]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.h
makefile: Delete precompiled headers (.gch) with clean
[xonotic/darkplaces.git] / r_shadow.h
index 25e6ce0f0126beef2d8bc33e68cf71b4e37ab0e8..7766838ef29098b8bcaecdabd23f686c8a110b6b 100644 (file)
@@ -37,14 +37,14 @@ extern cvar_t r_shadow_scissor;
 // used by shader for bouncegrid feature
 typedef struct r_shadow_bouncegrid_settings_s
 {
-       qboolean staticmode;
-       qboolean directionalshading;
-       qboolean includedirectlighting;
-       qboolean blur;
-       qboolean normalizevectors;
+       qbool staticmode;
+       qbool directionalshading;
+       qbool includedirectlighting;
+       qbool blur;
+       qbool normalizevectors;
        int floatcolors;
        float dlightparticlemultiplier;
-       qboolean hitmodels;
+       qbool hitmodels;
        float lightradiusscale;
        int maxbounce;
        float lightpathsize;
@@ -88,10 +88,10 @@ r_shadow_bouncegrid_photon_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
+       qbool capable;
+       qbool allowdirectionalshading;
+       qbool directional; // copied from settings.directionalshading after createtexture is decided
+       qbool 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;
@@ -133,7 +133,7 @@ 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);
+qbool R_Shadow_ShadowMappingEnabled(void);
 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris);
 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias);
 int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias);
@@ -142,14 +142,14 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
 void R_Shadow_RenderMode_Begin(void);
 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);
 void R_Shadow_RenderMode_Reset(void);
-void R_Shadow_RenderMode_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass);
-void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping);
-void R_Shadow_RenderMode_VisibleLighting(qboolean transparent);
+void R_Shadow_RenderMode_Lighting(qbool transparent, qbool shadowmapping, qbool noselfshadowpass);
+void R_Shadow_RenderMode_DrawDeferredLight(qbool shadowmapping);
+void R_Shadow_RenderMode_VisibleLighting(qbool transparent);
 void R_Shadow_RenderMode_End(void);
 void R_Shadow_ClearStencil(void);
 void R_Shadow_SetupEntityLight(const entity_render_t *ent);
 
-qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
+qbool R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
 
 // these never change, they are used to create attenuation matrices
 extern matrix4x4_t matrix_attenuationxyz;