+extern cvar_t r_shadow_realtime_world_shadows;
+extern cvar_t r_shadow_realtime_world_compile;
+extern cvar_t r_shadow_realtime_world_compileshadow;
+extern cvar_t r_shadow_realtime_world_compilesvbsp;
+extern cvar_t r_shadow_realtime_world_compileportalculling;
+extern cvar_t r_shadow_scissor;
+
+// used by shader for bouncegrid feature
+typedef struct r_shadow_bouncegrid_settings_s
+{
+ qboolean staticmode;
+ qboolean directionalshading;
+ qboolean includedirectlighting;
+ qboolean blur;
+ qboolean normalizevectors;
+ int floatcolors;
+ float dlightparticlemultiplier;
+ qboolean hitmodels;
+ float lightradiusscale;
+ int maxbounce;
+ float lightpathsize;
+ float particlebounceintensity;
+ float particleintensity;
+ int maxphotons;
+ float energyperphoton;
+ float spacing[3];
+ int rng_type;
+ int rng_seed;
+ float bounceminimumintensity2;
+ int subsamples;
+}
+r_shadow_bouncegrid_settings_t;
+
+#define PHOTON_MAX_PATHS 11
+
+typedef struct r_shadow_bouncegrid_photon_path_s
+{
+ vec3_t start;
+ vec3_t end;
+ vec3_t color;
+}
+r_shadow_bouncegrid_photon_path_t;
+
+typedef struct r_shadow_bouncegrid_photon_s
+{
+ // parameters for tracing this photon
+ vec3_t start;
+ vec3_t end;
+ float color[3];
+ float bounceminimumintensity2;
+ float startrefractiveindex;
+
+ // results
+ int numpaths;
+ r_shadow_bouncegrid_photon_path_t paths[PHOTON_MAX_PATHS];
+}
+r_shadow_bouncegrid_photon_t;
+
+typedef struct r_shadow_bouncegrid_state_s
+{
+ r_shadow_bouncegrid_settings_t settings;
+ qboolean capable;
+ qboolean allowdirectionalshading;
+ qboolean directional; // copied from settings.directionalshading after createtexture is decided
+ qboolean createtexture; // set to true to recreate the texture rather than updating it - happens when size changes or directional changes
+ rtexture_t *texture;
+ matrix4x4_t matrix;
+ vec_t intensity;
+ double lastupdatetime;
+ int resolution[3];
+ int numpixels;
+ int pixelbands;
+ int pixelsperband;
+ int bytesperband;
+ float spacing[3];
+ float ispacing[3];
+ vec3_t mins;
+ vec3_t maxs;
+ vec3_t size;
+
+ // per-frame data that is very temporary
+ int highpixels_index; // which one is active - this toggles when doing blur
+ float *highpixels; // equals blurpixels[highpixels_index]
+ float *blurpixels[2];
+ unsigned char *u8pixels; // temporary processing buffer when outputting to rgba8 format
+ unsigned short *fp16pixels; // temporary processing buffer when outputting to rgba16f format
+ // describe the photons we intend to shoot for threaded dispatch
+ int numphotons; // number of photons to shoot this frame, always <= settings.maxphotons
+ r_shadow_bouncegrid_photon_t *photons; // describes the photons being shot this frame
+
+ // tasks
+ taskqueue_task_t cleartex_task; // clears the highpixels array
+ taskqueue_task_t assignphotons_task; // sets the photon counts on lights, etc
+ taskqueue_task_t enqueuephotons_task; // enqueues tasks to shoot the photons
+ taskqueue_task_t *photons_tasks; // [maxphotons] taskqueue entries to perform the photon shots
+ taskqueue_task_t photons_done_task; // checks that all photon shots are completed
+ taskqueue_task_t enqueue_slices_task; // enqueues slice tasks to render the light accumulation into the texture
+ taskqueue_task_t *slices_tasks; // [resolution[1]] taskqueue entries to perform the light path accumulation into the texture
+ taskqueue_task_t slices_done_task; // checks that light accumulation in the texture is done
+ taskqueue_task_t blurpixels_task; // blurs the highpixels array
+}
+r_shadow_bouncegrid_state_t;
+
+extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;