extern cvar_t r_shadow_lightattenuationscale;
extern cvar_t r_shadow_lightintensityscale;
extern cvar_t r_shadow_realtime;
-extern cvar_t r_shadow_texture3d;
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;
void R_Shadow_Init(void);
void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance);
void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh);
void R_Shadow_Stage_Begin(void);
void R_Shadow_Stage_ShadowVolumes(void);
-void R_Shadow_Stage_Light(void);
-// returns true if shadow volumes should be drawn again to erase,
-// otherwise clears stencil
-int R_Shadow_Stage_EraseShadowVolumes(void);
+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);
typedef struct worldlight_s
{
+ // saved properties
vec3_t origin;
+ vec_t lightradius;
vec3_t light;
+ int castshadows;
+ char *cubemapname;
+
+ // generated properties
vec3_t mins;
vec3_t maxs;
- vec_t lightradius;
vec_t cullradius;
struct worldlight_s *next;
msurface_t **surfaces;
mleaf_t **leafs;
int numleafs;
rtexture_t *cubemap;
- char *cubemapname;
int style;
shadowmesh_t *shadowvolume;
int selected;