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* Enable Asymmetric Projection FOV * Properly apply asymmetric FOV to g3_rotate_ functions * De-CPP14-ify * cleanup * Make GCC happy * Fix Vertical Asymmetric FOV * Fix printf
62 lines
2.2 KiB
C
62 lines
2.2 KiB
C
/*
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* Copyright (C) Freespace Open 2013. All rights reserved.
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*
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* All source code herein is the property of Freespace Open. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifndef _SHADOWS_H
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#define _SHADOWS_H
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#include "globalincs/pstypes.h"
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#include "object/object.h"
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#include "render/3d.h"
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#define MAX_SHADOW_CASCADES 4
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struct light_frustum_info
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{
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matrix4 proj_matrix;
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vec3d min;
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vec3d max;
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float start_dist;
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};
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enum class ShadowQuality { Disabled = 0, Low = 1, Medium = 2, High = 3, Ultra = 4 };
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extern ShadowQuality Shadow_quality;
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extern matrix4 Shadow_view_matrix_light;
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extern matrix4 Shadow_view_matrix_render;
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extern bool Shadow_quality_uses_mod_option;
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extern matrix4 Shadow_proj_matrix[MAX_SHADOW_CASCADES];
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extern float Shadow_cascade_distances[MAX_SHADOW_CASCADES];
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void shadows_construct_light_frustum(vec3d *min_out, vec3d *max_out, vec3d light_vec, matrix *orient, vec3d *pos, fov_t fov, float aspect, float z_near, float z_far);
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bool shadows_obj_in_frustum(object *objp, vec3d *min, vec3d *max, matrix *light_orient);
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void shadows_render_all(fov_t fov, matrix *eye_orient, vec3d *eye_pos);
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matrix shadows_start_render(matrix *eye_orient, vec3d *eye_pos, fov_t fov, float aspect, float veryneardist, float neardist, float middist, float fardist);
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void shadows_end_render();
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/**
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* Function to call when evaluating whether a shadowmap should be drawn or not when starting a new frame that is rendered with shadows enabled.
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* A call of this function must always be followed up later with shadow_end_frame once the shadow map and the objects using the shadow map are rendered.
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* @params override If true, will override the shadow settings to prevent the following render calls from using shadows until the next shadow_end_frame.
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* @returns Whether a shadow map needs to be generated or not.
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*/
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bool shadow_maybe_start_frame(const bool& override = false);
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/**
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* The follow-up to shadow_maybe_start_frame, for cleaning up and preparing for the next frame. Always call after shadow_maybe_start_frame as soon as the shadow map and the objects using it are rendered.
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*/
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void shadow_end_frame();
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#endif
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