#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_world_lightmaps; 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_worldshadows; extern cvar_t r_shadow_dlightshadows; extern cvar_t r_shadow_projectdistance; 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_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs); void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius); #define LIGHTING_DIFFUSE 1 #define LIGHTING_SPECULAR 2 void R_Shadow_RenderLighting(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, const float *lightcolor, const matrix4x4_t *matrix_worldtolight, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lightingflags); void R_Shadow_ClearStencil(void); void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i); 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); // 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(int visiblevolumes); 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