extern cvar_t r_shadow_bumpscale_basetexture;
extern cvar_t r_shadow_bumpscale_bumpmap;
-extern cvar_t r_shadow_cull;
extern cvar_t r_shadow_debuglight;
extern cvar_t r_shadow_gloss;
extern cvar_t r_shadow_gloss2intensity;
extern cvar_t r_shadow_lightattenuationpower;
extern cvar_t r_shadow_lightattenuationscale;
extern cvar_t r_shadow_lightintensityscale;
-extern cvar_t r_shadow_polygonfactor;
-extern cvar_t r_shadow_polygonoffset;
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_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_staticworldlights;
extern cvar_t r_shadow_texture3d;
+extern cvar_t r_shadow_visiblelighting;
extern cvar_t r_shadow_visiblevolumes;
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, 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_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_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg);
+// light currently being rendered
+extern rtlight_t *r_shadow_rtlight;
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);
+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;
void R_RTLight_Compile(rtlight_t *rtlight);
void R_RTLight_Uncompile(rtlight_t *rtlight);
-void R_ShadowVolumeLighting(int visiblevolumes);
+void R_ShadowVolumeLighting(qboolean visible);
int *R_Shadow_ResizeShadowElements(int numtris);