vec3_t maxs;
vec_t cullradius;
struct worldlight_s *next;
- msurface_t **surfaces;
- int numsurfaces;
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;
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