#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_world; extern cvar_t r_shadow_realtime_world_lightmaps; extern cvar_t r_shadow_realtime_dlight; extern cvar_t r_shadow_visiblevolumes; extern cvar_t r_shadow_gloss; extern cvar_t r_shadow_debuglight; extern cvar_t r_shadow_bumpscale_bumpmap; extern cvar_t r_shadow_bumpscale_basetexture; extern cvar_t r_shadow_worldshadows; extern cvar_t r_shadow_dlightshadows; void R_Shadow_Init(void); void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance); void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *lightcolor, const matrix4x4_t *matrix_worldtolight, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_worldtolight, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap); void R_Shadow_ClearStencil(void); void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh); void R_Shadow_Stage_Begin(void); void R_Shadow_LoadWorldLightsIfNeeded(void); void R_Shadow_Stage_ShadowVolumes(void); void R_Shadow_Stage_LightWithShadows(void); void R_Shadow_Stage_LightWithoutShadows(void); void R_Shadow_Stage_End(void); int R_Shadow_ScissorForBBox(const float *mins, const float *maxs); // these never change, they are used to create attenuation matrices extern matrix4x4_t matrix_attenuationxyz; extern matrix4x4_t matrix_attenuationz; rtexture_t *R_Shadow_Cubemap(const char *basename); extern dlight_t *r_shadow_worldlightchain; void R_Shadow_UpdateWorldLightSelection(void); void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic); void R_RTLight_Compile(rtlight_t *rtlight); void R_RTLight_Uncompile(rtlight_t *rtlight); void R_ShadowVolumeLighting(int visiblevolumes); #endif