expand header for renderlights

master
Daniel Kolesa 2020-05-17 19:07:08 +02:00
parent c0c30d37a6
commit 0016b20436
12 changed files with 64 additions and 56 deletions

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@ -1,5 +1,6 @@
#include "aa.hh"
#include "rendergl.hh"
#include "renderlights.hh"
#include "texture.hh"
#include "engine.hh"

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@ -37,45 +37,6 @@ extern void compactmruvslots();
// renderlights
#include "renderlights.hh"
extern int lighttilealignw, lighttilealignh, lighttilevieww, lighttileviewh, lighttilew, lighttileh;
extern int vieww, viewh; /* rendergl */
template<class T>
static inline void calctilebounds(float sx1, float sy1, float sx2, float sy2, T &bx1, T &by1, T &bx2, T &by2)
{
int tx1 = max(int(floor(((sx1 + 1)*0.5f*vieww)/lighttilealignw)), 0),
ty1 = max(int(floor(((sy1 + 1)*0.5f*viewh)/lighttilealignh)), 0),
tx2 = min(int(ceil(((sx2 + 1)*0.5f*vieww)/lighttilealignw)), lighttilevieww),
ty2 = min(int(ceil(((sy2 + 1)*0.5f*viewh)/lighttilealignh)), lighttileviewh);
bx1 = T((tx1 * lighttilew) / lighttilevieww);
by1 = T((ty1 * lighttileh) / lighttileviewh);
bx2 = T((tx2 * lighttilew + lighttilevieww - 1) / lighttilevieww);
by2 = T((ty2 * lighttileh + lighttileviewh - 1) / lighttileviewh);
}
static inline void masktiles(uint *tiles, float sx1, float sy1, float sx2, float sy2)
{
int tx1, ty1, tx2, ty2;
calctilebounds(sx1, sy1, sx2, sy2, tx1, ty1, tx2, ty2);
for(int ty = ty1; ty < ty2; ty++) tiles[ty] |= ((1<<(tx2-tx1))-1)<<tx1;
}
enum { SM_NONE = 0, SM_REFLECT, SM_CUBEMAP, SM_CASCADE, SM_SPOT };
extern int shadowmapping;
extern matrix4 shadowmatrix;
extern void loaddeferredlightshaders();
extern void cleardeferredlightshaders();
extern void clearshadowcache();
extern void rendervolumetric();
extern void cleanupvolumetric();
extern int calcshadowinfo(const extentity &e, vec &origin, float &radius, vec &spotloc, int &spotangle, float &bias);
extern void rendershadowatlas();
extern bool useradiancehints();
@ -89,20 +50,6 @@ extern int calcspherecsmsplits(const vec &center, float radius);
extern int calcbbrsmsplits(const ivec &bbmin, const ivec &bbmax);
extern int calcspherersmsplits(const vec &center, float radius);
static inline bool sphereinsidespot(const vec &dir, int spot, const vec &center, float radius)
{
const vec2 &sc = sincos360[spot];
float cdist = dir.dot(center), cradius = radius + sc.y*cdist;
return sc.x*sc.x*(center.dot(center) - cdist*cdist) <= cradius*cradius;
}
static inline bool bbinsidespot(const vec &origin, const vec &dir, int spot, const ivec &bbmin, const ivec &bbmax)
{
vec radius = vec(ivec(bbmax).sub(bbmin)).mul(0.5f), center = vec(bbmin).add(radius);
return sphereinsidespot(dir, spot, center.sub(origin), radius.magnitude());
}
extern matrix4 worldmatrix, screenmatrix;
extern int transparentlayer;
extern int gw, gh, gdepthformat, ghasstencil;
@ -259,9 +206,6 @@ struct mapmodelinfo { string name; model *m, *collide; };
extern vector<mapmodelinfo> mapmodels;
extern float transmdlsx1, transmdlsy1, transmdlsx2, transmdlsy2;
extern uint transmdltiles[LIGHTTILE_MAXH];
extern void loadskin(const char *dir, const char *altdir, Texture *&skin, Texture *&masks);
extern void resetmodelbatches();
extern void startmodelquery(occludequery *query);

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@ -1,5 +1,6 @@
#include "blend.hh"
#include "octa.hh"
#include "renderlights.hh"
#include "texture.hh"
#include "engine.hh"

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@ -1,5 +1,6 @@
#include "material.hh"
#include "rendergl.hh"
#include "renderlights.hh"
#include "renderva.hh"
#include "texture.hh"
#include "water.hh"

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@ -3,6 +3,7 @@
#include "octa.hh"
#include "pvs.hh"
#include "rendergl.hh"
#include "renderlights.hh"
#include "renderva.hh"
#include "texture.hh"
#include "world.hh"

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@ -4,6 +4,7 @@
#include "grass.hh"
#include "material.hh"
#include "rendergl.hh"
#include "renderlights.hh"
#include "renderparticles.hh"
#include "rendersky.hh"
#include "renderva.hh"

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@ -6,6 +6,7 @@
#include "material.hh"
#include "pvs.hh"
#include "rendergl.hh"
#include "renderlights.hh"
#include "renderparticles.hh"
#include "rendersky.hh"
#include "rendertext.hh"

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@ -4,6 +4,7 @@
#include "material.hh"
#include "pvs.hh"
#include "rendergl.hh"
#include "rendermodel.hh"
#include "renderparticles.hh"
#include "rendersky.hh"
#include "renderva.hh"

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@ -1,9 +1,62 @@
#ifndef ENGINE_RENDERLIGHTS_HH
#define ENGINE_RENDERLIGHTS_HH
#include <shared/tools.hh>
#include <shared/geom.hh>
#define LIGHTTILE_MAXW 16
#define LIGHTTILE_MAXH 16
enum { L_NOSHADOW = 1<<0, L_NODYNSHADOW = 1<<1, L_VOLUMETRIC = 1<<2, L_NOSPEC = 1<<3 };
/* only for the inlines below */
extern int lighttilealignw, lighttilealignh, lighttilevieww, lighttileviewh, lighttilew, lighttileh;
extern int vieww, viewh; /* rendergl */
template<class T>
static inline void calctilebounds(float sx1, float sy1, float sx2, float sy2, T &bx1, T &by1, T &bx2, T &by2)
{
int tx1 = max(int(floor(((sx1 + 1)*0.5f*vieww)/lighttilealignw)), 0),
ty1 = max(int(floor(((sy1 + 1)*0.5f*viewh)/lighttilealignh)), 0),
tx2 = min(int(ceil(((sx2 + 1)*0.5f*vieww)/lighttilealignw)), lighttilevieww),
ty2 = min(int(ceil(((sy2 + 1)*0.5f*viewh)/lighttilealignh)), lighttileviewh);
bx1 = T((tx1 * lighttilew) / lighttilevieww);
by1 = T((ty1 * lighttileh) / lighttileviewh);
bx2 = T((tx2 * lighttilew + lighttilevieww - 1) / lighttilevieww);
by2 = T((ty2 * lighttileh + lighttileviewh - 1) / lighttileviewh);
}
static inline void masktiles(uint *tiles, float sx1, float sy1, float sx2, float sy2)
{
int tx1, ty1, tx2, ty2;
calctilebounds(sx1, sy1, sx2, sy2, tx1, ty1, tx2, ty2);
for(int ty = ty1; ty < ty2; ty++) tiles[ty] |= ((1<<(tx2-tx1))-1)<<tx1;
}
enum { SM_NONE = 0, SM_REFLECT, SM_CUBEMAP, SM_CASCADE, SM_SPOT };
extern int shadowmapping;
extern matrix4 shadowmatrix;
void loaddeferredlightshaders();
void cleardeferredlightshaders();
void clearshadowcache();
void rendervolumetric();
void cleanupvolumetric();
static inline bool sphereinsidespot(const vec &dir, int spot, const vec &center, float radius)
{
const vec2 &sc = sincos360[spot];
float cdist = dir.dot(center), cradius = radius + sc.y*cdist;
return sc.x*sc.x*(center.dot(center) - cdist*cdist) <= cradius*cradius;
}
static inline bool bbinsidespot(const vec &origin, const vec &dir, int spot, const ivec &bbmin, const ivec &bbmax)
{
vec radius = vec(ivec(bbmax).sub(bbmin)).mul(0.5f), center = vec(bbmin).add(radius);
return sphereinsidespot(dir, spot, center.sub(origin), radius.magnitude());
}
extern matrix4 worldmatrix, screenmatrix;
#endif

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@ -1,3 +1,5 @@
#include "rendermodel.hh"
#include "aa.hh"
#include "pvs.hh"
#include "rendergl.hh"

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@ -1,4 +1,5 @@
#include "rendergl.hh"
#include "renderlights.hh"
#include "renderva.hh"
#include "texture.hh"

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@ -5,6 +5,7 @@
#include "grass.hh"
#include "pvs.hh"
#include "rendergl.hh"
#include "renderlights.hh"
#include "rendersky.hh"
#include "texture.hh"