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;
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_Stage_LightWithShadows(void);
void R_Shadow_Stage_LightWithoutShadows(void);
void R_Shadow_Stage_End(void);
-//int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius);
int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
typedef struct worldlight_s
vec3_t maxs;
vec_t cullradius;
struct worldlight_s *next;
- msurface_t **surfaces;
- int numsurfaces;
- mleaf_t **leafs;
- int numleafs;
rtexture_t *cubemap;
int style;
- shadowmesh_t *shadowvolume;
int selected;
+
+ // premade shadow volumes and lit surfaces to render
+ shadowmesh_t *meshchain_shadow;
+ shadowmesh_t *meshchain_light;
}
worldlight_t;
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