extern cvar_t r_shadow_lightattenuationscale;
extern cvar_t r_shadow_lightintensityscale;
extern cvar_t r_shadow_realtime;
-extern cvar_t r_shadow_texture3d;
extern cvar_t r_shadow_gloss;
extern cvar_t r_shadow_debuglight;
+extern cvar_t r_shadow_bumpscale_bumpmap;
+extern cvar_t r_shadow_bumpscale_basetexture;
void R_Shadow_Init(void);
void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance);
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
void R_Shadow_ClearStencil(void);
void R_Shadow_RenderVolume(int numverts, int numtris, int *elements);
void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh);
void R_Shadow_Stage_Begin(void);
void R_Shadow_Stage_ShadowVolumes(void);
-void R_Shadow_Stage_Light(void);
+void R_Shadow_Stage_LightWithShadows(void);
+void R_Shadow_Stage_LightWithoutShadows(void);
void R_Shadow_Stage_End(void);
-int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius);
+//int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius);
+int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
typedef struct worldlight_s
{
+ // saved properties
vec3_t origin;
+ vec_t lightradius;
vec3_t light;
+ vec3_t angles;
+ int castshadows;
+ char *cubemapname;
+
+ // shadow volumes are done entirely in model space, so there are no matrices for dealing with them...
+
+ // note that the world to light matrices are inversely scaled (divided) by lightradius
+
+ // matrix for transforming world coordinates to light filter coordinates
+ //matrix4x4_t matrix_worldtofilter;
+ // based on worldtofilter this transforms -1 to +1 to 0 to 1 for purposes
+ // of attenuation texturing in full 3D (z result often ignored)
+ //matrix4x4_t matrix_worldtoattenuationxyz;
+ // this transforms only the Z to S, and T is always 0.5
+ //matrix4x4_t matrix_worldtoattenuationz;
+
+ // generated properties
vec3_t mins;
vec3_t maxs;
- vec_t lightradius;
vec_t cullradius;
struct worldlight_s *next;
msurface_t **surfaces;
mleaf_t **leafs;
int numleafs;
rtexture_t *cubemap;
- char *cubemapname;
int style;
shadowmesh_t *shadowvolume;
int selected;