-extern cvar_t r_shadow_bumpscale_basetexture;
-extern cvar_t r_shadow_bumpscale_bumpmap;
-extern cvar_t r_shadow_debuglight;
-extern cvar_t r_shadow_gloss;
-extern cvar_t r_shadow_gloss2intensity;
-extern cvar_t r_shadow_glossintensity;
-extern cvar_t r_shadow_glossexponent;
-extern cvar_t r_shadow_lightattenuationpower;
-extern cvar_t r_shadow_lightattenuationscale;
-extern cvar_t r_shadow_lightintensityscale;
-extern cvar_t r_shadow_lightradiusscale;
-extern cvar_t r_shadow_portallight;
-extern cvar_t r_shadow_projectdistance;
-extern cvar_t r_shadow_frontsidecasting;
-extern cvar_t r_shadow_realtime_dlight;
-extern cvar_t r_shadow_realtime_dlight_shadows;
-extern cvar_t r_shadow_realtime_dlight_svbspculling;
-extern cvar_t r_shadow_realtime_dlight_portalculling;
-extern cvar_t r_shadow_realtime_world;
-extern cvar_t r_shadow_realtime_world_dlightshadows;
-extern cvar_t r_shadow_realtime_world_lightmaps;
-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;
-extern cvar_t r_shadow_culltriangles;
-extern cvar_t r_shadow_shadow_polygonfactor;
-extern cvar_t r_shadow_shadow_polygonoffset;
-extern cvar_t r_shadow_singlepassvolumegeneration;
-extern cvar_t r_shadow_texture3d;
-extern cvar_t gl_ext_separatestencil;
-extern cvar_t gl_ext_stenciltwoside;
+#include "qtypes.h"
+#include "taskqueue.h"
+#include "matrixlib.h"
+struct rtlight_s;
+struct msurface_s;
+struct entity_render_s;
+
+#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
+
+extern struct cvar_s r_shadow_bumpscale_basetexture;
+extern struct cvar_s r_shadow_bumpscale_bumpmap;
+extern struct cvar_s r_shadow_debuglight;
+extern struct cvar_s r_shadow_gloss;
+extern struct cvar_s r_shadow_gloss2intensity;
+extern struct cvar_s r_shadow_glossintensity;
+extern struct cvar_s r_shadow_glossexponent;
+extern struct cvar_s r_shadow_gloss2exponent;
+extern struct cvar_s r_shadow_glossexact;
+extern struct cvar_s r_shadow_lightattenuationpower;
+extern struct cvar_s r_shadow_lightattenuationscale;
+extern struct cvar_s r_shadow_lightintensityscale;
+extern struct cvar_s r_shadow_lightradiusscale;
+extern struct cvar_s r_shadow_projectdistance;
+extern struct cvar_s r_shadow_frontsidecasting;
+extern struct cvar_s r_shadow_realtime_dlight;
+extern struct cvar_s r_shadow_realtime_dlight_shadows;
+extern struct cvar_s r_shadow_realtime_dlight_svbspculling;
+extern struct cvar_s r_shadow_realtime_dlight_portalculling;
+extern struct cvar_s r_shadow_realtime_world;
+extern struct cvar_s r_shadow_realtime_world_lightmaps;
+extern struct cvar_s r_shadow_realtime_world_shadows;
+extern struct cvar_s r_shadow_realtime_world_compile;
+extern struct cvar_s r_shadow_realtime_world_compileshadow;
+extern struct cvar_s r_shadow_realtime_world_compilesvbsp;
+extern struct cvar_s r_shadow_realtime_world_compileportalculling;
+extern struct cvar_s r_shadow_scissor;
+
+// used by shader for bouncegrid feature
+typedef struct r_shadow_bouncegrid_settings_s
+{
+ qbool staticmode;
+ qbool directionalshading;
+ qbool includedirectlighting;
+ qbool blur;
+ qbool normalizevectors;
+ int floatcolors;
+ float dlightparticlemultiplier;
+ qbool 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;
+ qbool capable;
+ qbool allowdirectionalshading;
+ qbool directional; // copied from settings.directionalshading after createtexture is decided
+ qbool createtexture; // set to true to recreate the texture rather than updating it - happens when size changes or directional changes
+ struct rtexture_s *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;