5 extern cvar_t r_shadow_bumpscale_basetexture;
6 extern cvar_t r_shadow_bumpscale_bumpmap;
7 extern cvar_t r_shadow_debuglight;
8 extern cvar_t r_shadow_gloss;
9 extern cvar_t r_shadow_gloss2intensity;
10 extern cvar_t r_shadow_glossintensity;
11 extern cvar_t r_shadow_lightattenuationpower;
12 extern cvar_t r_shadow_lightattenuationscale;
13 extern cvar_t r_shadow_lightintensityscale;
14 extern cvar_t r_shadow_portallight;
15 extern cvar_t r_shadow_projectdistance;
16 extern cvar_t r_shadow_realtime_dlight;
17 extern cvar_t r_shadow_realtime_dlight_shadows;
18 extern cvar_t r_shadow_realtime_dlight_portalculling;
19 extern cvar_t r_shadow_realtime_world;
20 extern cvar_t r_shadow_realtime_world_dlightshadows;
21 extern cvar_t r_shadow_realtime_world_lightmaps;
22 extern cvar_t r_shadow_realtime_world_shadows;
23 extern cvar_t r_shadow_realtime_world_compile;
24 extern cvar_t r_shadow_realtime_world_compilelight;
25 extern cvar_t r_shadow_realtime_world_compileshadow;
26 extern cvar_t r_shadow_scissor;
27 extern cvar_t r_shadow_shadow_polygonfactor;
28 extern cvar_t r_shadow_shadow_polygonoffset;
29 extern cvar_t r_shadow_singlepassvolumegeneration;
30 extern cvar_t r_shadow_texture3d;
31 extern cvar_t r_shadow_visiblelighting;
32 extern cvar_t r_shadow_visiblevolumes;
33 extern cvar_t gl_ext_stenciltwoside;
35 extern mempool_t *r_shadow_mempool;
37 void R_Shadow_Init(void);
38 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris);
39 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs);
40 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture);
42 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i);
43 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
45 // these never change, they are used to create attenuation matrices
46 extern matrix4x4_t matrix_attenuationxyz;
47 extern matrix4x4_t matrix_attenuationz;
49 rtexture_t *R_Shadow_Cubemap(const char *basename);
51 extern dlight_t *r_shadow_worldlightchain;
53 void R_Shadow_UpdateWorldLightSelection(void);
55 extern rtlight_t *r_shadow_compilingrtlight;
57 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic);
58 void R_RTLight_Compile(rtlight_t *rtlight);
59 void R_RTLight_Uncompile(rtlight_t *rtlight);
61 void R_ShadowVolumeLighting(qboolean visible);
63 int *R_Shadow_ResizeShadowElements(int numtris);
65 extern int maxshadowmark;
66 extern int numshadowmark;
67 extern int *shadowmark;
68 extern int *shadowmarklist;
69 extern int shadowmarkcount;
70 void R_Shadow_PrepareShadowMark(int numtris);