extern cvar_t r_shadow_bumpscale_basetexture;
extern cvar_t r_shadow_bumpscale_bumpmap;
-extern cvar_t r_shadow_cull;
extern cvar_t r_shadow_debuglight;
extern cvar_t r_shadow_gloss;
extern cvar_t r_shadow_gloss2intensity;
extern cvar_t r_shadow_projectdistance;
extern cvar_t r_shadow_realtime_dlight;
extern cvar_t r_shadow_realtime_dlight_shadows;
+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_compilelight;
extern cvar_t r_shadow_realtime_world_compileshadow;
extern cvar_t r_shadow_scissor;
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 r_shadow_visiblelighting;
-extern cvar_t r_shadow_visiblevolumes;
extern cvar_t gl_ext_stenciltwoside;
-extern mempool_t *r_shadow_mempool;
-
void R_Shadow_Init(void);
void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris);
void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs);
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int visiblelighting);
-void R_Shadow_ClearStencil(void);
+void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist);
+void R_Shadow_RenderMode_Begin(void);
+void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight);
+void R_Shadow_RenderMode_Reset(void);
+void R_Shadow_RenderMode_StencilShadowVolumes(void);
+void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent);
+void R_Shadow_RenderMode_VisibleShadowVolumes(void);
+void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
+void R_Shadow_RenderMode_End(void);
+void R_Shadow_SetupEntityLight(const entity_render_t *ent);
+
+// light currently being rendered
+extern rtlight_t *r_shadow_rtlight;
+
+// this is the location of the light in entity space
+extern vec3_t r_shadow_entitylightorigin;
+// this transforms entity coordinates to light filter cubemap coordinates
+// (also often used for other purposes)
+extern matrix4x4_t r_shadow_entitytolight;
+// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
+// of attenuation texturing in full 3D (Z result often ignored)
+extern matrix4x4_t r_shadow_entitytoattenuationxyz;
+// this transforms only the Z to S, and T is always 0.5
+extern matrix4x4_t r_shadow_entitytoattenuationz;
void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i);
-int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
+qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
// these never change, they are used to create attenuation matrices
extern matrix4x4_t matrix_attenuationxyz;
extern rtlight_t *r_shadow_compilingrtlight;
-void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic);
+void R_RTLight_Update(dlight_t *light, int isstatic);
void R_RTLight_Compile(rtlight_t *rtlight);
void R_RTLight_Uncompile(rtlight_t *rtlight);
-void R_ShadowVolumeLighting(int visiblelighting, int visiblevolumes);
+void R_ShadowVolumeLighting(qboolean visible);
int *R_Shadow_ResizeShadowElements(int numtris);