shadow_DrawCoronas(void)
void R_Shadow_RenderMode_ActiveLight(const struct rtlight_s *rtlight)
struct cvar_s r_shadow_lightradiusscale
struct cvar_s r_shadow_gloss
void R_Shadow_DrawLights(void)
void R_Shadow_ClearShadowMapTexture(void)
struct cvar_s r_shadow_lightattenuationpower
struct cvar_s r_shadow_gloss2intensity
struct cvar_s r_shadow_projectdistance
struct cvar_s r_shadow_realtime_world_compileportalculling
struct cvar_s r_shadow_debuglight
void R_Shadow_RenderMode_End(void)
void R_Shadow_DrawPrepass(void)
struct cvar_s r_shadow_glossintensity
void R_Shadow_UpdateWorldLightSelection(void)
struct cvar_s r_shadow_realtime_world_compileshadow
struct cvar_s r_shadow_realtime_dlight_portalculling
struct cvar_s r_shadow_bumpscale_bumpmap
r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state
struct cvar_s r_shadow_glossexponent
void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity)
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)
float startrefractiveindex
float bounceminimumintensity2
float bounceminimumintensity2
float dlightparticlemultiplier
qbool includedirectlighting
float particlebounceintensity
taskqueue_task_t enqueuephotons_task
taskqueue_task_t enqueue_slices_task
taskqueue_task_t photons_done_task
taskqueue_task_t slices_done_task
qbool allowdirectionalshading
taskqueue_task_t * photons_tasks
r_shadow_bouncegrid_settings_t settings
taskqueue_task_t cleartex_task
unsigned short * fp16pixels
taskqueue_task_t * slices_tasks
taskqueue_task_t blurpixels_task
r_shadow_bouncegrid_photon_t * photons
taskqueue_task_t assignphotons_task
struct rtexture_s * texture