#ifndef R_SHADOW_H #define R_SHADOW_H 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_lightattenuationpower; extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; extern cvar_t r_shadow_portallight; 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 *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture); 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_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic); 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); extern int maxshadowmark; extern int numshadowmark; extern int *shadowmark; extern int *shadowmarklist; extern int shadowmarkcount; void R_Shadow_PrepareShadowMark(int numtris); #endif