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| DECLARE_HANDLE (HMONITOR) |
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void | D3D9BE_Cull (unsigned int sflags) |
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void | D3D9BE_RenderShadowBuffer (unsigned int numverts, IDirect3DVertexBuffer9 *vbuf, unsigned int numindicies, IDirect3DIndexBuffer9 *ibuf) |
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void | D3D11BE_GenerateShadowBuffer (void **vbuf, vecV_t *verts, int numverts, void **ibuf, index_t *indicies, int numindicies) |
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void | D3D11BE_RenderShadowBuffer (unsigned int numverts, void *vbuf, unsigned int numindicies, void *ibuf) |
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void | D3D11_DestroyShadowBuffer (void *vbuf, void *ibuf) |
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void | D3D11BE_DoneShadows (void) |
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void | GLBE_RenderShadowBuffer (unsigned int numverts, int vbo, vecV_t *verts, unsigned numindicies, int ibo, index_t *indicies) |
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void | Sh_Reset (void) |
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void | Sh_Shutdown (void) |
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void | SH_FreeShadowMesh (shadowmesh_t *sm) |
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void | CategorizePlane (mplane_t *plane) |
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void | Q1BSP_GenerateShadowMesh (model_t *model, dlight_t *dl, const qbyte *lightvis, qbyte *litvis, void(*callback)(msurface_t *surf)) |
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void | Q2BSP_GenerateShadowMesh (model_t *model, dlight_t *dl, const qbyte *lightvis, qbyte *litvis, void(*callback)(msurface_t *surf)) |
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void | Q3BSP_GenerateShadowMesh (model_t *model, dlight_t *dl, const qbyte *lightvis, qbyte *litvis, void(*callback)(msurface_t *surf)) |
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void | D3D11BE_BeginShadowmapFace (void) |
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qboolean | Sh_GenShadowMap (dlight_t *l, int lighttype, vec3_t axis[3], qbyte *lvis, int smsize, int txsize) |
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qboolean | Sh_GenerateShadowMap (dlight_t *l, int lighttype) |
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void | Sh_OrthoAlignToFrustum (dlight_t *dl, int smsize) |
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void | Sh_GenerateFakeShadows (void) |
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qboolean | Sh_CullLight (dlight_t *dl, qbyte *vvis) |
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void | Sh_DrawCrepuscularLight (dlight_t *dl, float *colours) |
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void | Sh_PurgeShadowMeshes (void) |
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void | R_StaticEntityToRTLight (int i) |
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void | Sh_PreGenerateLights (void) |
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void | Com_ParseVector (char *str, vec3_t out) |
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void | Sh_CheckSettings (void) |
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void | Sh_CalcPointLight (vec3_t point, vec3_t light) |
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void | Sh_DrawLights (qbyte *vis) |
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qboolean | Sh_StencilShadowsActive (void) |
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void | Sh_RegisterCvars (void) |
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LPDIRECT3DDEVICE9 | pD3DDev9 |
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qboolean | r_pushdepth |
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texid_t | crepuscular_texture_id |
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fbostate_t | crepuscular_fbo |
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shader_t * | crepuscular_shader |
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cvar_t | r_shadow_shadowmapping_nearclip = CVAR("r_shadow_shadowmapping_nearclip", "1") |
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cvar_t | r_shadow_shadowmapping_bias = CVAR("r_shadow_shadowmapping_bias", "0.03") |
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cvar_t | r_shadow_scissor = CVARD("r_shadow_scissor", "1", "constrains stencil shadows to the onscreen box that contains the maxmium extents of the light. This avoids unnecessary work.") |
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cvar_t | r_shadow_realtime_world = CVARFD ("r_shadow_realtime_world", "0", CVAR_ARCHIVE, "Enables the use of static/world realtime lights.") |
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cvar_t | r_shadow_realtime_world_shadows = CVARF ("r_shadow_realtime_world_shadows", "1", CVAR_ARCHIVE) |
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cvar_t | r_shadow_realtime_world_lightmaps = CVARFD ("r_shadow_realtime_world_lightmaps", "0", 0, "Specifies how much of the map's normal lightmap to retain when using world realtime lights. 0 completely replaces lighting.") |
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float | r_shadow_realtime_world_lightmaps_force |
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cvar_t | r_shadow_realtime_world_importlightentitiesfrommap = CVARFD ("r_shadow_realtime_world_importlightentitiesfrommap", "0", CVAR_ARCHIVE, "Controls default loading of map-based realtime lights.\n0: Load explicit .rtlight files only.\n1: Load explicit lights then try fallback to parsing the entities lump.\n2: Load only the entities lump.") |
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cvar_t | r_shadow_realtime_dlight = CVARAFD ("r_shadow_realtime_dlight", "1", "r_shadow_realtime_dynamic", CVAR_ARCHIVE, "Enables the use of dynamic realtime lights, allowing explosions to use bumpmaps etc properly.") |
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cvar_t | r_shadow_realtime_dlight_shadows = CVARFD ("r_shadow_realtime_dlight_shadows", "1", CVAR_ARCHIVE, "Allows dynamic realtime lights to cast shadows as they move.") |
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cvar_t | r_shadow_realtime_dlight_ambient = CVAR ("r_shadow_realtime_dlight_ambient", "0") |
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cvar_t | r_shadow_realtime_dlight_diffuse = CVAR ("r_shadow_realtime_dlight_diffuse", "1") |
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cvar_t | r_shadow_realtime_dlight_specular = CVAR ("r_shadow_realtime_dlight_specular", "4") |
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cvar_t | r_shadow_playershadows = CVARD ("r_shadow_playershadows", "1", "Controls the presence of shadows on the local player.") |
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cvar_t | r_shadow_shadowmapping = CVARFD ("r_shadow_shadowmapping", "1", CVAR_ARCHIVE, "Enables soft shadows instead of stencil shadows.") |
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cvar_t | r_shadow_shadowmapping_precision = CVARD ("r_shadow_shadowmapping_precision", "1", "Scales the shadowmap detail level up or down.") |
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cvar_t | r_sun_dir = CVARD ("r_sun_dir", "0.2 0.5 0.8", "Specifies the direction that crepusular rays appear along") |
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cvar_t | r_sun_colour = CVARFD ("r_sun_colour", "0 0 0", CVAR_ARCHIVE, "Specifies the colour of sunlight that appears in the form of crepuscular rays.") |
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int | sh_shadowframe |
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qboolean | r_fakeshadows |
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