#ifndef R_SHADOW_H
#define R_SHADOW_H
+#include "qtypes.h"
#include "taskqueue.h"
+#include "matrixlib.h"
+struct rtlight_s;
+struct msurface_s;
+struct entity_render_s;
#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
-extern cvar_t r_shadow_bumpscale_basetexture;
-extern cvar_t r_shadow_bumpscale_bumpmap;
-extern cvar_t r_shadow_debuglight;
-extern cvar_t r_shadow_gloss;
-extern cvar_t r_shadow_gloss2intensity;
-extern cvar_t r_shadow_glossintensity;
-extern cvar_t r_shadow_glossexponent;
-extern cvar_t r_shadow_gloss2exponent;
-extern cvar_t r_shadow_glossexact;
-extern cvar_t r_shadow_lightattenuationpower;
-extern cvar_t r_shadow_lightattenuationscale;
-extern cvar_t r_shadow_lightintensityscale;
-extern cvar_t r_shadow_lightradiusscale;
-extern cvar_t r_shadow_projectdistance;
-extern cvar_t r_shadow_frontsidecasting;
-extern cvar_t r_shadow_realtime_dlight;
-extern cvar_t r_shadow_realtime_dlight_shadows;
-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_lightmaps;
-extern cvar_t r_shadow_realtime_world_shadows;
-extern cvar_t r_shadow_realtime_world_compile;
-extern cvar_t r_shadow_realtime_world_compileshadow;
-extern cvar_t r_shadow_realtime_world_compilesvbsp;
-extern cvar_t r_shadow_realtime_world_compileportalculling;
-extern cvar_t r_shadow_scissor;
+extern struct cvar_s r_shadow_bumpscale_basetexture;
+extern struct cvar_s r_shadow_bumpscale_bumpmap;
+extern struct cvar_s r_shadow_debuglight;
+extern struct cvar_s r_shadow_gloss;
+extern struct cvar_s r_shadow_gloss2intensity;
+extern struct cvar_s r_shadow_glossintensity;
+extern struct cvar_s r_shadow_glossexponent;
+extern struct cvar_s r_shadow_gloss2exponent;
+extern struct cvar_s r_shadow_glossexact;
+extern struct cvar_s r_shadow_lightattenuationpower;
+extern struct cvar_s r_shadow_lightattenuationscale;
+extern struct cvar_s r_shadow_lightintensityscale;
+extern struct cvar_s r_shadow_lightradiusscale;
+extern struct cvar_s r_shadow_projectdistance;
+extern struct cvar_s r_shadow_frontsidecasting;
+extern struct cvar_s r_shadow_realtime_dlight;
+extern struct cvar_s r_shadow_realtime_dlight_shadows;
+extern struct cvar_s r_shadow_realtime_dlight_svbspculling;
+extern struct cvar_s r_shadow_realtime_dlight_portalculling;
+extern struct cvar_s r_shadow_realtime_world;
+extern struct cvar_s r_shadow_realtime_world_lightmaps;
+extern struct cvar_s r_shadow_realtime_world_shadows;
+extern struct cvar_s r_shadow_realtime_world_compile;
+extern struct cvar_s r_shadow_realtime_world_compileshadow;
+extern struct cvar_s r_shadow_realtime_world_compilesvbsp;
+extern struct cvar_s r_shadow_realtime_world_compileportalculling;
+extern struct cvar_s r_shadow_scissor;
// used by shader for bouncegrid feature
typedef struct r_shadow_bouncegrid_settings_s
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;
+ struct rtexture_s *texture;
matrix4x4_t matrix;
vec_t intensity;
double lastupdatetime;
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);
int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals);
-void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist);
+void R_Shadow_RenderLighting(int texturenumsurfaces, const struct msurface_s **texturesurfacelist);
void R_Shadow_RenderMode_Begin(void);
-void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);
+void R_Shadow_RenderMode_ActiveLight(const struct rtlight_s *rtlight);
void R_Shadow_RenderMode_Reset(void);
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);
+void R_Shadow_SetupEntityLight(const struct entity_render_s *ent);
qbool R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
void R_Shadow_UpdateWorldLightSelection(void);
-extern rtlight_t *r_shadow_compilingrtlight;
+extern struct rtlight_s *r_shadow_compilingrtlight;
-void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
-void R_RTLight_Compile(rtlight_t *rtlight);
-void R_RTLight_Uncompile(rtlight_t *rtlight);
+void R_RTLight_Update(struct rtlight_s *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
+void R_RTLight_Compile(struct rtlight_s *rtlight);
+void R_RTLight_Uncompile(struct rtlight_s *rtlight);
void R_Shadow_PrepareLights(void);
void R_Shadow_ClearShadowMapTexture(void);