16 #define MAX_SHADOW_CASCADES 4
matrix4 Shadow_view_matrix
bool shadows_obj_in_frustum(object *objp, vec3d *min, vec3d *max, matrix *light_orient)
#define MAX_SHADOW_CASCADES
void shadows_render_all(float fov, matrix *eye_orient, vec3d *eye_pos)
matrix4 Shadow_proj_matrix[MAX_SHADOW_CASCADES]
void shadows_construct_light_frustum(vec3d *min_out, vec3d *max_out, vec3d light_vec, matrix *orient, vec3d *pos, float fov, float aspect, float z_near, float z_far)
float Shadow_cascade_distances[MAX_SHADOW_CASCADES]
matrix shadows_start_render(matrix *eye_orient, vec3d *eye_pos, float fov, float aspect, float veryneardist, float neardist, float middist, float fardist)
void shadows_end_render()