#ifndef R_SHADOW_H
#define R_SHADOW_H
+#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
+
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_gloss2exponent;
+extern cvar_t r_shadow_glossexact;
extern cvar_t r_shadow_lightattenuationpower;
extern cvar_t r_shadow_lightattenuationscale;
extern cvar_t r_shadow_lightintensityscale;
-extern cvar_t r_shadow_portallight;
+extern cvar_t r_shadow_lightradiusscale;
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_shadow_polygonfactor;
-extern cvar_t r_shadow_shadow_polygonoffset;
-extern cvar_t r_shadow_singlepassvolumegeneration;
+extern cvar_t r_shadow_polygonfactor;
+extern cvar_t r_shadow_polygonoffset;
extern cvar_t r_shadow_texture3d;
+extern cvar_t gl_ext_separatestencil;
extern cvar_t gl_ext_stenciltwoside;
+// used by shader for bouncegrid feature
+extern rtexture_t *r_shadow_bouncegridtexture;
+extern matrix4x4_t r_shadow_bouncegridmatrix;
+extern vec_t r_shadow_bouncegridintensity;
+extern qboolean r_shadow_bouncegriddirectional;
+
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, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris);
+qboolean R_Shadow_ShadowMappingEnabled(void);
+void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs);
+void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris);
void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs);
-void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist);
+int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias);
+int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias);
+int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals);
+void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist);
void R_Shadow_RenderMode_Begin(void);
-void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight);
+void R_Shadow_RenderMode_ActiveLight(const 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_StencilShadowVolumes(qboolean zpass);
+void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping);
+void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping);
void R_Shadow_RenderMode_VisibleShadowVolumes(void);
void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
void R_Shadow_RenderMode_End(void);
+void R_Shadow_ClearStencil(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);
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 matrix4x4_t matrix_attenuationz;
-rtexture_t *R_Shadow_Cubemap(const char *basename);
-
-extern dlight_t *r_shadow_worldlightchain;
-
void R_Shadow_UpdateWorldLightSelection(void);
extern rtlight_t *r_shadow_compilingrtlight;
-void R_RTLight_Update(dlight_t *light, int isstatic);
+void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
void R_RTLight_Compile(rtlight_t *rtlight);
void R_RTLight_Uncompile(rtlight_t *rtlight);
-void R_ShadowVolumeLighting(qboolean visible);
-
-int *R_Shadow_ResizeShadowElements(int numtris);
+void R_Shadow_PrepareLights(void);
+void R_Shadow_DrawPrepass(void);
+void R_Shadow_DrawLights(void);
+void R_Shadow_DrawCoronas(void);
extern int maxshadowmark;
extern int numshadowmark;
extern int shadowmarkcount;
void R_Shadow_PrepareShadowMark(int numtris);
+extern int maxshadowsides;
+extern int numshadowsides;
+extern unsigned char *shadowsides;
+extern int *shadowsideslist;
+void R_Shadow_PrepareShadowSides(int numtris);
+
+void R_Shadow_PrepareModelShadows(void);
+
+#define LP_LIGHTMAP 1
+#define LP_RTWORLD 2
+#define LP_DYNLIGHT 4
+void R_LightPoint(vec3_t color, const vec3_t p, const int flags);
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags);
+
#endif