5 extern cvar_t r_shadow_lightattenuationscale;
6 extern cvar_t r_shadow_lightintensityscale;
7 extern cvar_t r_shadow_realtime;
8 extern cvar_t r_shadow_gloss;
9 extern cvar_t r_shadow_debuglight;
10 extern cvar_t r_shadow_bumpscale_bumpmap;
11 extern cvar_t r_shadow_bumpscale_basetexture;
13 void R_Shadow_Init(void);
14 void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance);
15 void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, 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);
16 void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, 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);
17 void R_Shadow_ClearStencil(void);
19 void R_Shadow_RenderVolume(int numverts, int numtris, int *elements);
20 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh);
21 void R_Shadow_Stage_Begin(void);
22 void R_Shadow_Stage_ShadowVolumes(void);
23 void R_Shadow_Stage_LightWithShadows(void);
24 void R_Shadow_Stage_LightWithoutShadows(void);
25 void R_Shadow_Stage_End(void);
26 //int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius);
27 int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
29 typedef struct worldlight_s
39 // shadow volumes are done entirely in model space, so there are no matrices for dealing with them...
41 // note that the world to light matrices are inversely scaled (divided) by lightradius
43 // matrix for transforming world coordinates to light filter coordinates
44 //matrix4x4_t matrix_worldtofilter;
45 // based on worldtofilter this transforms -1 to +1 to 0 to 1 for purposes
46 // of attenuation texturing in full 3D (z result often ignored)
47 //matrix4x4_t matrix_worldtoattenuationxyz;
48 // this transforms only the Z to S, and T is always 0.5
49 //matrix4x4_t matrix_worldtoattenuationz;
51 // generated properties
55 struct worldlight_s *next;
56 msurface_t **surfaces;
62 shadowmesh_t *shadowvolume;
67 extern worldlight_t *r_shadow_worldlightchain;
69 // 0 = normal, 1 = dynamic light shadows, 2 = world and dynamic light shadows
70 extern int r_shadow_lightingmode;
71 void R_Shadow_UpdateLightingMode(void);
73 void R_Shadow_UpdateWorldLightSelection(void);