extern cvar_t gl_ext_separatestencil;
extern cvar_t gl_ext_stenciltwoside;
+// used by shader for bouncegrid feature
+typedef struct r_shadow_bouncegrid_settings_s
+{
+ qboolean staticmode;
+ qboolean bounceanglediffuse;
+ qboolean directionalshading;
+ qboolean includedirectlighting;
+ qboolean blur;
+ qboolean normalizevectors;
+ int floatcolors;
+ float dlightparticlemultiplier;
+ qboolean hitmodels;
+ float lightradiusscale;
+ int maxbounce;
+ float lightpathsize_initial;
+ float lightpathsize_conespread;
+ float particlebounceintensity;
+ float particleintensity;
+ int maxphotons;
+ float energyperphoton;
+ float spacing[3];
+ int rng_type;
+ int rng_seed;
+ float bounceminimumintensity2;
+}
+r_shadow_bouncegrid_settings_t;
+
+typedef struct r_shadow_bouncegrid_state_s
+{
+ r_shadow_bouncegrid_settings_t settings;
+ qboolean capable;
+ qboolean allowdirectionalshading;
+ qboolean directional; // copied from settings.directionalshading after createtexture is decided
+ qboolean createtexture; // set to true to recreate the texture rather than updating it - happens when size changes or directional changes
+ rtexture_t *texture;
+ matrix4x4_t matrix;
+ vec_t intensity;
+ double lastupdatetime;
+ int resolution[3];
+ int numpixels;
+ int pixelbands;
+ int pixelsperband;
+ int bytesperband;
+ float spacing[3];
+ float ispacing[3];
+ vec3_t mins;
+ vec3_t maxs;
+ vec3_t size;
+ int maxsplatpaths;
+
+ // per-frame data that is very temporary
+ int numsplatpaths;
+ struct r_shadow_bouncegrid_splatpath_s *splatpaths;
+ int highpixels_index; // which one is active - this toggles when doing blur
+ float *highpixels; // equals blurpixels[highpixels_index]
+ float *blurpixels[2];
+ unsigned char *u8pixels; // temporary processing buffer when outputting to rgba8 format
+ unsigned short *fp16pixels; // temporary processing buffer when outputting to rgba16f format
+}
+r_shadow_bouncegrid_state_t;
+
+extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
+
void R_Shadow_Init(void);
qboolean R_Shadow_ShadowMappingEnabled(void);
void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs);
void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);
void R_Shadow_RenderMode_Reset(void);
void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass);
-void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping);
-void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping);
+void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass);
+void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping);
void R_Shadow_RenderMode_VisibleShadowVolumes(void);
void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
void R_Shadow_RenderMode_End(void);
void R_RTLight_Uncompile(rtlight_t *rtlight);
void R_Shadow_PrepareLights(void);
+void R_Shadow_ClearShadowMapTexture(void);
void R_Shadow_DrawPrepass(void);
void R_Shadow_DrawLights(void);
void R_Shadow_DrawCoronas(void);
void R_Shadow_PrepareModelShadows(void);
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic);
+#define LP_LIGHTMAP 1
+#define LP_RTWORLD 2
+#define LP_DYNLIGHT 4
+void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity);
+
+void R_Shadow_DrawShadowMaps(void);
+void R_Shadow_DrawModelShadows(void);
#endif