#ifndef R_SHADOW_H #define R_SHADOW_H void R_Shadow_Init(void); void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance, int visiblevolume); void R_Shadow_Light(int numverts, float *normals, vec3_t relativelightorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor); void R_Shadow_RenderLightThroughStencil(int numverts, int numtris, int *elements, vec3_t relativelightorigin, float *normals); void R_Shadow_ClearStencil(void); void R_Shadow_RenderVolume(int numverts, int numtris, int *elements, int visiblevolume); void R_Shadow_Stage_Depth(void); void R_Shadow_Stage_ShadowVolumes(void); void R_Shadow_Stage_Light(void); void R_Shadow_Stage_Textures(void); void R_Shadow_Stage_End(void); #endif