// 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;
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;
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);
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;