extern cvar_t r_shadow_lightattenuationscale;
extern cvar_t r_shadow_lightintensityscale;
extern cvar_t r_shadow_realtime_world;
+extern cvar_t r_shadow_realtime_world_lightmaps;
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_worldshadows;
+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_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_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, float lightradius, 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_RenderShadowMeshVolume(shadowmesh_t *mesh);
void R_Shadow_Stage_End(void);
int R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
+// these never change, they are used to create attenuation matrices
+extern matrix4x4_t matrix_attenuationxyz;
+extern matrix4x4_t matrix_attenuationz;
+
+rtexture_t *R_Shadow_Cubemap(const char *basename);
+
typedef struct worldlight_s
{
// saved properties
vec3_t origin;
- vec_t lightradius;
- vec3_t light;
vec3_t angles;
- int castshadows;
+ vec3_t color;
+ vec_t radius;
+ vec_t corona;
+ int drawshadows;
char *cubemapname;
// shadow volumes are done entirely in model space, so there are no matrices for dealing with them...
// note that the world to light matrices are inversely scaled (divided) by lightradius
// 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
+ //matrix4x4_t matrix_worldtolight;
+ // based on worldtolight 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
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;
+
+ matrix4x4_t matrix_lighttoworld;
+ matrix4x4_t matrix_worldtolight;
+ matrix4x4_t matrix_worldtoattenuationxyz;
+ matrix4x4_t matrix_worldtoattenuationz;
+
+ // premade shadow volumes and lit surfaces to render
+ shadowmesh_t *meshchain_shadow;
+ shadowmesh_t *meshchain_light;
+
+ // used for visibility testing
+ int numclusters;
+ int *clusterindices;
}
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_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
+
#endif