extern cvar_t r_shadow_lightattenuationscale;
extern cvar_t r_shadow_lightintensityscale;
-extern cvar_t r_shadow_realtime;
+extern cvar_t r_shadow_realtime_world;
+extern cvar_t r_shadow_realtime_dlight;
+extern cvar_t r_shadow_visiblevolumes;
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;
+extern cvar_t r_shadow_shadows;
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_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);
-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);
+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_ClearStencil(void);
-void R_Shadow_RenderVolume(int numverts, int numtris, int *elements);
void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh);
void R_Shadow_Stage_Begin(void);
+void R_Shadow_LoadWorldLightsIfNeeded(void);
void R_Shadow_Stage_ShadowVolumes(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);
int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
typedef struct worldlight_s
vec3_t maxs;
vec_t cullradius;
struct worldlight_s *next;
- msurface_t **surfaces;
- int numsurfaces;
- mleaf_t **leafs;
- int numleafs;
rtexture_t *cubemap;
int style;
- shadowmesh_t *shadowvolume;
int selected;
+
+ // premade shadow volumes and lit surfaces to render
+ shadowmesh_t *meshchain_shadow;
+ shadowmesh_t *meshchain_light;
}
worldlight_t;
extern worldlight_t *r_shadow_worldlightchain;
-// 0 = normal, 1 = dynamic light shadows, 2 = world and dynamic light shadows
-extern int r_shadow_lightingmode;
-void R_Shadow_UpdateLightingMode(void);
-
void R_Shadow_UpdateWorldLightSelection(void);
+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);
+
#endif