extern cvar_t gl_ext_separatestencil;
extern cvar_t gl_ext_stenciltwoside;
+// used by shader for bouncegrid feature
+extern rtexture_t *r_shadow_bouncegridtexture;
+extern matrix4x4_t r_shadow_bouncegridmatrix;
+extern vec_t r_shadow_bouncegridintensity;
+extern qboolean r_shadow_bouncegriddirectional;
+
void R_Shadow_Init(void);
qboolean R_Shadow_ShadowMappingEnabled(void);
void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs);
void R_RTLight_Compile(rtlight_t *rtlight);
void R_RTLight_Uncompile(rtlight_t *rtlight);
-void R_Shadow_PrepareLights(void);
+void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
void R_Shadow_DrawPrepass(void);
void R_Shadow_DrawLights(void);
void R_Shadow_DrawCoronas(void);
void R_Shadow_PrepareModelShadows(void);
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic);
+#define LP_LIGHTMAP 1
+#define LP_RTWORLD 2
+#define LP_DYNLIGHT 4
+void R_LightPoint(vec3_t color, const vec3_t p, const int flags);
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags);
+
+void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
#endif