#ifndef R_SHADOW_H #define R_SHADOW_H extern cvar_t r_shadow_lightattenuationscale; extern cvar_t r_shadow_lightintensityscale; extern cvar_t r_shadow_realtime_world; extern cvar_t r_shadow_realtime_dlight; extern cvar_t r_shadow_visiblevolumes; 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; extern cvar_t r_shadow_shadows; void R_Shadow_Init(void); void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance); void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertices, 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 *vertices, 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_RenderShadowMeshVolume(shadowmesh_t *mesh); void R_Shadow_Stage_Begin(void); void R_Shadow_LoadWorldLightsIfNeeded(void); void R_Shadow_Stage_ShadowVolumes(void); void R_Shadow_Stage_LightWithShadows(void); void R_Shadow_Stage_LightWithoutShadows(void); void R_Shadow_Stage_End(void); 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 cullradius; struct worldlight_s *next; rtexture_t *cubemap; int style; int selected; // premade shadow volumes and lit surfaces to render shadowmesh_t *meshchain_shadow; shadowmesh_t *meshchain_light; } worldlight_t; extern worldlight_t *r_shadow_worldlightchain; void R_Shadow_UpdateWorldLightSelection(void); void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix); void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz); #endif