OctaCore/src/engine/renderlights.hh

116 lines
3.9 KiB
C++

#ifndef ENGINE_RENDERLIGHTS_HH
#define ENGINE_RENDERLIGHTS_HH
#include <shared/gl.hh>
#include <shared/tools.hh>
#include <shared/geom.hh>
#include "aa.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, L_SMALPHA = 1<<4 };
/* 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;
struct extentity; // FIXME
extern int transparentlayer;
extern int gw, gh, ghasstencil;
extern GLuint gdepthtex, gcolortex, gnormaltex, gglowtex;
extern GLuint msdepthtex, mscolortex, msnormaltex, msglowtex;
extern int msaasamples, msaalight;
extern vector<vec2> msaapositions;
int calcshadowinfo(const extentity &e, vec &origin, float &radius, vec &spotloc, int &spotangle, float &bias);
void rendershadowatlas();
bool useradiancehints();
void renderradiancehints();
void clearradiancehintscache();
void cleanuplights();
void workinoq();
int calcbbcsmsplits(const ivec &bbmin, const ivec &bbmax);
int calcspherecsmsplits(const vec &center, float radius);
int calcbbrsmsplits(const ivec &bbmin, const ivec &bbmax);
int calcspherersmsplits(const vec &center, float radius);
void cleanupgbuffer();
void initgbuffer();
bool usepacknorm();
void maskgbuffer(const char *mask);
void bindgdepth();
void preparegbuffer(bool depthclear = true);
void rendergbuffer(bool depthclear = true);
void shadesky();
void shadegbuffer();
void shademinimap(const vec &color = vec(-1, -1, -1));
void shademodelpreview(int x, int y, int w, int h, bool background = true, bool scissor = false);
void rendertransparent();
void renderao();
void loadhdrshaders(int aa = AA_UNUSED);
void processhdr(GLuint outfbo = 0, int aa = AA_UNUSED);
void copyhdr(int sw, int sh, GLuint fbo, int dw = 0, int dh = 0, bool flipx = false, bool flipy = false, bool swapxy = false);
void setuplights();
void setupgbuffer();
GLuint shouldscale();
void doscale(GLuint outfbo = 0);
bool debuglights();
extern int avatarmask;
bool useavatarmask();
void enableavatarmask();
void disableavatarmask();
#endif