#ifndef R_SHADOW_H
#define R_SHADOW_H
+extern cvar_t r_shadow_lightattenuationscale;
+extern cvar_t r_shadow_lightintensityscale;
+extern cvar_t r_shadow_realtime;
+extern cvar_t r_shadow_texture3d;
+extern cvar_t r_shadow_gloss;
+extern cvar_t r_shadow_debuglight;
+
void R_Shadow_Init(void);
-void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance, int visiblevolume);
-void R_Shadow_VertexLight(int numverts, float *vertex, float *normals, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor);
-void R_Shadow_RenderLightThroughStencil(int numverts, int numtris, int *elements, vec3_t relativelightorigin, float *normals);
+void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance);
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap);
void R_Shadow_ClearStencil(void);
-void R_Shadow_RenderVolume(int numverts, int numtris, int *elements, int visiblevolume);
-void R_Shadow_Stage_Depth(void);
+void R_Shadow_RenderVolume(int numverts, int numtris, int *elements);
+void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh);
+void R_Shadow_Stage_Begin(void);
void R_Shadow_Stage_ShadowVolumes(void);
void R_Shadow_Stage_Light(void);
-void R_Shadow_Stage_Textures(void);
+// returns true if shadow volumes should be drawn again to erase,
+// otherwise clears stencil
+int R_Shadow_Stage_EraseShadowVolumes(void);
void R_Shadow_Stage_End(void);
+int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius);
+
+typedef struct worldlight_s
+{
+ vec3_t origin;
+ vec3_t light;
+ vec3_t mins;
+ vec3_t maxs;
+ vec_t lightradius;
+ vec_t cullradius;
+ struct worldlight_s *next;
+ msurface_t **surfaces;
+ int numsurfaces;
+ mleaf_t **leafs;
+ int numleafs;
+ rtexture_t *cubemap;
+ char *cubemapname;
+ int style;
+ shadowmesh_t *shadowvolume;
+ int selected;
+}
+worldlight_t;
+
+extern worldlight_t *r_shadow_worldlightchain;
+
+// 0 = normal, 1 = dynamic light shadows, 2 = world and dynamic light shadows
+extern int r_shadow_lightingmode;
+void R_Shadow_UpdateLightingMode(void);
+
+void R_Shadow_UpdateWorldLightSelection(void);
#endif