5 extern cvar_t r_shadow_bumpscale_basetexture;
6 extern cvar_t r_shadow_bumpscale_bumpmap;
7 extern cvar_t r_shadow_debuglight;
8 extern cvar_t r_shadow_gloss;
9 extern cvar_t r_shadow_gloss2intensity;
10 extern cvar_t r_shadow_glossintensity;
11 extern cvar_t r_shadow_lightattenuationpower;
12 extern cvar_t r_shadow_lightattenuationscale;
13 extern cvar_t r_shadow_lightintensityscale;
14 extern cvar_t r_shadow_portallight;
15 extern cvar_t r_shadow_projectdistance;
16 extern cvar_t r_shadow_realtime_dlight;
17 extern cvar_t r_shadow_realtime_dlight_shadows;
18 extern cvar_t r_shadow_realtime_dlight_portalculling;
19 extern cvar_t r_shadow_realtime_world;
20 extern cvar_t r_shadow_realtime_world_dlightshadows;
21 extern cvar_t r_shadow_realtime_world_lightmaps;
22 extern cvar_t r_shadow_realtime_world_shadows;
23 extern cvar_t r_shadow_realtime_world_compile;
24 extern cvar_t r_shadow_realtime_world_compileshadow;
25 extern cvar_t r_shadow_scissor;
26 extern cvar_t r_shadow_shadow_polygonfactor;
27 extern cvar_t r_shadow_shadow_polygonoffset;
28 extern cvar_t r_shadow_singlepassvolumegeneration;
29 extern cvar_t r_shadow_texture3d;
30 extern cvar_t r_shadow_visiblelighting;
31 extern cvar_t r_shadow_visiblevolumes;
32 extern cvar_t gl_ext_stenciltwoside;
34 extern mempool_t *r_shadow_mempool;
36 void R_Shadow_Init(void);
37 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);
38 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);
39 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);
40 // light currently being rendered
41 extern rtlight_t *r_shadow_rtlight;
43 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i);
44 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
46 // these never change, they are used to create attenuation matrices
47 extern matrix4x4_t matrix_attenuationxyz;
48 extern matrix4x4_t matrix_attenuationz;
50 rtexture_t *R_Shadow_Cubemap(const char *basename);
52 extern dlight_t *r_shadow_worldlightchain;
54 void R_Shadow_UpdateWorldLightSelection(void);
56 extern rtlight_t *r_shadow_compilingrtlight;
58 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic);
59 void R_RTLight_Compile(rtlight_t *rtlight);
60 void R_RTLight_Uncompile(rtlight_t *rtlight);
62 void R_ShadowVolumeLighting(qboolean visible);
64 int *R_Shadow_ResizeShadowElements(int numtris);
66 extern int maxshadowmark;
67 extern int numshadowmark;
68 extern int *shadowmark;
69 extern int *shadowmarklist;
70 extern int shadowmarkcount;
71 void R_Shadow_PrepareShadowMark(int numtris);