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_DiffuseLighting(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, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
-void R_Shadow_SpecularLighting(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, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
+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);
+void R_Shadow_DiffuseLighting(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 *lightcolor, const matrix4x4_t *matrix_worldtolight, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
+void R_Shadow_SpecularLighting(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 *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
void R_Shadow_ClearStencil(void);
+void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i);
void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh);
void R_Shadow_Stage_Begin(void);
void R_Shadow_LoadWorldLightsIfNeeded(void);
void R_Shadow_Stage_End(void);
int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
-typedef struct worldlight_s
-{
- // saved properties
- vec3_t origin;
- vec_t lightradius;
- vec3_t light;
- vec3_t angles;
- int castshadows;
- char *cubemapname;
+// these never change, they are used to create attenuation matrices
+extern matrix4x4_t matrix_attenuationxyz;
+extern matrix4x4_t matrix_attenuationz;
- // shadow volumes are done entirely in model space, so there are no matrices for dealing with them...
+rtexture_t *R_Shadow_Cubemap(const char *basename);
- // note that the world to light matrices are inversely scaled (divided) by lightradius
+extern dlight_t *r_shadow_worldlightchain;
- // matrix for transforming world coordinates to light filter coordinates
- //matrix4x4_t matrix_worldtofilter;
- // based on worldtofilter this transforms -1 to +1 to 0 to 1 for purposes
- // of attenuation texturing in full 3D (z result often ignored)
- //matrix4x4_t matrix_worldtoattenuationxyz;
- // this transforms only the Z to S, and T is always 0.5
- //matrix4x4_t matrix_worldtoattenuationz;
-
- // generated properties
- vec3_t mins;
- vec3_t maxs;
- vec_t cullradius;
- struct worldlight_s *next;
- rtexture_t *cubemap;
- int style;
- int selected;
+void R_Shadow_UpdateWorldLightSelection(void);
- // premade shadow volumes and lit surfaces to render
- shadowmesh_t *meshchain_shadow;
- shadowmesh_t *meshchain_light;
-}
-worldlight_t;
+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);
-extern worldlight_t *r_shadow_worldlightchain;
+void R_ShadowVolumeLighting(int visiblevolumes);
-void R_Shadow_UpdateWorldLightSelection(void);
+int *R_Shadow_ResizeShadowElements(int numtris);
-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);
+extern int maxshadowmark;
+extern int numshadowmark;
+extern int *shadowmark;
+extern int *shadowmarklist;
+extern int shadowmarkcount;
+void R_Shadow_PrepareShadowMark(int numtris);
#endif