X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_shadow.h;h=111ba47e4794310b7b3396939981cbc5120ec7d0;hb=2523c9c11e2d2c6ccbf89e7e21c2bf306a3a08d2;hp=d868dddf2103d5ec368aee53e7403d1c51dfb112;hpb=e2f3aafe7b60f54c50f29d0358132034cfb21e07;p=xonotic%2Fdarkplaces.git diff --git a/r_shadow.h b/r_shadow.h index d868dddf..111ba47e 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -9,6 +9,7 @@ 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_glossexact; extern cvar_t r_shadow_lightattenuationpower; extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; @@ -37,20 +38,20 @@ extern cvar_t gl_ext_separatestencil; extern cvar_t gl_ext_stenciltwoside; 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); +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_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_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset); +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject); 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(qboolean clearstencil); +void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass); 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_ClearStencil(void); void R_Shadow_SetupEntityLight(const entity_render_t *ent); -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