extern cvar_t r_shadow_realtime_dlight_svbspculling;
extern cvar_t r_shadow_realtime_dlight_portalculling;
extern cvar_t r_shadow_realtime_world;
-extern cvar_t r_shadow_realtime_world_dlightshadows;
extern cvar_t r_shadow_realtime_world_lightmaps;
extern cvar_t r_shadow_realtime_world_shadows;
extern cvar_t r_shadow_realtime_world_compile;
extern cvar_t r_shadow_realtime_world_compileportalculling;
extern cvar_t r_shadow_scissor;
extern cvar_t r_shadow_culltriangles;
-extern cvar_t r_shadow_shadow_polygonfactor;
-extern cvar_t r_shadow_shadow_polygonoffset;
+extern cvar_t r_shadow_polygonfactor;
+extern cvar_t r_shadow_polygonoffset;
extern cvar_t r_shadow_singlepassvolumegeneration;
extern cvar_t r_shadow_texture3d;
extern cvar_t gl_ext_separatestencil;
void R_Shadow_RenderMode_Begin(void);
void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight);
void R_Shadow_RenderMode_Reset(void);
-void R_Shadow_RenderMode_StencilShadowVolumes(void);
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil);
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent);
void R_Shadow_RenderMode_VisibleShadowVolumes(void);
void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
void R_Shadow_RenderMode_End(void);
void R_Shadow_SetupEntityLight(const entity_render_t *ent);
-// light currently being rendered
-extern rtlight_t *r_shadow_rtlight;
-
-// this is the location of the light in entity space
-extern vec3_t r_shadow_entitylightorigin;
-// this transforms entity coordinates to light filter cubemap coordinates
-// (also often used for other purposes)
-extern matrix4x4_t r_shadow_entitytolight;
-// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
-// of attenuation texturing in full 3D (Z result often ignored)
-extern matrix4x4_t r_shadow_entitytoattenuationxyz;
-// this transforms only the Z to S, and T is always 0.5
-extern matrix4x4_t r_shadow_entitytoattenuationz;
-
-// current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
-extern vec3_t r_shadow_rtlight_cullmins;
-extern vec3_t r_shadow_rtlight_cullmaxs;
-// current light's culling planes
-extern int r_shadow_rtlight_numfrustumplanes;
-extern mplane_t r_shadow_rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
-
void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i);
qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
rtexture_t *R_Shadow_Cubemap(const char *basename);
-extern dlight_t *r_shadow_worldlightchain;
-
void R_Shadow_UpdateWorldLightSelection(void);
extern rtlight_t *r_shadow_compilingrtlight;
void R_RTLight_Uncompile(rtlight_t *rtlight);
void R_ShadowVolumeLighting(qboolean visible);
+void R_DrawCoronas(void);
int *R_Shadow_ResizeShadowElements(int numtris);
extern int shadowmarkcount;
void R_Shadow_PrepareShadowMark(int numtris);
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic);
+
#endif