qboolean directionalshading;
qboolean includedirectlighting;
qboolean blur;
+ qboolean normalizevectors;
int floatcolors;
float dlightparticlemultiplier;
qboolean hitmodels;
float lightradiusscale;
int maxbounce;
- int lightpathsize;
+ float lightpathsize_initial;
+ float lightpathsize_conespread;
float particlebounceintensity;
float particleintensity;
int maxphotons;
float energyperphoton;
float spacing[3];
- int stablerandom;
+ int rng_type;
+ int rng_seed;
float bounceminimumintensity2;
}
r_shadow_bouncegrid_settings_t;
#define LP_LIGHTMAP 1
#define LP_RTWORLD 2
#define LP_DYNLIGHT 4
-void R_LightPoint(float *color, const vec3_t p, const int flags);
-void R_CompleteLightPoint(float *ambientcolor, float *diffusecolor, float *diffusenormal, const vec3_t p, const int flags);
+void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity);
void R_Shadow_DrawShadowMaps(void);
void R_Shadow_DrawModelShadows(void);