]> icculus.org git repositories - divverent/darkplaces.git/blob - r_shadow.c
moved R_Mesh_TexCoordPointer, R_Mesh_ColorPointer, GL_BlendFunc, and
[divverent/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadow_rendermode_e
146 {
147         R_SHADOW_RENDERMODE_NONE,
148         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
156         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158         R_SHADOW_RENDERMODE_LIGHT_GLSL,
159         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161         R_SHADOW_RENDERMODE_SHADOWMAP2D,
162         R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163         R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
164 }
165 r_shadow_rendermode_t;
166
167 typedef enum r_shadow_shadowmode_e
168 {
169     R_SHADOW_SHADOWMODE_STENCIL,
170     R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171     R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172     R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
173 }
174 r_shadow_shadowmode_t;
175
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 int r_shadow_shadowmapside;
184 float r_shadow_shadowmap_texturescale[2];
185 float r_shadow_shadowmap_parameters[4];
186 #if 0
187 int r_shadow_drawbuffer;
188 int r_shadow_readbuffer;
189 #endif
190 int r_shadow_cullface_front, r_shadow_cullface_back;
191 GLuint r_shadow_fborectangle;
192 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
193 GLuint r_shadow_fbo2d;
194 r_shadow_shadowmode_t r_shadow_shadowmode;
195 int r_shadow_shadowmapfilterquality;
196 int r_shadow_shadowmaptexturetype;
197 int r_shadow_shadowmapdepthbits;
198 int r_shadow_shadowmapmaxsize;
199 qboolean r_shadow_shadowmapvsdct;
200 qboolean r_shadow_shadowmapsampler;
201 int r_shadow_shadowmappcf;
202 int r_shadow_shadowmapborder;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
205
206 int maxshadowtriangles;
207 int *shadowelements;
208
209 int maxshadowvertices;
210 float *shadowvertex3f;
211
212 int maxshadowmark;
213 int numshadowmark;
214 int *shadowmark;
215 int *shadowmarklist;
216 int shadowmarkcount;
217
218 int maxshadowsides;
219 int numshadowsides;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
222
223 int maxvertexupdate;
224 int *vertexupdate;
225 int *vertexremap;
226 int vertexupdatenum;
227
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
232
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
237
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
242
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmaprectangletexture;
249 rtexture_t *r_shadow_shadowmap2dtexture;
250 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
251 rtexture_t *r_shadow_shadowmapvsdcttexture;
252 int r_shadow_shadowmapsize; // changes for each light based on distance
253 int r_shadow_shadowmaplod; // changes for each light based on distance
254
255 GLuint r_shadow_prepassgeometryfbo;
256 GLuint r_shadow_prepasslightingfbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthtexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
266
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
269
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
271
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
279 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
280 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
281 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
282 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
283 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
284 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
285 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
286 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
288 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
289 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
290 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
291 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
292 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
293 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
294 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
295 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
296 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
297 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
298 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
299 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
301 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
302 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
303 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
304 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
319 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
320 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
321 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
322 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
323 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
324 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
325 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
326 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
327 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
328 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
329 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
330 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
331 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
332 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
333
334 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
335 #define ATTENTABLESIZE 256
336 // 1D gradient, 2D circle and 3D sphere attenuation textures
337 #define ATTEN1DSIZE 32
338 #define ATTEN2DSIZE 64
339 #define ATTEN3DSIZE 32
340
341 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
342 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
343 static float r_shadow_attentable[ATTENTABLESIZE+1];
344
345 rtlight_t *r_shadow_compilingrtlight;
346 static memexpandablearray_t r_shadow_worldlightsarray;
347 dlight_t *r_shadow_selectedlight;
348 dlight_t r_shadow_bufferlight;
349 vec3_t r_editlights_cursorlocation;
350
351 extern int con_vislines;
352
353 typedef struct cubemapinfo_s
354 {
355         char basename[64];
356         rtexture_t *texture;
357 }
358 cubemapinfo_t;
359
360 static int numcubemaps;
361 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
362
363 void R_Shadow_UncompileWorldLights(void);
364 void R_Shadow_ClearWorldLights(void);
365 void R_Shadow_SaveWorldLights(void);
366 void R_Shadow_LoadWorldLights(void);
367 void R_Shadow_LoadLightsFile(void);
368 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
369 void R_Shadow_EditLights_Reload_f(void);
370 void R_Shadow_ValidateCvars(void);
371 static void R_Shadow_MakeTextures(void);
372
373 #define EDLIGHTSPRSIZE                  8
374 skinframe_t *r_editlights_sprcursor;
375 skinframe_t *r_editlights_sprlight;
376 skinframe_t *r_editlights_sprnoshadowlight;
377 skinframe_t *r_editlights_sprcubemaplight;
378 skinframe_t *r_editlights_sprcubemapnoshadowlight;
379 skinframe_t *r_editlights_sprselection;
380
381 void R_Shadow_SetShadowMode(void)
382 {
383         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
384         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
385         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
386         r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
387         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
388         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
389         r_shadow_shadowmaplod = -1;
390         r_shadow_shadowmapsize = 0;
391         r_shadow_shadowmapsampler = false;
392         r_shadow_shadowmappcf = 0;
393         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
394         switch(vid.renderpath)
395         {
396         case RENDERPATH_GL20:
397         case RENDERPATH_CGGL:
398                 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
399                 {
400                         if(r_shadow_shadowmapfilterquality < 0)
401                         {
402                                 if(strstr(gl_vendor, "NVIDIA")) 
403                                 {
404                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
405                                         r_shadow_shadowmappcf = 1;
406                                 }
407                                 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) 
408                                         r_shadow_shadowmappcf = 1;
409                                 else if(strstr(gl_vendor, "ATI")) 
410                                         r_shadow_shadowmappcf = 1;
411                                 else 
412                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
413                         }
414                         else 
415                         {
416                                 switch (r_shadow_shadowmapfilterquality)
417                                 {
418                                 case 1:
419                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
420                                         break;
421                                 case 2:
422                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
423                                         r_shadow_shadowmappcf = 1;
424                                         break;
425                                 case 3:
426                                         r_shadow_shadowmappcf = 1;
427                                         break;
428                                 case 4:
429                                         r_shadow_shadowmappcf = 2;
430                                         break;
431                                 }
432                         }
433                         switch (r_shadow_shadowmaptexturetype)
434                         {
435                         case 0:
436                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
437                                 break;
438                         case 1:
439                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
440                                 break;
441                         case 2:
442                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
443                                 break;
444                         default:
445                                 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
446                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
447                                 else if(vid.support.arb_texture_rectangle) 
448                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
449                                 else
450                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
451                                 break;
452                         }
453                 }
454                 break;
455         case RENDERPATH_GL13:
456                 break;
457         case RENDERPATH_GL11:
458                 break;
459         }
460 }
461
462 void R_Shadow_FreeShadowMaps(void)
463 {
464         int i;
465
466         R_Shadow_SetShadowMode();
467
468         if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
469                 return;
470
471         CHECKGLERROR
472
473         if (r_shadow_fborectangle)
474                 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
475         r_shadow_fborectangle = 0;
476
477         if (r_shadow_fbo2d)
478                 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
479         r_shadow_fbo2d = 0;
480         for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
481                 if (r_shadow_fbocubeside[i])
482                         qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
483         memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
484
485         if (r_shadow_shadowmaprectangletexture)
486                 R_FreeTexture(r_shadow_shadowmaprectangletexture);
487         r_shadow_shadowmaprectangletexture = NULL;
488
489         if (r_shadow_shadowmap2dtexture)
490                 R_FreeTexture(r_shadow_shadowmap2dtexture);
491         r_shadow_shadowmap2dtexture = NULL;
492
493         for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
494                 if (r_shadow_shadowmapcubetexture[i])
495                         R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
496         memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
497
498         if (r_shadow_shadowmapvsdcttexture)
499                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
500         r_shadow_shadowmapvsdcttexture = NULL;
501
502         CHECKGLERROR
503 }
504
505 void r_shadow_start(void)
506 {
507         // allocate vertex processing arrays
508         numcubemaps = 0;
509         r_shadow_attenuationgradienttexture = NULL;
510         r_shadow_attenuation2dtexture = NULL;
511         r_shadow_attenuation3dtexture = NULL;
512         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
513         r_shadow_shadowmaprectangletexture = NULL;
514         r_shadow_shadowmap2dtexture = NULL;
515         memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
516         r_shadow_shadowmapvsdcttexture = NULL;
517         r_shadow_shadowmapmaxsize = 0;
518         r_shadow_shadowmapsize = 0;
519         r_shadow_shadowmaplod = 0;
520         r_shadow_shadowmapfilterquality = -1;
521         r_shadow_shadowmaptexturetype = -1;
522         r_shadow_shadowmapdepthbits = 0;
523         r_shadow_shadowmapvsdct = false;
524         r_shadow_shadowmapsampler = false;
525         r_shadow_shadowmappcf = 0;
526         r_shadow_fborectangle = 0;
527         r_shadow_fbo2d = 0;
528         memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
529
530         R_Shadow_FreeShadowMaps();
531
532         r_shadow_texturepool = NULL;
533         r_shadow_filters_texturepool = NULL;
534         R_Shadow_ValidateCvars();
535         R_Shadow_MakeTextures();
536         maxshadowtriangles = 0;
537         shadowelements = NULL;
538         maxshadowvertices = 0;
539         shadowvertex3f = NULL;
540         maxvertexupdate = 0;
541         vertexupdate = NULL;
542         vertexremap = NULL;
543         vertexupdatenum = 0;
544         maxshadowmark = 0;
545         numshadowmark = 0;
546         shadowmark = NULL;
547         shadowmarklist = NULL;
548         shadowmarkcount = 0;
549         maxshadowsides = 0;
550         numshadowsides = 0;
551         shadowsides = NULL;
552         shadowsideslist = NULL;
553         r_shadow_buffer_numleafpvsbytes = 0;
554         r_shadow_buffer_visitingleafpvs = NULL;
555         r_shadow_buffer_leafpvs = NULL;
556         r_shadow_buffer_leaflist = NULL;
557         r_shadow_buffer_numsurfacepvsbytes = 0;
558         r_shadow_buffer_surfacepvs = NULL;
559         r_shadow_buffer_surfacelist = NULL;
560         r_shadow_buffer_surfacesides = NULL;
561         r_shadow_buffer_numshadowtrispvsbytes = 0;
562         r_shadow_buffer_shadowtrispvs = NULL;
563         r_shadow_buffer_numlighttrispvsbytes = 0;
564         r_shadow_buffer_lighttrispvs = NULL;
565
566         r_shadow_usingdeferredprepass = false;
567         r_shadow_prepass_width = r_shadow_prepass_height = 0;
568 }
569
570 static void R_Shadow_FreeDeferred(void);
571 void r_shadow_shutdown(void)
572 {
573         CHECKGLERROR
574         R_Shadow_UncompileWorldLights();
575
576         R_Shadow_FreeShadowMaps();
577
578         r_shadow_usingdeferredprepass = false;
579         if (r_shadow_prepass_width)
580                 R_Shadow_FreeDeferred();
581         r_shadow_prepass_width = r_shadow_prepass_height = 0;
582
583         CHECKGLERROR
584         numcubemaps = 0;
585         r_shadow_attenuationgradienttexture = NULL;
586         r_shadow_attenuation2dtexture = NULL;
587         r_shadow_attenuation3dtexture = NULL;
588         R_FreeTexturePool(&r_shadow_texturepool);
589         R_FreeTexturePool(&r_shadow_filters_texturepool);
590         maxshadowtriangles = 0;
591         if (shadowelements)
592                 Mem_Free(shadowelements);
593         shadowelements = NULL;
594         if (shadowvertex3f)
595                 Mem_Free(shadowvertex3f);
596         shadowvertex3f = NULL;
597         maxvertexupdate = 0;
598         if (vertexupdate)
599                 Mem_Free(vertexupdate);
600         vertexupdate = NULL;
601         if (vertexremap)
602                 Mem_Free(vertexremap);
603         vertexremap = NULL;
604         vertexupdatenum = 0;
605         maxshadowmark = 0;
606         numshadowmark = 0;
607         if (shadowmark)
608                 Mem_Free(shadowmark);
609         shadowmark = NULL;
610         if (shadowmarklist)
611                 Mem_Free(shadowmarklist);
612         shadowmarklist = NULL;
613         shadowmarkcount = 0;
614         maxshadowsides = 0;
615         numshadowsides = 0;
616         if (shadowsides)
617                 Mem_Free(shadowsides);
618         shadowsides = NULL;
619         if (shadowsideslist)
620                 Mem_Free(shadowsideslist);
621         shadowsideslist = NULL;
622         r_shadow_buffer_numleafpvsbytes = 0;
623         if (r_shadow_buffer_visitingleafpvs)
624                 Mem_Free(r_shadow_buffer_visitingleafpvs);
625         r_shadow_buffer_visitingleafpvs = NULL;
626         if (r_shadow_buffer_leafpvs)
627                 Mem_Free(r_shadow_buffer_leafpvs);
628         r_shadow_buffer_leafpvs = NULL;
629         if (r_shadow_buffer_leaflist)
630                 Mem_Free(r_shadow_buffer_leaflist);
631         r_shadow_buffer_leaflist = NULL;
632         r_shadow_buffer_numsurfacepvsbytes = 0;
633         if (r_shadow_buffer_surfacepvs)
634                 Mem_Free(r_shadow_buffer_surfacepvs);
635         r_shadow_buffer_surfacepvs = NULL;
636         if (r_shadow_buffer_surfacelist)
637                 Mem_Free(r_shadow_buffer_surfacelist);
638         r_shadow_buffer_surfacelist = NULL;
639         if (r_shadow_buffer_surfacesides)
640                 Mem_Free(r_shadow_buffer_surfacesides);
641         r_shadow_buffer_surfacesides = NULL;
642         r_shadow_buffer_numshadowtrispvsbytes = 0;
643         if (r_shadow_buffer_shadowtrispvs)
644                 Mem_Free(r_shadow_buffer_shadowtrispvs);
645         r_shadow_buffer_numlighttrispvsbytes = 0;
646         if (r_shadow_buffer_lighttrispvs)
647                 Mem_Free(r_shadow_buffer_lighttrispvs);
648 }
649
650 void r_shadow_newmap(void)
651 {
652         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
653         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
654         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
655         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
656         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
657         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
658         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
659         if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
660                 R_Shadow_EditLights_Reload_f();
661 }
662
663 void R_Shadow_Init(void)
664 {
665         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
666         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
667         Cvar_RegisterVariable(&r_shadow_usenormalmap);
668         Cvar_RegisterVariable(&r_shadow_debuglight);
669         Cvar_RegisterVariable(&r_shadow_deferred);
670         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
671 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
672         Cvar_RegisterVariable(&r_shadow_gloss);
673         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
674         Cvar_RegisterVariable(&r_shadow_glossintensity);
675         Cvar_RegisterVariable(&r_shadow_glossexponent);
676         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
677         Cvar_RegisterVariable(&r_shadow_glossexact);
678         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
679         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
680         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
681         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
682         Cvar_RegisterVariable(&r_shadow_projectdistance);
683         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
684         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
685         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
686         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
687         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
688         Cvar_RegisterVariable(&r_shadow_realtime_world);
689         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
690         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
691         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
692         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
693         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
694         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
695         Cvar_RegisterVariable(&r_shadow_scissor);
696         Cvar_RegisterVariable(&r_shadow_shadowmapping);
697         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
698         Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
699         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
700         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
701         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
702         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
703         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
704 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
705 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
706         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
707         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
708         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
709         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
710         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
711         Cvar_RegisterVariable(&r_shadow_polygonfactor);
712         Cvar_RegisterVariable(&r_shadow_polygonoffset);
713         Cvar_RegisterVariable(&r_shadow_texture3d);
714         Cvar_RegisterVariable(&r_coronas);
715         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
716         Cvar_RegisterVariable(&r_coronas_occlusionquery);
717         Cvar_RegisterVariable(&gl_flashblend);
718         Cvar_RegisterVariable(&gl_ext_separatestencil);
719         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
720         if (gamemode == GAME_TENEBRAE)
721         {
722                 Cvar_SetValue("r_shadow_gloss", 2);
723                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
724         }
725         R_Shadow_EditLights_Init();
726         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
727         maxshadowtriangles = 0;
728         shadowelements = NULL;
729         maxshadowvertices = 0;
730         shadowvertex3f = NULL;
731         maxvertexupdate = 0;
732         vertexupdate = NULL;
733         vertexremap = NULL;
734         vertexupdatenum = 0;
735         maxshadowmark = 0;
736         numshadowmark = 0;
737         shadowmark = NULL;
738         shadowmarklist = NULL;
739         shadowmarkcount = 0;
740         maxshadowsides = 0;
741         numshadowsides = 0;
742         shadowsides = NULL;
743         shadowsideslist = NULL;
744         r_shadow_buffer_numleafpvsbytes = 0;
745         r_shadow_buffer_visitingleafpvs = NULL;
746         r_shadow_buffer_leafpvs = NULL;
747         r_shadow_buffer_leaflist = NULL;
748         r_shadow_buffer_numsurfacepvsbytes = 0;
749         r_shadow_buffer_surfacepvs = NULL;
750         r_shadow_buffer_surfacelist = NULL;
751         r_shadow_buffer_surfacesides = NULL;
752         r_shadow_buffer_shadowtrispvs = NULL;
753         r_shadow_buffer_lighttrispvs = NULL;
754         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
755 }
756
757 matrix4x4_t matrix_attenuationxyz =
758 {
759         {
760                 {0.5, 0.0, 0.0, 0.5},
761                 {0.0, 0.5, 0.0, 0.5},
762                 {0.0, 0.0, 0.5, 0.5},
763                 {0.0, 0.0, 0.0, 1.0}
764         }
765 };
766
767 matrix4x4_t matrix_attenuationz =
768 {
769         {
770                 {0.0, 0.0, 0.5, 0.5},
771                 {0.0, 0.0, 0.0, 0.5},
772                 {0.0, 0.0, 0.0, 0.5},
773                 {0.0, 0.0, 0.0, 1.0}
774         }
775 };
776
777 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
778 {
779         numvertices = ((numvertices + 255) & ~255) * vertscale;
780         numtriangles = ((numtriangles + 255) & ~255) * triscale;
781         // make sure shadowelements is big enough for this volume
782         if (maxshadowtriangles < numtriangles)
783         {
784                 maxshadowtriangles = numtriangles;
785                 if (shadowelements)
786                         Mem_Free(shadowelements);
787                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
788         }
789         // make sure shadowvertex3f is big enough for this volume
790         if (maxshadowvertices < numvertices)
791         {
792                 maxshadowvertices = numvertices;
793                 if (shadowvertex3f)
794                         Mem_Free(shadowvertex3f);
795                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
796         }
797 }
798
799 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
800 {
801         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
802         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
803         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
804         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
805         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
806         {
807                 if (r_shadow_buffer_visitingleafpvs)
808                         Mem_Free(r_shadow_buffer_visitingleafpvs);
809                 if (r_shadow_buffer_leafpvs)
810                         Mem_Free(r_shadow_buffer_leafpvs);
811                 if (r_shadow_buffer_leaflist)
812                         Mem_Free(r_shadow_buffer_leaflist);
813                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
814                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
815                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
816                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
817         }
818         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
819         {
820                 if (r_shadow_buffer_surfacepvs)
821                         Mem_Free(r_shadow_buffer_surfacepvs);
822                 if (r_shadow_buffer_surfacelist)
823                         Mem_Free(r_shadow_buffer_surfacelist);
824                 if (r_shadow_buffer_surfacesides)
825                         Mem_Free(r_shadow_buffer_surfacesides);
826                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
827                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
828                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
829                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
830         }
831         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
832         {
833                 if (r_shadow_buffer_shadowtrispvs)
834                         Mem_Free(r_shadow_buffer_shadowtrispvs);
835                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
836                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
837         }
838         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
839         {
840                 if (r_shadow_buffer_lighttrispvs)
841                         Mem_Free(r_shadow_buffer_lighttrispvs);
842                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
843                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
844         }
845 }
846
847 void R_Shadow_PrepareShadowMark(int numtris)
848 {
849         // make sure shadowmark is big enough for this volume
850         if (maxshadowmark < numtris)
851         {
852                 maxshadowmark = numtris;
853                 if (shadowmark)
854                         Mem_Free(shadowmark);
855                 if (shadowmarklist)
856                         Mem_Free(shadowmarklist);
857                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
858                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
859                 shadowmarkcount = 0;
860         }
861         shadowmarkcount++;
862         // if shadowmarkcount wrapped we clear the array and adjust accordingly
863         if (shadowmarkcount == 0)
864         {
865                 shadowmarkcount = 1;
866                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
867         }
868         numshadowmark = 0;
869 }
870
871 void R_Shadow_PrepareShadowSides(int numtris)
872 {
873     if (maxshadowsides < numtris)
874     {
875         maxshadowsides = numtris;
876         if (shadowsides)
877                         Mem_Free(shadowsides);
878                 if (shadowsideslist)
879                         Mem_Free(shadowsideslist);
880                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
881                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
882         }
883         numshadowsides = 0;
884 }
885
886 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
887 {
888         int i, j;
889         int outtriangles = 0, outvertices = 0;
890         const int *element;
891         const float *vertex;
892         float ratio, direction[3], projectvector[3];
893
894         if (projectdirection)
895                 VectorScale(projectdirection, projectdistance, projectvector);
896         else
897                 VectorClear(projectvector);
898
899         // create the vertices
900         if (projectdirection)
901         {
902                 for (i = 0;i < numshadowmarktris;i++)
903                 {
904                         element = inelement3i + shadowmarktris[i] * 3;
905                         for (j = 0;j < 3;j++)
906                         {
907                                 if (vertexupdate[element[j]] != vertexupdatenum)
908                                 {
909                                         vertexupdate[element[j]] = vertexupdatenum;
910                                         vertexremap[element[j]] = outvertices;
911                                         vertex = invertex3f + element[j] * 3;
912                                         // project one copy of the vertex according to projectvector
913                                         VectorCopy(vertex, outvertex3f);
914                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
915                                         outvertex3f += 6;
916                                         outvertices += 2;
917                                 }
918                         }
919                 }
920         }
921         else
922         {
923                 for (i = 0;i < numshadowmarktris;i++)
924                 {
925                         element = inelement3i + shadowmarktris[i] * 3;
926                         for (j = 0;j < 3;j++)
927                         {
928                                 if (vertexupdate[element[j]] != vertexupdatenum)
929                                 {
930                                         vertexupdate[element[j]] = vertexupdatenum;
931                                         vertexremap[element[j]] = outvertices;
932                                         vertex = invertex3f + element[j] * 3;
933                                         // project one copy of the vertex to the sphere radius of the light
934                                         // (FIXME: would projecting it to the light box be better?)
935                                         VectorSubtract(vertex, projectorigin, direction);
936                                         ratio = projectdistance / VectorLength(direction);
937                                         VectorCopy(vertex, outvertex3f);
938                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
939                                         outvertex3f += 6;
940                                         outvertices += 2;
941                                 }
942                         }
943                 }
944         }
945
946         if (r_shadow_frontsidecasting.integer)
947         {
948                 for (i = 0;i < numshadowmarktris;i++)
949                 {
950                         int remappedelement[3];
951                         int markindex;
952                         const int *neighbortriangle;
953
954                         markindex = shadowmarktris[i] * 3;
955                         element = inelement3i + markindex;
956                         neighbortriangle = inneighbor3i + markindex;
957                         // output the front and back triangles
958                         outelement3i[0] = vertexremap[element[0]];
959                         outelement3i[1] = vertexremap[element[1]];
960                         outelement3i[2] = vertexremap[element[2]];
961                         outelement3i[3] = vertexremap[element[2]] + 1;
962                         outelement3i[4] = vertexremap[element[1]] + 1;
963                         outelement3i[5] = vertexremap[element[0]] + 1;
964
965                         outelement3i += 6;
966                         outtriangles += 2;
967                         // output the sides (facing outward from this triangle)
968                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
969                         {
970                                 remappedelement[0] = vertexremap[element[0]];
971                                 remappedelement[1] = vertexremap[element[1]];
972                                 outelement3i[0] = remappedelement[1];
973                                 outelement3i[1] = remappedelement[0];
974                                 outelement3i[2] = remappedelement[0] + 1;
975                                 outelement3i[3] = remappedelement[1];
976                                 outelement3i[4] = remappedelement[0] + 1;
977                                 outelement3i[5] = remappedelement[1] + 1;
978
979                                 outelement3i += 6;
980                                 outtriangles += 2;
981                         }
982                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
983                         {
984                                 remappedelement[1] = vertexremap[element[1]];
985                                 remappedelement[2] = vertexremap[element[2]];
986                                 outelement3i[0] = remappedelement[2];
987                                 outelement3i[1] = remappedelement[1];
988                                 outelement3i[2] = remappedelement[1] + 1;
989                                 outelement3i[3] = remappedelement[2];
990                                 outelement3i[4] = remappedelement[1] + 1;
991                                 outelement3i[5] = remappedelement[2] + 1;
992
993                                 outelement3i += 6;
994                                 outtriangles += 2;
995                         }
996                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
997                         {
998                                 remappedelement[0] = vertexremap[element[0]];
999                                 remappedelement[2] = vertexremap[element[2]];
1000                                 outelement3i[0] = remappedelement[0];
1001                                 outelement3i[1] = remappedelement[2];
1002                                 outelement3i[2] = remappedelement[2] + 1;
1003                                 outelement3i[3] = remappedelement[0];
1004                                 outelement3i[4] = remappedelement[2] + 1;
1005                                 outelement3i[5] = remappedelement[0] + 1;
1006
1007                                 outelement3i += 6;
1008                                 outtriangles += 2;
1009                         }
1010                 }
1011         }
1012         else
1013         {
1014                 for (i = 0;i < numshadowmarktris;i++)
1015                 {
1016                         int remappedelement[3];
1017                         int markindex;
1018                         const int *neighbortriangle;
1019
1020                         markindex = shadowmarktris[i] * 3;
1021                         element = inelement3i + markindex;
1022                         neighbortriangle = inneighbor3i + markindex;
1023                         // output the front and back triangles
1024                         outelement3i[0] = vertexremap[element[2]];
1025                         outelement3i[1] = vertexremap[element[1]];
1026                         outelement3i[2] = vertexremap[element[0]];
1027                         outelement3i[3] = vertexremap[element[0]] + 1;
1028                         outelement3i[4] = vertexremap[element[1]] + 1;
1029                         outelement3i[5] = vertexremap[element[2]] + 1;
1030
1031                         outelement3i += 6;
1032                         outtriangles += 2;
1033                         // output the sides (facing outward from this triangle)
1034                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1035                         {
1036                                 remappedelement[0] = vertexremap[element[0]];
1037                                 remappedelement[1] = vertexremap[element[1]];
1038                                 outelement3i[0] = remappedelement[0];
1039                                 outelement3i[1] = remappedelement[1];
1040                                 outelement3i[2] = remappedelement[1] + 1;
1041                                 outelement3i[3] = remappedelement[0];
1042                                 outelement3i[4] = remappedelement[1] + 1;
1043                                 outelement3i[5] = remappedelement[0] + 1;
1044
1045                                 outelement3i += 6;
1046                                 outtriangles += 2;
1047                         }
1048                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1049                         {
1050                                 remappedelement[1] = vertexremap[element[1]];
1051                                 remappedelement[2] = vertexremap[element[2]];
1052                                 outelement3i[0] = remappedelement[1];
1053                                 outelement3i[1] = remappedelement[2];
1054                                 outelement3i[2] = remappedelement[2] + 1;
1055                                 outelement3i[3] = remappedelement[1];
1056                                 outelement3i[4] = remappedelement[2] + 1;
1057                                 outelement3i[5] = remappedelement[1] + 1;
1058
1059                                 outelement3i += 6;
1060                                 outtriangles += 2;
1061                         }
1062                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1063                         {
1064                                 remappedelement[0] = vertexremap[element[0]];
1065                                 remappedelement[2] = vertexremap[element[2]];
1066                                 outelement3i[0] = remappedelement[2];
1067                                 outelement3i[1] = remappedelement[0];
1068                                 outelement3i[2] = remappedelement[0] + 1;
1069                                 outelement3i[3] = remappedelement[2];
1070                                 outelement3i[4] = remappedelement[0] + 1;
1071                                 outelement3i[5] = remappedelement[2] + 1;
1072
1073                                 outelement3i += 6;
1074                                 outtriangles += 2;
1075                         }
1076                 }
1077         }
1078         if (outnumvertices)
1079                 *outnumvertices = outvertices;
1080         return outtriangles;
1081 }
1082
1083 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1084 {
1085         int i, j, k;
1086         int outtriangles = 0, outvertices = 0;
1087         const int *element;
1088         const float *vertex;
1089         float ratio, direction[3], projectvector[3];
1090         qboolean side[4];
1091
1092         if (projectdirection)
1093                 VectorScale(projectdirection, projectdistance, projectvector);
1094         else
1095                 VectorClear(projectvector);
1096
1097         for (i = 0;i < numshadowmarktris;i++)
1098         {
1099                 int remappedelement[3];
1100                 int markindex;
1101                 const int *neighbortriangle;
1102
1103                 markindex = shadowmarktris[i] * 3;
1104                 neighbortriangle = inneighbor3i + markindex;
1105                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1106                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1107                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1108                 if (side[0] + side[1] + side[2] == 0)
1109                         continue;
1110
1111                 side[3] = side[0];
1112                 element = inelement3i + markindex;
1113
1114                 // create the vertices
1115                 for (j = 0;j < 3;j++)
1116                 {
1117                         if (side[j] + side[j+1] == 0)
1118                                 continue;
1119                         k = element[j];
1120                         if (vertexupdate[k] != vertexupdatenum)
1121                         {
1122                                 vertexupdate[k] = vertexupdatenum;
1123                                 vertexremap[k] = outvertices;
1124                                 vertex = invertex3f + k * 3;
1125                                 VectorCopy(vertex, outvertex3f);
1126                                 if (projectdirection)
1127                                 {
1128                                         // project one copy of the vertex according to projectvector
1129                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1130                                 }
1131                                 else
1132                                 {
1133                                         // project one copy of the vertex to the sphere radius of the light
1134                                         // (FIXME: would projecting it to the light box be better?)
1135                                         VectorSubtract(vertex, projectorigin, direction);
1136                                         ratio = projectdistance / VectorLength(direction);
1137                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1138                                 }
1139                                 outvertex3f += 6;
1140                                 outvertices += 2;
1141                         }
1142                 }
1143
1144                 // output the sides (facing outward from this triangle)
1145                 if (!side[0])
1146                 {
1147                         remappedelement[0] = vertexremap[element[0]];
1148                         remappedelement[1] = vertexremap[element[1]];
1149                         outelement3i[0] = remappedelement[1];
1150                         outelement3i[1] = remappedelement[0];
1151                         outelement3i[2] = remappedelement[0] + 1;
1152                         outelement3i[3] = remappedelement[1];
1153                         outelement3i[4] = remappedelement[0] + 1;
1154                         outelement3i[5] = remappedelement[1] + 1;
1155
1156                         outelement3i += 6;
1157                         outtriangles += 2;
1158                 }
1159                 if (!side[1])
1160                 {
1161                         remappedelement[1] = vertexremap[element[1]];
1162                         remappedelement[2] = vertexremap[element[2]];
1163                         outelement3i[0] = remappedelement[2];
1164                         outelement3i[1] = remappedelement[1];
1165                         outelement3i[2] = remappedelement[1] + 1;
1166                         outelement3i[3] = remappedelement[2];
1167                         outelement3i[4] = remappedelement[1] + 1;
1168                         outelement3i[5] = remappedelement[2] + 1;
1169
1170                         outelement3i += 6;
1171                         outtriangles += 2;
1172                 }
1173                 if (!side[2])
1174                 {
1175                         remappedelement[0] = vertexremap[element[0]];
1176                         remappedelement[2] = vertexremap[element[2]];
1177                         outelement3i[0] = remappedelement[0];
1178                         outelement3i[1] = remappedelement[2];
1179                         outelement3i[2] = remappedelement[2] + 1;
1180                         outelement3i[3] = remappedelement[0];
1181                         outelement3i[4] = remappedelement[2] + 1;
1182                         outelement3i[5] = remappedelement[0] + 1;
1183
1184                         outelement3i += 6;
1185                         outtriangles += 2;
1186                 }
1187         }
1188         if (outnumvertices)
1189                 *outnumvertices = outvertices;
1190         return outtriangles;
1191 }
1192
1193 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1194 {
1195         int t, tend;
1196         const int *e;
1197         const float *v[3];
1198         float normal[3];
1199         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1200                 return;
1201         tend = firsttriangle + numtris;
1202         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1203         {
1204                 // surface box entirely inside light box, no box cull
1205                 if (projectdirection)
1206                 {
1207                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1208                         {
1209                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1210                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1211                                         shadowmarklist[numshadowmark++] = t;
1212                         }
1213                 }
1214                 else
1215                 {
1216                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1217                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1218                                         shadowmarklist[numshadowmark++] = t;
1219                 }
1220         }
1221         else
1222         {
1223                 // surface box not entirely inside light box, cull each triangle
1224                 if (projectdirection)
1225                 {
1226                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1227                         {
1228                                 v[0] = invertex3f + e[0] * 3;
1229                                 v[1] = invertex3f + e[1] * 3;
1230                                 v[2] = invertex3f + e[2] * 3;
1231                                 TriangleNormal(v[0], v[1], v[2], normal);
1232                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1233                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1234                                         shadowmarklist[numshadowmark++] = t;
1235                         }
1236                 }
1237                 else
1238                 {
1239                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1240                         {
1241                                 v[0] = invertex3f + e[0] * 3;
1242                                 v[1] = invertex3f + e[1] * 3;
1243                                 v[2] = invertex3f + e[2] * 3;
1244                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1245                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1246                                         shadowmarklist[numshadowmark++] = t;
1247                         }
1248                 }
1249         }
1250 }
1251
1252 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1253 {
1254 #if 1
1255         return false;
1256 #else
1257         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1258                 return false;
1259         // check if the shadow volume intersects the near plane
1260         //
1261         // a ray between the eye and light origin may intersect the caster,
1262         // indicating that the shadow may touch the eye location, however we must
1263         // test the near plane (a polygon), not merely the eye location, so it is
1264         // easiest to enlarge the caster bounding shape slightly for this.
1265         // TODO
1266         return true;
1267 #endif
1268 }
1269
1270 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)
1271 {
1272         int i, tris, outverts;
1273         if (projectdistance < 0.1)
1274         {
1275                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1276                 return;
1277         }
1278         if (!numverts || !nummarktris)
1279                 return;
1280         // make sure shadowelements is big enough for this volume
1281         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1282                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1283
1284         if (maxvertexupdate < numverts)
1285         {
1286                 maxvertexupdate = numverts;
1287                 if (vertexupdate)
1288                         Mem_Free(vertexupdate);
1289                 if (vertexremap)
1290                         Mem_Free(vertexremap);
1291                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1292                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1293                 vertexupdatenum = 0;
1294         }
1295         vertexupdatenum++;
1296         if (vertexupdatenum == 0)
1297         {
1298                 vertexupdatenum = 1;
1299                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1300                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1301         }
1302
1303         for (i = 0;i < nummarktris;i++)
1304                 shadowmark[marktris[i]] = shadowmarkcount;
1305
1306         if (r_shadow_compilingrtlight)
1307         {
1308                 // if we're compiling an rtlight, capture the mesh
1309                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1310                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1311                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1312                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1313         }
1314         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1315         {
1316                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1317                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1318                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1319         }
1320         else
1321         {
1322                 // decide which type of shadow to generate and set stencil mode
1323                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1324                 // generate the sides or a solid volume, depending on type
1325                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1326                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1327                 else
1328                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1329                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1330                 r_refdef.stats.lights_shadowtriangles += tris;
1331                 CHECKGLERROR
1332                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1333                 GL_LockArrays(0, outverts);
1334                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1335                 {
1336                         // increment stencil if frontface is infront of depthbuffer
1337                         GL_CullFace(r_refdef.view.cullface_front);
1338                         qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1339                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1340                         // decrement stencil if backface is infront of depthbuffer
1341                         GL_CullFace(r_refdef.view.cullface_back);
1342                         qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1343                 }
1344                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1345                 {
1346                         // decrement stencil if backface is behind depthbuffer
1347                         GL_CullFace(r_refdef.view.cullface_front);
1348                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1349                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1350                         // increment stencil if frontface is behind depthbuffer
1351                         GL_CullFace(r_refdef.view.cullface_back);
1352                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1353                 }
1354                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1355                 GL_LockArrays(0, 0);
1356                 CHECKGLERROR
1357         }
1358 }
1359
1360 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1361 {
1362     // p1, p2, p3 are in the cubemap's local coordinate system
1363     // bias = border/(size - border)
1364         int mask = 0x3F;
1365
1366     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1367           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1368           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1369         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1370         mask &= (3<<4)
1371                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1372                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1373                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1374     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1375         mask &= (3<<4)
1376             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1377             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1378             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1379
1380     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1381     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1382     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1383     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1384         mask &= (3<<0)
1385             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1386             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1387             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1388     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1389         mask &= (3<<0)
1390             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1391             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1392             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1393
1394     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1395     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1396     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1397     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1398         mask &= (3<<2)
1399             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1400             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1401             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1402     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1403         mask &= (3<<2)
1404             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1405             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1406             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1407
1408         return mask;
1409 }
1410
1411 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1412 {
1413         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1414         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1415         int mask = 0x3F;
1416
1417         VectorSubtract(maxs, mins, radius);
1418     VectorScale(radius, 0.5f, radius);
1419     VectorAdd(mins, radius, center);
1420     Matrix4x4_Transform(worldtolight, center, lightcenter);
1421         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1422         VectorSubtract(lightcenter, lightradius, pmin);
1423         VectorAdd(lightcenter, lightradius, pmax);
1424
1425     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1426     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1427     if(ap1 > bias*an1 && ap2 > bias*an2)
1428         mask &= (3<<4)
1429             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1430             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1431     if(an1 > bias*ap1 && an2 > bias*ap2)
1432         mask &= (3<<4)
1433             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1434             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1435
1436     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1437     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1438     if(ap1 > bias*an1 && ap2 > bias*an2)
1439         mask &= (3<<0)
1440             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1441             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1442     if(an1 > bias*ap1 && an2 > bias*ap2)
1443         mask &= (3<<0)
1444             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1445             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1446
1447     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1448     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1449     if(ap1 > bias*an1 && ap2 > bias*an2)
1450         mask &= (3<<2)
1451             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1452             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1453     if(an1 > bias*ap1 && an2 > bias*ap2)
1454         mask &= (3<<2)
1455             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1456             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1457
1458     return mask;
1459 }
1460
1461 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1462
1463 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1464 {
1465     // p is in the cubemap's local coordinate system
1466     // bias = border/(size - border)
1467     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1468     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1469     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1470     int mask = 0x3F;
1471     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1472     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1473     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1474     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1475     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1476     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1477     return mask;
1478 }
1479
1480 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1481 {
1482         int i;
1483         vec3_t p, n;
1484         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1485         float scale = (size - 2*border)/size, len;
1486         float bias = border / (float)(size - border), dp, dn, ap, an;
1487         // check if cone enclosing side would cross frustum plane 
1488         scale = 2 / (scale*scale + 2);
1489         for (i = 0;i < 5;i++)
1490         {
1491                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1492                         continue;
1493                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1494                 len = scale*VectorLength2(n);
1495                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1496                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1497                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1498         }
1499         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1500         {
1501         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1502         len = scale*VectorLength(n);
1503                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1504                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1505                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1506         }
1507         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1508         // check if frustum corners/origin cross plane sides
1509         for (i = 0;i < 5;i++)
1510         {
1511                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1512                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1513                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1514                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1515                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1516                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1517                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1518                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1519                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1520                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1521         }
1522         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1523 }
1524
1525 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1526 {
1527         int t, tend;
1528         const int *e;
1529         const float *v[3];
1530         float normal[3];
1531         vec3_t p[3];
1532         float bias;
1533         int mask, surfacemask = 0;
1534         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1535                 return 0;
1536         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1537         tend = firsttriangle + numtris;
1538         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1539         {
1540                 // surface box entirely inside light box, no box cull
1541                 if (projectdirection)
1542                 {
1543                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1544                         {
1545                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1546                                 TriangleNormal(v[0], v[1], v[2], normal);
1547                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1548                                 {
1549                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1550                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1551                                         surfacemask |= mask;
1552                                         if(totals)
1553                                         {
1554                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1555                                                 shadowsides[numshadowsides] = mask;
1556                                                 shadowsideslist[numshadowsides++] = t;
1557                                         }
1558                                 }
1559                         }
1560                 }
1561                 else
1562                 {
1563                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1564                         {
1565                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1566                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1567                                 {
1568                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1569                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1570                                         surfacemask |= mask;
1571                                         if(totals)
1572                                         {
1573                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1574                                                 shadowsides[numshadowsides] = mask;
1575                                                 shadowsideslist[numshadowsides++] = t;
1576                                         }
1577                                 }
1578                         }
1579                 }
1580         }
1581         else
1582         {
1583                 // surface box not entirely inside light box, cull each triangle
1584                 if (projectdirection)
1585                 {
1586                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1587                         {
1588                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1589                                 TriangleNormal(v[0], v[1], v[2], normal);
1590                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1591                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1592                                 {
1593                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1594                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1595                                         surfacemask |= mask;
1596                                         if(totals)
1597                                         {
1598                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1599                                                 shadowsides[numshadowsides] = mask;
1600                                                 shadowsideslist[numshadowsides++] = t;
1601                                         }
1602                                 }
1603                         }
1604                 }
1605                 else
1606                 {
1607                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1608                         {
1609                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1610                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1611                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1612                                 {
1613                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1614                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1615                                         surfacemask |= mask;
1616                                         if(totals)
1617                                         {
1618                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1619                                                 shadowsides[numshadowsides] = mask;
1620                                                 shadowsideslist[numshadowsides++] = t;
1621                                         }
1622                                 }
1623                         }
1624                 }
1625         }
1626         return surfacemask;
1627 }
1628
1629 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1630 {
1631         int i, j, outtriangles = 0;
1632         int *outelement3i[6];
1633         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1634                 return;
1635         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1636         // make sure shadowelements is big enough for this mesh
1637         if (maxshadowtriangles < outtriangles)
1638                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1639
1640         // compute the offset and size of the separate index lists for each cubemap side
1641         outtriangles = 0;
1642         for (i = 0;i < 6;i++)
1643         {
1644                 outelement3i[i] = shadowelements + outtriangles * 3;
1645                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1646                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1647                 outtriangles += sidetotals[i];
1648         }
1649
1650         // gather up the (sparse) triangles into separate index lists for each cubemap side
1651         for (i = 0;i < numsidetris;i++)
1652         {
1653                 const int *element = elements + sidetris[i] * 3;
1654                 for (j = 0;j < 6;j++)
1655                 {
1656                         if (sides[i] & (1 << j))
1657                         {
1658                                 outelement3i[j][0] = element[0];
1659                                 outelement3i[j][1] = element[1];
1660                                 outelement3i[j][2] = element[2];
1661                                 outelement3i[j] += 3;
1662                         }
1663                 }
1664         }
1665                         
1666         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1667 }
1668
1669 static void R_Shadow_MakeTextures_MakeCorona(void)
1670 {
1671         float dx, dy;
1672         int x, y, a;
1673         unsigned char pixels[32][32][4];
1674         for (y = 0;y < 32;y++)
1675         {
1676                 dy = (y - 15.5f) * (1.0f / 16.0f);
1677                 for (x = 0;x < 32;x++)
1678                 {
1679                         dx = (x - 15.5f) * (1.0f / 16.0f);
1680                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1681                         a = bound(0, a, 255);
1682                         pixels[y][x][0] = a;
1683                         pixels[y][x][1] = a;
1684                         pixels[y][x][2] = a;
1685                         pixels[y][x][3] = 255;
1686                 }
1687         }
1688         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1689 }
1690
1691 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1692 {
1693         float dist = sqrt(x*x+y*y+z*z);
1694         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1695         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1696         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1697 }
1698
1699 static void R_Shadow_MakeTextures(void)
1700 {
1701         int x, y, z;
1702         float intensity, dist;
1703         unsigned int *data;
1704         R_Shadow_FreeShadowMaps();
1705         R_FreeTexturePool(&r_shadow_texturepool);
1706         r_shadow_texturepool = R_AllocTexturePool();
1707         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1708         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1709         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1710         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1711         for (x = 0;x <= ATTENTABLESIZE;x++)
1712         {
1713                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1714                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1715                 r_shadow_attentable[x] = bound(0, intensity, 1);
1716         }
1717         // 1D gradient texture
1718         for (x = 0;x < ATTEN1DSIZE;x++)
1719                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1720         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1721         // 2D circle texture
1722         for (y = 0;y < ATTEN2DSIZE;y++)
1723                 for (x = 0;x < ATTEN2DSIZE;x++)
1724                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1725         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1726         // 3D sphere texture
1727         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1728         {
1729                 for (z = 0;z < ATTEN3DSIZE;z++)
1730                         for (y = 0;y < ATTEN3DSIZE;y++)
1731                                 for (x = 0;x < ATTEN3DSIZE;x++)
1732                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1733                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1734         }
1735         else
1736                 r_shadow_attenuation3dtexture = NULL;
1737         Mem_Free(data);
1738
1739         R_Shadow_MakeTextures_MakeCorona();
1740
1741         // Editor light sprites
1742         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1743         "................"
1744         ".3............3."
1745         "..5...2332...5.."
1746         "...7.3....3.7..."
1747         "....7......7...."
1748         "...3.7....7.3..."
1749         "..2...7..7...2.."
1750         "..3..........3.."
1751         "..3..........3.."
1752         "..2...7..7...2.."
1753         "...3.7....7.3..."
1754         "....7......7...."
1755         "...7.3....3.7..."
1756         "..5...2332...5.."
1757         ".3............3."
1758         "................"
1759         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1760         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1761         "................"
1762         "................"
1763         "......1111......"
1764         "....11233211...."
1765         "...1234554321..."
1766         "...1356776531..."
1767         "..124677776421.."
1768         "..135777777531.."
1769         "..135777777531.."
1770         "..124677776421.."
1771         "...1356776531..."
1772         "...1234554321..."
1773         "....11233211...."
1774         "......1111......"
1775         "................"
1776         "................"
1777         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1778         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1779         "................"
1780         "................"
1781         "......1111......"
1782         "....11233211...."
1783         "...1234554321..."
1784         "...1356226531..."
1785         "..12462..26421.."
1786         "..1352....2531.."
1787         "..1352....2531.."
1788         "..12462..26421.."
1789         "...1356226531..."
1790         "...1234554321..."
1791         "....11233211...."
1792         "......1111......"
1793         "................"
1794         "................"
1795         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1796         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1797         "................"
1798         "................"
1799         "......2772......"
1800         "....27755772...."
1801         "..277533335772.."
1802         "..753333333357.."
1803         "..777533335777.."
1804         "..735775577537.."
1805         "..733357753337.."
1806         "..733337733337.."
1807         "..753337733357.."
1808         "..277537735772.."
1809         "....27777772...."
1810         "......2772......"
1811         "................"
1812         "................"
1813         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1814         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1815         "................"
1816         "................"
1817         "......2772......"
1818         "....27722772...."
1819         "..2772....2772.."
1820         "..72........27.."
1821         "..7772....2777.."
1822         "..7.27722772.7.."
1823         "..7...2772...7.."
1824         "..7....77....7.."
1825         "..72...77...27.."
1826         "..2772.77.2772.."
1827         "....27777772...."
1828         "......2772......"
1829         "................"
1830         "................"
1831         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1832         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1833         "................"
1834         ".777752..257777."
1835         ".742........247."
1836         ".72..........27."
1837         ".7............7."
1838         ".5............5."
1839         ".2............2."
1840         "................"
1841         "................"
1842         ".2............2."
1843         ".5............5."
1844         ".7............7."
1845         ".72..........27."
1846         ".742........247."
1847         ".777752..257777."
1848         "................"
1849         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1850 }
1851
1852 void R_Shadow_ValidateCvars(void)
1853 {
1854         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1855                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1856         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1857                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1858         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1859                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1860 }
1861
1862 void R_Shadow_RenderMode_Begin(void)
1863 {
1864 #if 0
1865         GLint drawbuffer;
1866         GLint readbuffer;
1867 #endif
1868         R_Shadow_ValidateCvars();
1869
1870         if (!r_shadow_attenuation2dtexture
1871          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1872          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1873          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1874                 R_Shadow_MakeTextures();
1875
1876         CHECKGLERROR
1877         R_Mesh_ColorPointer(NULL, 0, 0);
1878         R_Mesh_ResetTextureState();
1879         GL_BlendFunc(GL_ONE, GL_ZERO);
1880         GL_DepthRange(0, 1);
1881         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1882         GL_DepthTest(true);
1883         GL_DepthMask(false);
1884         GL_Color(0, 0, 0, 1);
1885         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1886
1887         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1888
1889         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1890         {
1891                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1892                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1893         }
1894         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1895         {
1896                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1897                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1898         }
1899         else
1900         {
1901                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1902                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1903         }
1904
1905         switch(vid.renderpath)
1906         {
1907         case RENDERPATH_GL20:
1908         case RENDERPATH_CGGL:
1909                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1910                 break;
1911         case RENDERPATH_GL13:
1912         case RENDERPATH_GL11:
1913                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1914                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1915                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1916                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1917                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1918                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1919                 else
1920                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1921                 break;
1922         }
1923
1924         CHECKGLERROR
1925 #if 0
1926         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1927         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1928         r_shadow_drawbuffer = drawbuffer;
1929         r_shadow_readbuffer = readbuffer;
1930 #endif
1931         r_shadow_cullface_front = r_refdef.view.cullface_front;
1932         r_shadow_cullface_back = r_refdef.view.cullface_back;
1933 }
1934
1935 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1936 {
1937         rsurface.rtlight = rtlight;
1938 }
1939
1940 void R_Shadow_RenderMode_Reset(void)
1941 {
1942         CHECKGLERROR
1943         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1944         {
1945                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1946         }
1947         if (vid.support.ext_framebuffer_object)
1948         {
1949                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1950         }
1951 #if 0
1952         qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1953         qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1954 #endif
1955         R_SetViewport(&r_refdef.view.viewport);
1956         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1957         R_Mesh_ColorPointer(NULL, 0, 0);
1958         R_Mesh_ResetTextureState();
1959         GL_DepthRange(0, 1);
1960         GL_DepthTest(true);
1961         GL_DepthMask(false);
1962         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1963         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1964         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1965         qglStencilMask(255);CHECKGLERROR
1966         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1967         qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
1968         r_refdef.view.cullface_front = r_shadow_cullface_front;
1969         r_refdef.view.cullface_back = r_shadow_cullface_back;
1970         GL_CullFace(r_refdef.view.cullface_back);
1971         GL_Color(1, 1, 1, 1);
1972         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1973         GL_BlendFunc(GL_ONE, GL_ZERO);
1974         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1975         r_shadow_usingshadowmaprect = false;
1976         r_shadow_usingshadowmapcube = false;
1977         r_shadow_usingshadowmap2d = false;
1978         CHECKGLERROR
1979 }
1980
1981 void R_Shadow_ClearStencil(void)
1982 {
1983         CHECKGLERROR
1984         GL_Clear(GL_STENCIL_BUFFER_BIT);
1985         r_refdef.stats.lights_clears++;
1986 }
1987
1988 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1989 {
1990         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1991         if (r_shadow_rendermode == mode)
1992                 return;
1993         CHECKGLERROR
1994         R_Shadow_RenderMode_Reset();
1995         GL_ColorMask(0, 0, 0, 0);
1996         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1997         R_SetupShader_DepthOrShadow();
1998         qglDepthFunc(GL_LESS);CHECKGLERROR
1999         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2000         r_shadow_rendermode = mode;
2001         switch(mode)
2002         {
2003         default:
2004                 break;
2005         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2006                 GL_CullFace(GL_NONE);
2007                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2008                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2009                 break;
2010         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2011                 GL_CullFace(GL_NONE);
2012                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2013                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2014                 break;
2015         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2016                 GL_CullFace(GL_NONE);
2017                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2018                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2019                 qglStencilMask(255);CHECKGLERROR
2020                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2021                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2022                 qglStencilMask(255);CHECKGLERROR
2023                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2024                 break;
2025         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2026                 GL_CullFace(GL_NONE);
2027                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2028                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2029                 qglStencilMask(255);CHECKGLERROR
2030                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2031                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2032                 qglStencilMask(255);CHECKGLERROR
2033                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2034                 break;
2035         }
2036 }
2037
2038 static void R_Shadow_MakeVSDCT(void)
2039 {
2040         // maps to a 2x3 texture rectangle with normalized coordinates
2041         // +-
2042         // XX
2043         // YY
2044         // ZZ
2045         // stores abs(dir.xy), offset.xy/2.5
2046         unsigned char data[4*6] =
2047         {
2048                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2049                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2050                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2051                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2052                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2053                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2054         };
2055         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
2056 }
2057
2058 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2059 {
2060         int status;
2061         int maxsize;
2062         float nearclip, farclip, bias;
2063         r_viewport_t viewport;
2064         GLuint fbo = 0;
2065         CHECKGLERROR
2066         maxsize = r_shadow_shadowmapmaxsize;
2067         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2068         farclip = 1.0f;
2069         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2070         r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2071         r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2072         r_shadow_shadowmapside = side;
2073         r_shadow_shadowmapsize = size;
2074         if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2075         {
2076                 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2077                 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2078                 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2079                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2080
2081                 // complex unrolled cube approach (more flexible)
2082                 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2083                         R_Shadow_MakeVSDCT();
2084                 if (!r_shadow_shadowmap2dtexture)
2085                 {
2086 #if 1
2087                         int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
2088                         r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2089                         qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2090                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2091                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2092             // render depth into the fbo, do not render color at all
2093                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2094                         qglReadBuffer(GL_NONE);CHECKGLERROR
2095                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2096                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2097                         {
2098                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2099                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2100                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2101                         }
2102 #endif
2103                 }
2104                 CHECKGLERROR
2105                 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2106                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2107                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2108                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2109         }
2110         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2111         {
2112                 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2113                 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2114                 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2115                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2116
2117                 // complex unrolled cube approach (more flexible)
2118                 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2119                         R_Shadow_MakeVSDCT();
2120                 if (!r_shadow_shadowmaprectangletexture)
2121                 {
2122 #if 1
2123                         r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2124                         qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2125                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2126                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2127                         // render depth into the fbo, do not render color at all
2128                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2129                         qglReadBuffer(GL_NONE);CHECKGLERROR
2130                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2131                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2132                         {
2133                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2134                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2135                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2136                         }
2137 #endif
2138                 }
2139                 CHECKGLERROR
2140                 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2141                 r_shadow_shadowmap_texturescale[0] = 1.0f;
2142                 r_shadow_shadowmap_texturescale[1] = 1.0f;
2143                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2144         }
2145         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2146         {
2147                 r_shadow_shadowmap_parameters[0] = 1.0f;
2148                 r_shadow_shadowmap_parameters[1] = 1.0f;
2149                 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2150                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2151
2152                 // simple cube approach
2153                 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2154                 {
2155  #if 1
2156                         r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2157                         qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2158                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2159                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2160                         // render depth into the fbo, do not render color at all
2161                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2162                         qglReadBuffer(GL_NONE);CHECKGLERROR
2163                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2164                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2165                         {
2166                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2167                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2168                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2169                         }
2170  #endif
2171                 }
2172                 CHECKGLERROR
2173                 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2174                 r_shadow_shadowmap_texturescale[0] = 0.0f;
2175                 r_shadow_shadowmap_texturescale[1] = 0.0f;
2176                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2177         }
2178
2179         R_Shadow_RenderMode_Reset();
2180         if (fbo)
2181         {
2182                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2183                 R_SetupShader_DepthOrShadow();
2184         }
2185         else
2186         {
2187                 R_SetupShader_ShowDepth();
2188                 qglClearColor(1,1,1,1);CHECKGLERROR
2189         }
2190         CHECKGLERROR
2191         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2192         GL_DepthMask(true);
2193         GL_DepthTest(true);
2194         qglClearDepth(1);
2195         CHECKGLERROR
2196
2197 init_done:
2198         R_SetViewport(&viewport);
2199         if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2200         {
2201                 int flipped = (side & 1) ^ (side >> 2);
2202                 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2203                 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2204                 GL_CullFace(r_refdef.view.cullface_back);
2205                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2206                 {
2207                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2208                         int x1 = clear & 0x15 ? 0 : size;
2209                         int x2 = clear & 0x2A ? 2 * size : size;
2210                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2211                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2212                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2213                         GL_Clear(GL_DEPTH_BUFFER_BIT);
2214                 }
2215                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2216         }
2217         else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2218         {
2219                 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2220                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2221                 if (clear)
2222                         GL_Clear(GL_DEPTH_BUFFER_BIT);
2223         }
2224         CHECKGLERROR
2225 }
2226
2227 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2228 {
2229         if (transparent)
2230         {
2231                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2232                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2233                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2234                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2235         }
2236         CHECKGLERROR
2237         R_Shadow_RenderMode_Reset();
2238         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2239         if (!transparent)
2240         {
2241                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2242         }
2243         if (stenciltest)
2244         {
2245                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2246                 // only draw light where this geometry was already rendered AND the
2247                 // stencil is 128 (values other than this mean shadow)
2248                 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2249         }
2250         r_shadow_rendermode = r_shadow_lightingrendermode;
2251         // do global setup needed for the chosen lighting mode
2252         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2253         {
2254                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2255                 CHECKGLERROR
2256         }
2257         if (shadowmapping)
2258         {
2259                 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2260                         r_shadow_usingshadowmap2d = true;
2261                 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2262                         r_shadow_usingshadowmaprect = true;
2263                 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2264                         r_shadow_usingshadowmapcube = true;
2265         }
2266         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2267         CHECKGLERROR
2268 }
2269
2270 static const unsigned short bboxelements[36] =
2271 {
2272         5, 1, 3, 5, 3, 7,
2273         6, 2, 0, 6, 0, 4,
2274         7, 3, 2, 7, 2, 6,
2275         4, 0, 1, 4, 1, 5,
2276         4, 5, 7, 4, 7, 6,
2277         1, 0, 2, 1, 2, 3,
2278 };
2279
2280 static const float bboxpoints[8][3] =
2281 {
2282         {-1,-1,-1},
2283         { 1,-1,-1},
2284         {-1, 1,-1},
2285         { 1, 1,-1},
2286         {-1,-1, 1},
2287         { 1,-1, 1},
2288         {-1, 1, 1},
2289         { 1, 1, 1},
2290 };
2291
2292 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2293 {
2294         int i;
2295         float vertex3f[8*3];
2296         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2297         CHECKGLERROR
2298         R_Shadow_RenderMode_Reset();
2299         r_shadow_rendermode = r_shadow_lightingrendermode;
2300         // do global setup needed for the chosen lighting mode
2301         {
2302                 R_EntityMatrix(&identitymatrix);
2303                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2304                 if (stenciltest)
2305                 {
2306                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2307                         // only draw light where this geometry was already rendered AND the
2308                         // stencil is 128 (values other than this mean shadow)
2309                         qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2310                 }
2311                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2312                 if (shadowmapping)
2313                 {
2314                         if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2315                                 r_shadow_usingshadowmap2d = true;
2316                         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2317                                 r_shadow_usingshadowmaprect = true;
2318                         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2319                                 r_shadow_usingshadowmapcube = true;
2320                 }
2321
2322                 // render the lighting
2323                 R_SetupShader_DeferredLight(rsurface.rtlight);
2324                 for (i = 0;i < 8;i++)
2325                         Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2326                 CHECKGLERROR
2327                 R_Mesh_VertexPointer(vertex3f, 0, 0);
2328                 R_Mesh_ColorPointer(NULL, 0, 0);
2329                 GL_ColorMask(1,1,1,1);
2330                 GL_DepthMask(false);
2331                 GL_DepthRange(0, 1);
2332                 GL_PolygonOffset(0, 0);
2333                 GL_DepthTest(true);
2334                 qglDepthFunc(GL_GREATER);CHECKGLERROR
2335                 GL_CullFace(r_refdef.view.cullface_back);
2336                 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2337         }
2338 }
2339
2340 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2341 {
2342         CHECKGLERROR
2343         R_Shadow_RenderMode_Reset();
2344         GL_BlendFunc(GL_ONE, GL_ONE);
2345         GL_DepthRange(0, 1);
2346         GL_DepthTest(r_showshadowvolumes.integer < 2);
2347         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2348         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2349         GL_CullFace(GL_NONE);
2350         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2351 }
2352
2353 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2354 {
2355         CHECKGLERROR
2356         R_Shadow_RenderMode_Reset();
2357         GL_BlendFunc(GL_ONE, GL_ONE);
2358         GL_DepthRange(0, 1);
2359         GL_DepthTest(r_showlighting.integer < 2);
2360         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2361         if (!transparent)
2362         {
2363                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2364         }
2365         if (stenciltest)
2366         {
2367                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2368                 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2369         }
2370         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2371 }
2372
2373 void R_Shadow_RenderMode_End(void)
2374 {
2375         CHECKGLERROR
2376         R_Shadow_RenderMode_Reset();
2377         R_Shadow_RenderMode_ActiveLight(NULL);
2378         GL_DepthMask(true);
2379         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2380         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2381 }
2382
2383 int bboxedges[12][2] =
2384 {
2385         // top
2386         {0, 1}, // +X
2387         {0, 2}, // +Y
2388         {1, 3}, // Y, +X
2389         {2, 3}, // X, +Y
2390         // bottom
2391         {4, 5}, // +X
2392         {4, 6}, // +Y
2393         {5, 7}, // Y, +X
2394         {6, 7}, // X, +Y
2395         // verticals
2396         {0, 4}, // +Z
2397         {1, 5}, // X, +Z
2398         {2, 6}, // Y, +Z
2399         {3, 7}, // XY, +Z
2400 };
2401
2402 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2403 {
2404         int i, ix1, iy1, ix2, iy2;
2405         float x1, y1, x2, y2;
2406         vec4_t v, v2;
2407         float vertex[20][3];
2408         int j, k;
2409         vec4_t plane4f;
2410         int numvertices;
2411         float corner[8][4];
2412         float dist[8];
2413         int sign[8];
2414         float f;
2415
2416         r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2417         r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2418         r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2419         r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2420
2421         if (!r_shadow_scissor.integer)
2422                 return false;
2423
2424         // if view is inside the light box, just say yes it's visible
2425         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2426                 return false;
2427
2428         x1 = y1 = x2 = y2 = 0;
2429
2430         // transform all corners that are infront of the nearclip plane
2431         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2432         plane4f[3] = r_refdef.view.frustum[4].dist;
2433         numvertices = 0;
2434         for (i = 0;i < 8;i++)
2435         {
2436                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2437                 dist[i] = DotProduct4(corner[i], plane4f);
2438                 sign[i] = dist[i] > 0;
2439                 if (!sign[i])
2440                 {
2441                         VectorCopy(corner[i], vertex[numvertices]);
2442                         numvertices++;
2443                 }
2444         }
2445         // if some points are behind the nearclip, add clipped edge points to make
2446         // sure that the scissor boundary is complete
2447         if (numvertices > 0 && numvertices < 8)
2448         {
2449                 // add clipped edge points
2450                 for (i = 0;i < 12;i++)
2451                 {
2452                         j = bboxedges[i][0];
2453                         k = bboxedges[i][1];
2454                         if (sign[j] != sign[k])
2455                         {
2456                                 f = dist[j] / (dist[j] - dist[k]);
2457                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2458                                 numvertices++;
2459                         }
2460                 }
2461         }
2462
2463         // if we have no points to check, the light is behind the view plane
2464         if (!numvertices)
2465                 return true;
2466
2467         // if we have some points to transform, check what screen area is covered
2468         x1 = y1 = x2 = y2 = 0;
2469         v[3] = 1.0f;
2470         //Con_Printf("%i vertices to transform...\n", numvertices);
2471         for (i = 0;i < numvertices;i++)
2472         {
2473                 VectorCopy(vertex[i], v);
2474                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2475                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
2476                 if (i)
2477                 {
2478                         if (x1 > v2[0]) x1 = v2[0];
2479                         if (x2 < v2[0]) x2 = v2[0];
2480                         if (y1 > v2[1]) y1 = v2[1];
2481                         if (y2 < v2[1]) y2 = v2[1];
2482                 }
2483                 else
2484                 {
2485                         x1 = x2 = v2[0];
2486                         y1 = y2 = v2[1];
2487                 }
2488         }
2489
2490         // now convert the scissor rectangle to integer screen coordinates
2491         ix1 = (int)(x1 - 1.0f);
2492         iy1 = vid.height - (int)(y2 - 1.0f);
2493         ix2 = (int)(x2 + 1.0f);
2494         iy2 = vid.height - (int)(y1 + 1.0f);
2495         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2496
2497         // clamp it to the screen
2498         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2499         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2500         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2501         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2502
2503         // if it is inside out, it's not visible
2504         if (ix2 <= ix1 || iy2 <= iy1)
2505                 return true;
2506
2507         // the light area is visible, set up the scissor rectangle
2508         r_shadow_lightscissor[0] = ix1;
2509         r_shadow_lightscissor[1] = iy1;
2510         r_shadow_lightscissor[2] = ix2 - ix1;
2511         r_shadow_lightscissor[3] = iy2 - iy1;
2512
2513         r_refdef.stats.lights_scissored++;
2514         return false;
2515 }
2516
2517 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2518 {
2519         const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2520         const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2521         float *color4f = rsurface.array_color4f + 4 * firstvertex;
2522         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2523         switch (r_shadow_rendermode)
2524         {
2525         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2526         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2527                 if (VectorLength2(diffusecolor) > 0)
2528                 {
2529                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2530                         {
2531                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2532                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2533                                 if ((dot = DotProduct(n, v)) < 0)
2534                                 {
2535                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2536                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2537                                 }
2538                                 else
2539                                         VectorCopy(ambientcolor, color4f);
2540                                 if (r_refdef.fogenabled)
2541                                 {
2542                                         float f;
2543                                         f = RSurf_FogVertex(vertex3f);
2544                                         VectorScale(color4f, f, color4f);
2545                                 }
2546                                 color4f[3] = 1;
2547                         }
2548                 }
2549                 else
2550                 {
2551                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2552                         {
2553                                 VectorCopy(ambientcolor, color4f);
2554                                 if (r_refdef.fogenabled)
2555                                 {
2556                                         float f;
2557                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2558                                         f = RSurf_FogVertex(vertex3f);
2559                                         VectorScale(color4f, f, color4f);
2560                                 }
2561                                 color4f[3] = 1;
2562                         }
2563                 }
2564                 break;
2565         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2566                 if (VectorLength2(diffusecolor) > 0)
2567                 {
2568                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2569                         {
2570                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2571                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2572                                 {
2573                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2574                                         if ((dot = DotProduct(n, v)) < 0)
2575                                         {
2576                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2577                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2578                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2579                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2580                                         }
2581                                         else
2582                                         {
2583                                                 color4f[0] = ambientcolor[0] * distintensity;
2584                                                 color4f[1] = ambientcolor[1] * distintensity;
2585                                                 color4f[2] = ambientcolor[2] * distintensity;
2586                                         }
2587                                         if (r_refdef.fogenabled)
2588                                         {
2589                                                 float f;
2590                                                 f = RSurf_FogVertex(vertex3f);
2591                                                 VectorScale(color4f, f, color4f);
2592                                         }
2593                                 }
2594                                 else
2595                                         VectorClear(color4f);
2596                                 color4f[3] = 1;
2597                         }
2598                 }
2599                 else
2600                 {
2601                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2602                         {
2603                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2604                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2605                                 {
2606                                         color4f[0] = ambientcolor[0] * distintensity;
2607                                         color4f[1] = ambientcolor[1] * distintensity;
2608                                         color4f[2] = ambientcolor[2] * distintensity;
2609                                         if (r_refdef.fogenabled)
2610                                         {
2611                                                 float f;
2612                                                 f = RSurf_FogVertex(vertex3f);
2613                                                 VectorScale(color4f, f, color4f);
2614                                         }
2615                                 }
2616                                 else
2617                                         VectorClear(color4f);
2618                                 color4f[3] = 1;
2619                         }
2620                 }
2621                 break;
2622         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2623                 if (VectorLength2(diffusecolor) > 0)
2624                 {
2625                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2626                         {
2627                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2628                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2629                                 {
2630                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2631                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2632                                         if ((dot = DotProduct(n, v)) < 0)
2633                                         {
2634                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2635                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2636                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2637                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2638                                         }
2639                                         else
2640                                         {
2641                                                 color4f[0] = ambientcolor[0] * distintensity;
2642                                                 color4f[1] = ambientcolor[1] * distintensity;
2643                                                 color4f[2] = ambientcolor[2] * distintensity;
2644                                         }
2645                                         if (r_refdef.fogenabled)
2646                                         {
2647                                                 float f;
2648                                                 f = RSurf_FogVertex(vertex3f);
2649                                                 VectorScale(color4f, f, color4f);
2650                                         }
2651                                 }
2652                                 else
2653                                         VectorClear(color4f);
2654                                 color4f[3] = 1;
2655                         }
2656                 }
2657                 else
2658                 {
2659                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2660                         {
2661                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2662                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2663                                 {
2664                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2665                                         color4f[0] = ambientcolor[0] * distintensity;
2666                                         color4f[1] = ambientcolor[1] * distintensity;
2667                                         color4f[2] = ambientcolor[2] * distintensity;
2668                                         if (r_refdef.fogenabled)
2669                                         {
2670                                                 float f;
2671                                                 f = RSurf_FogVertex(vertex3f);
2672                                                 VectorScale(color4f, f, color4f);
2673                                         }
2674                                 }
2675                                 else
2676                                         VectorClear(color4f);
2677                                 color4f[3] = 1;
2678                         }
2679                 }
2680                 break;
2681         default:
2682                 break;
2683         }
2684 }
2685
2686 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2687 {
2688         // used to display how many times a surface is lit for level design purposes
2689         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2690 }
2691
2692 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2693 {
2694         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2695         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2696         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2697         {
2698                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2699         }
2700         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2701         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2702         {
2703                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2704         }
2705 }
2706
2707 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2708 {
2709         int renders;
2710         int i;
2711         int stop;
2712         int newfirstvertex;
2713         int newlastvertex;
2714         int newnumtriangles;
2715         int *newe;
2716         const int *e;
2717         float *c;
2718         int maxtriangles = 4096;
2719         static int newelements[4096*3];
2720         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2721         for (renders = 0;renders < 4;renders++)
2722         {
2723                 stop = true;
2724                 newfirstvertex = 0;
2725                 newlastvertex = 0;
2726                 newnumtriangles = 0;
2727                 newe = newelements;
2728                 // due to low fillrate on the cards this vertex lighting path is
2729                 // designed for, we manually cull all triangles that do not
2730                 // contain a lit vertex
2731                 // this builds batches of triangles from multiple surfaces and
2732                 // renders them at once
2733                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2734                 {
2735                         if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2736                         {
2737                                 if (newnumtriangles)
2738                                 {
2739                                         newfirstvertex = min(newfirstvertex, e[0]);
2740                                         newlastvertex  = max(newlastvertex, e[0]);
2741                                 }
2742                                 else
2743                                 {
2744                                         newfirstvertex = e[0];
2745                                         newlastvertex = e[0];
2746                                 }
2747                                 newfirstvertex = min(newfirstvertex, e[1]);
2748                                 newlastvertex  = max(newlastvertex, e[1]);
2749                                 newfirstvertex = min(newfirstvertex, e[2]);
2750                                 newlastvertex  = max(newlastvertex, e[2]);
2751                                 newe[0] = e[0];
2752                                 newe[1] = e[1];
2753                                 newe[2] = e[2];
2754                                 newnumtriangles++;
2755                                 newe += 3;
2756                                 if (newnumtriangles >= maxtriangles)
2757                                 {
2758                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2759                                         newnumtriangles = 0;
2760                                         newe = newelements;
2761                                         stop = false;
2762                                 }
2763                         }
2764                 }
2765                 if (newnumtriangles >= 1)
2766                 {
2767                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2768                         stop = false;
2769                 }
2770                 // if we couldn't find any lit triangles, exit early
2771                 if (stop)
2772                         break;
2773                 // now reduce the intensity for the next overbright pass
2774                 // we have to clamp to 0 here incase the drivers have improper
2775                 // handling of negative colors
2776                 // (some old drivers even have improper handling of >1 color)
2777                 stop = true;
2778                 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2779                 {
2780                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2781                         {
2782                                 c[0] = max(0, c[0] - 1);
2783                                 c[1] = max(0, c[1] - 1);
2784                                 c[2] = max(0, c[2] - 1);
2785                                 stop = false;
2786                         }
2787                         else
2788                                 VectorClear(c);
2789                 }
2790                 // another check...
2791                 if (stop)
2792                         break;
2793         }
2794 }
2795
2796 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2797 {
2798         // OpenGL 1.1 path (anything)
2799         float ambientcolorbase[3], diffusecolorbase[3];
2800         float ambientcolorpants[3], diffusecolorpants[3];
2801         float ambientcolorshirt[3], diffusecolorshirt[3];
2802         const float *surfacecolor = rsurface.texture->dlightcolor;
2803         const float *surfacepants = rsurface.colormap_pantscolor;
2804         const float *surfaceshirt = rsurface.colormap_shirtcolor;
2805         rtexture_t *basetexture = rsurface.texture->basetexture;
2806         rtexture_t *pantstexture = rsurface.texture->pantstexture;
2807         rtexture_t *shirttexture = rsurface.texture->shirttexture;
2808         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2809         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2810         ambientscale *= 2 * r_refdef.view.colorscale;
2811         diffusescale *= 2 * r_refdef.view.colorscale;
2812         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2813         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2814         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2815         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2816         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2817         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2818         R_Mesh_TexBind(0, basetexture);
2819         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2820         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2821         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2822         switch(r_shadow_rendermode)
2823         {
2824         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2825                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2826                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2827                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2828                 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2829                 break;
2830         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2831                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2832                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2833                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2834                 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2835                 // fall through
2836         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2837                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2838                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2839                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2840                 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2841                 break;
2842         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2843                 break;
2844         default:
2845                 break;
2846         }
2847         //R_Mesh_TexBind(0, basetexture);
2848         R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2849         if (dopants)
2850         {
2851                 R_Mesh_TexBind(0, pantstexture);
2852                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2853         }
2854         if (doshirt)
2855         {
2856                 R_Mesh_TexBind(0, shirttexture);
2857                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2858         }
2859 }
2860
2861 extern cvar_t gl_lightmaps;
2862 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2863 {
2864         float ambientscale, diffusescale, specularscale;
2865         qboolean negated;
2866         float lightcolor[3];
2867         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2868         ambientscale = rsurface.rtlight->ambientscale;
2869         diffusescale = rsurface.rtlight->diffusescale;
2870         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2871         if (!r_shadow_usenormalmap.integer)
2872         {
2873                 ambientscale += 1.0f * diffusescale;
2874                 diffusescale = 0;
2875                 specularscale = 0;
2876         }
2877         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2878                 return;
2879         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2880         if(negated)
2881         {
2882                 VectorNegate(lightcolor, lightcolor);
2883                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2884         }
2885         RSurf_SetupDepthAndCulling();
2886         switch (r_shadow_rendermode)
2887         {
2888         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2889                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2890                 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2891                 break;
2892         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2893                 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2894                 break;
2895         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2896         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2897         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2898         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2899                 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2900                 break;
2901         default:
2902                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2903                 break;
2904         }
2905         if(negated)
2906                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2907 }
2908
2909 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2910 {
2911         matrix4x4_t tempmatrix = *matrix;
2912         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2913
2914         // if this light has been compiled before, free the associated data
2915         R_RTLight_Uncompile(rtlight);
2916
2917         // clear it completely to avoid any lingering data
2918         memset(rtlight, 0, sizeof(*rtlight));
2919
2920         // copy the properties
2921         rtlight->matrix_lighttoworld = tempmatrix;
2922         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2923         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2924         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2925         VectorCopy(color, rtlight->color);
2926         rtlight->cubemapname[0] = 0;
2927         if (cubemapname && cubemapname[0])
2928                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2929         rtlight->shadow = shadow;
2930         rtlight->corona = corona;
2931         rtlight->style = style;
2932         rtlight->isstatic = isstatic;
2933         rtlight->coronasizescale = coronasizescale;
2934         rtlight->ambientscale = ambientscale;
2935         rtlight->diffusescale = diffusescale;
2936         rtlight->specularscale = specularscale;
2937         rtlight->flags = flags;
2938
2939         // compute derived data
2940         //rtlight->cullradius = rtlight->radius;
2941         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2942         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2943         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2944         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2945         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2946         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2947         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2948 }
2949
2950 // compiles rtlight geometry
2951 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2952 void R_RTLight_Compile(rtlight_t *rtlight)
2953 {
2954         int i;
2955         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2956         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2957         entity_render_t *ent = r_refdef.scene.worldentity;
2958         dp_model_t *model = r_refdef.scene.worldmodel;
2959         unsigned char *data;
2960         shadowmesh_t *mesh;
2961
2962         // compile the light
2963         rtlight->compiled = true;
2964         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2965         rtlight->static_numleafs = 0;
2966         rtlight->static_numleafpvsbytes = 0;
2967         rtlight->static_leaflist = NULL;
2968         rtlight->static_leafpvs = NULL;
2969         rtlight->static_numsurfaces = 0;
2970         rtlight->static_surfacelist = NULL;
2971         rtlight->static_shadowmap_receivers = 0x3F;
2972         rtlight->static_shadowmap_casters = 0x3F;
2973         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2974         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2975         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2976         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2977         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2978         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2979
2980         if (model && model->GetLightInfo)
2981         {
2982                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2983                 r_shadow_compilingrtlight = rtlight;
2984                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
2985                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2986                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2987                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2988                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2989                 rtlight->static_numsurfaces = numsurfaces;
2990                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2991                 rtlight->static_numleafs = numleafs;
2992                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2993                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2994                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2995                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2996                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2997                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2998                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2999                 if (rtlight->static_numsurfaces)
3000                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3001                 if (rtlight->static_numleafs)
3002                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3003                 if (rtlight->static_numleafpvsbytes)
3004                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3005                 if (rtlight->static_numshadowtrispvsbytes)
3006                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3007                 if (rtlight->static_numlighttrispvsbytes)
3008                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3009                 switch (rtlight->shadowmode)
3010                 {
3011                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3012                 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3013                 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3014                         if (model->CompileShadowMap && rtlight->shadow)
3015                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3016                         break;
3017                 default:
3018                         if (model->CompileShadowVolume && rtlight->shadow)
3019                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3020                         break;
3021                 }
3022                 // now we're done compiling the rtlight
3023                 r_shadow_compilingrtlight = NULL;
3024         }
3025
3026
3027         // use smallest available cullradius - box radius or light radius
3028         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3029         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3030
3031         shadowzpasstris = 0;
3032         if (rtlight->static_meshchain_shadow_zpass)
3033                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3034                         shadowzpasstris += mesh->numtriangles;
3035
3036         shadowzfailtris = 0;
3037         if (rtlight->static_meshchain_shadow_zfail)
3038                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3039                         shadowzfailtris += mesh->numtriangles;
3040
3041         lighttris = 0;
3042         if (rtlight->static_numlighttrispvsbytes)
3043                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3044                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3045                                 lighttris++;
3046
3047         shadowtris = 0;
3048         if (rtlight->static_numlighttrispvsbytes)
3049                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3050                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3051                                 shadowtris++;
3052
3053         if (developer_extra.integer)
3054                 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3055 }
3056
3057 void R_RTLight_Uncompile(rtlight_t *rtlight)
3058 {
3059         if (rtlight->compiled)
3060         {
3061                 if (rtlight->static_meshchain_shadow_zpass)
3062                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3063                 rtlight->static_meshchain_shadow_zpass = NULL;
3064                 if (rtlight->static_meshchain_shadow_zfail)
3065                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3066                 rtlight->static_meshchain_shadow_zfail = NULL;
3067                 if (rtlight->static_meshchain_shadow_shadowmap)
3068                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3069                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3070                 // these allocations are grouped
3071                 if (rtlight->static_surfacelist)
3072                         Mem_Free(rtlight->static_surfacelist);
3073                 rtlight->static_numleafs = 0;
3074                 rtlight->static_numleafpvsbytes = 0;
3075                 rtlight->static_leaflist = NULL;
3076                 rtlight->static_leafpvs = NULL;
3077                 rtlight->static_numsurfaces = 0;
3078                 rtlight->static_surfacelist = NULL;
3079                 rtlight->static_numshadowtrispvsbytes = 0;
3080                 rtlight->static_shadowtrispvs = NULL;
3081                 rtlight->static_numlighttrispvsbytes = 0;
3082                 rtlight->static_lighttrispvs = NULL;
3083                 rtlight->compiled = false;
3084         }
3085 }
3086
3087 void R_Shadow_UncompileWorldLights(void)
3088 {
3089         size_t lightindex;
3090         dlight_t *light;
3091         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3092         for (lightindex = 0;lightindex < range;lightindex++)
3093         {
3094                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3095                 if (!light)
3096                         continue;
3097                 R_RTLight_Uncompile(&light->rtlight);
3098         }
3099 }
3100
3101 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3102 {
3103         int i, j;
3104         mplane_t plane;
3105         // reset the count of frustum planes
3106         // see rtlight->cached_frustumplanes definition for how much this array
3107         // can hold
3108         rtlight->cached_numfrustumplanes = 0;
3109
3110         // haven't implemented a culling path for ortho rendering
3111         if (!r_refdef.view.useperspective)
3112         {
3113                 // check if the light is on screen and copy the 4 planes if it is
3114                 for (i = 0;i < 4;i++)
3115                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3116                                 break;
3117                 if (i == 4)
3118                         for (i = 0;i < 4;i++)
3119                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3120                 return;
3121         }
3122
3123 #if 1
3124         // generate a deformed frustum that includes the light origin, this is
3125         // used to cull shadow casting surfaces that can not possibly cast a
3126         // shadow onto the visible light-receiving surfaces, which can be a
3127         // performance gain
3128         //
3129         // if the light origin is onscreen the result will be 4 planes exactly
3130         // if the light origin is offscreen on only one axis the result will
3131         // be exactly 5 planes (split-side case)
3132         // if the light origin is offscreen on two axes the result will be
3133         // exactly 4 planes (stretched corner case)
3134         for (i = 0;i < 4;i++)
3135         {
3136                 // quickly reject standard frustum planes that put the light
3137                 // origin outside the frustum
3138                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3139                         continue;
3140                 // copy the plane
3141                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3142         }
3143         // if all the standard frustum planes were accepted, the light is onscreen
3144         // otherwise we need to generate some more planes below...
3145         if (rtlight->cached_numfrustumplanes < 4)
3146         {
3147                 // at least one of the stock frustum planes failed, so we need to
3148                 // create one or two custom planes to enclose the light origin
3149                 for (i = 0;i < 4;i++)
3150                 {
3151                         // create a plane using the view origin and light origin, and a
3152                         // single point from the frustum corner set
3153                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3154                         VectorNormalize(plane.normal);
3155                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3156                         // see if this plane is backwards and flip it if so
3157                         for (j = 0;j < 4;j++)
3158                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3159                                         break;
3160                         if (j < 4)
3161                         {
3162                                 VectorNegate(plane.normal, plane.normal);
3163                                 plane.dist *= -1;
3164                                 // flipped plane, test again to see if it is now valid
3165                                 for (j = 0;j < 4;j++)
3166                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3167                                                 break;
3168                                 // if the plane is still not valid, then it is dividing the
3169                                 // frustum and has to be rejected
3170                                 if (j < 4)
3171                                         continue;
3172                         }
3173                         // we have created a valid plane, compute extra info
3174                         PlaneClassify(&plane);
3175                         // copy the plane
3176                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3177 #if 1
3178                         // if we've found 5 frustum planes then we have constructed a
3179                         // proper split-side case and do not need to keep searching for
3180                         // planes to enclose the light origin
3181                         if (rtlight->cached_numfrustumplanes == 5)
3182                                 break;
3183 #endif
3184                 }
3185         }
3186 #endif
3187
3188 #if 0
3189         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3190         {
3191                 plane = rtlight->cached_frustumplanes[i];
3192                 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3193         }
3194 #endif
3195
3196 #if 0
3197         // now add the light-space box planes if the light box is rotated, as any
3198         // caster outside the oriented light box is irrelevant (even if it passed
3199         // the worldspace light box, which is axial)
3200         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3201         {
3202                 for (i = 0;i < 6;i++)
3203                 {
3204                         vec3_t v;
3205                         VectorClear(v);
3206                         v[i >> 1] = (i & 1) ? -1 : 1;
3207                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3208                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3209                         plane.dist = VectorNormalizeLength(plane.normal);
3210                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3211                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3212                 }
3213         }
3214 #endif
3215
3216 #if 0
3217         // add the world-space reduced box planes
3218         for (i = 0;i < 6;i++)
3219         {
3220                 VectorClear(plane.normal);
3221                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3222                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3223                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3224         }
3225 #endif
3226
3227 #if 0
3228         {
3229         int j, oldnum;
3230         vec3_t points[8];
3231         vec_t bestdist;
3232         // reduce all plane distances to tightly fit the rtlight cull box, which
3233         // is in worldspace
3234         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3235         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3236         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3237         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3238         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3239         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3240         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3241         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3242         oldnum = rtlight->cached_numfrustumplanes;
3243         rtlight->cached_numfrustumplanes = 0;
3244         for (j = 0;j < oldnum;j++)
3245         {
3246                 // find the nearest point on the box to this plane
3247                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3248                 for (i = 1;i < 8;i++)
3249                 {
3250                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3251                         if (bestdist > dist)
3252                                 bestdist = dist;
3253                 }
3254                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3255                 // if the nearest point is near or behind the plane, we want this
3256                 // plane, otherwise the plane is useless as it won't cull anything
3257                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3258                 {
3259                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3260                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3261                 }
3262         }
3263         }
3264 #endif
3265 }
3266
3267 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3268 {
3269         shadowmesh_t *mesh;
3270
3271         RSurf_ActiveWorldEntity();
3272
3273         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3274         {
3275                 CHECKGLERROR
3276                 GL_CullFace(GL_NONE);
3277         mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3278         for (;mesh;mesh = mesh->next)
3279         {
3280                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3281                                 continue;
3282             r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3283             R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3284             R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3285         }
3286         CHECKGLERROR
3287     }
3288         else if (r_refdef.scene.worldentity->model)
3289                 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3290
3291         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3292 }
3293
3294 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3295 {
3296         qboolean zpass = false;
3297         shadowmesh_t *mesh;
3298         int t, tend;
3299         int surfacelistindex;
3300         msurface_t *surface;
3301
3302         RSurf_ActiveWorldEntity();
3303
3304         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3305         {
3306                 CHECKGLERROR
3307                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3308                 {
3309                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3310                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3311                 }
3312                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3313                 for (;mesh;mesh = mesh->next)
3314                 {
3315                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3316                         R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3317                         GL_LockArrays(0, mesh->numverts);
3318                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3319                         {
3320                                 // increment stencil if frontface is infront of depthbuffer
3321                                 GL_CullFace(r_refdef.view.cullface_back);
3322                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3323                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3324                                 // decrement stencil if backface is infront of depthbuffer
3325                                 GL_CullFace(r_refdef.view.cullface_front);
3326                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3327                         }
3328                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3329                         {
3330                                 // decrement stencil if backface is behind depthbuffer
3331                                 GL_CullFace(r_refdef.view.cullface_front);
3332                                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3333                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3334                                 // increment stencil if frontface is behind depthbuffer
3335                                 GL_CullFace(r_refdef.view.cullface_back);
3336                                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3337                         }
3338                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3339                         GL_LockArrays(0, 0);
3340                 }
3341                 CHECKGLERROR
3342         }
3343         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3344         {
3345                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3346                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3347                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3348                 {
3349                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3350                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3351                                 if (CHECKPVSBIT(trispvs, t))
3352                                         shadowmarklist[numshadowmark++] = t;
3353                 }
3354                 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3355         }
3356         else if (numsurfaces)
3357                 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3358
3359         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3360 }
3361
3362 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3363 {
3364         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3365         vec_t relativeshadowradius;
3366         RSurf_ActiveModelEntity(ent, false, false, false);
3367         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3368         // we need to re-init the shader for each entity because the matrix changed
3369         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3370         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3371         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3372         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3373         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3374         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3375         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3376         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3377         {
3378                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3379         }
3380         else
3381                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3382         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3383 }
3384
3385 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3386 {
3387         // set up properties for rendering light onto this entity
3388         RSurf_ActiveModelEntity(ent, true, true, false);
3389         GL_AlphaTest(false);
3390         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3391         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3392         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3393         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3394 }
3395
3396 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3397 {
3398         if (!r_refdef.scene.worldmodel->DrawLight)
3399                 return;
3400
3401         // set up properties for rendering light onto this entity
3402         RSurf_ActiveWorldEntity();
3403         GL_AlphaTest(false);
3404         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3405         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3406         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3407         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3408
3409         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3410
3411         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3412 }
3413
3414 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3415 {
3416         dp_model_t *model = ent->model;
3417         if (!model->DrawLight)
3418                 return;
3419
3420         R_Shadow_SetupEntityLight(ent);
3421
3422         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3423
3424         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3425 }
3426
3427 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3428 {
3429         int i;
3430         float f;
3431         int numleafs, numsurfaces;
3432         int *leaflist, *surfacelist;
3433         unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
3434         int numlightentities;
3435         int numlightentities_noselfshadow;
3436         int numshadowentities;
3437         int numshadowentities_noselfshadow;
3438         static entity_render_t *lightentities[MAX_EDICTS];
3439         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3440         static entity_render_t *shadowentities[MAX_EDICTS];
3441         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3442
3443         rtlight->draw = false;
3444
3445         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3446         // skip lights that are basically invisible (color 0 0 0)
3447         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3448                 return;
3449
3450         // loading is done before visibility checks because loading should happen
3451         // all at once at the start of a level, not when it stalls gameplay.
3452         // (especially important to benchmarks)
3453         // compile light
3454         if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3455         {
3456                 if (rtlight->compiled)
3457                         R_RTLight_Uncompile(rtlight);
3458                 R_RTLight_Compile(rtlight);
3459         }
3460
3461         // load cubemap
3462         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3463
3464         // look up the light style value at this time
3465         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3466         VectorScale(rtlight->color, f, rtlight->currentcolor);
3467         /*
3468         if (rtlight->selected)
3469         {
3470                 f = 2 + sin(realtime * M_PI * 4.0);
3471                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3472         }
3473         */
3474
3475         // if lightstyle is currently off, don't draw the light
3476         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3477                 return;
3478
3479         // if the light box is offscreen, skip it
3480         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3481                 return;
3482
3483         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3484         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3485
3486         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3487
3488         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3489         {
3490                 // compiled light, world available and can receive realtime lighting
3491                 // retrieve leaf information
3492                 numleafs = rtlight->static_numleafs;
3493                 leaflist = rtlight->static_leaflist;
3494                 leafpvs = rtlight->static_leafpvs;
3495                 numsurfaces = rtlight->static_numsurfaces;
3496                 surfacelist = rtlight->static_surfacelist;
3497                 surfacesides = NULL;
3498                 shadowtrispvs = rtlight->static_shadowtrispvs;
3499                 lighttrispvs = rtlight->static_lighttrispvs;
3500         }
3501         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3502         {
3503                 // dynamic light, world available and can receive realtime lighting
3504                 // calculate lit surfaces and leafs
3505                 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3506                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3507                 leaflist = r_shadow_buffer_leaflist;
3508                 leafpvs = r_shadow_buffer_leafpvs;
3509                 surfacelist = r_shadow_buffer_surfacelist;
3510                 surfacesides = r_shadow_buffer_surfacesides;
3511                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3512                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3513                 // if the reduced leaf bounds are offscreen, skip it
3514                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3515                         return;
3516         }
3517         else
3518         {
3519                 // no world
3520                 numleafs = 0;
3521                 leaflist = NULL;
3522                 leafpvs = NULL;
3523                 numsurfaces = 0;
3524                 surfacelist = NULL;
3525                 surfacesides = NULL;
3526                 shadowtrispvs = NULL;
3527                 lighttrispvs = NULL;
3528         }
3529         // check if light is illuminating any visible leafs
3530         if (numleafs)
3531         {
3532                 for (i = 0;i < numleafs;i++)
3533                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3534                                 break;
3535                 if (i == numleafs)
3536                         return;
3537         }
3538
3539         // make a list of lit entities and shadow casting entities
3540         numlightentities = 0;
3541         numlightentities_noselfshadow = 0;
3542         numshadowentities = 0;
3543         numshadowentities_noselfshadow = 0;
3544
3545         // add dynamic entities that are lit by the light
3546         for (i = 0;i < r_refdef.scene.numentities;i++)
3547         {
3548                 dp_model_t *model;
3549                 entity_render_t *ent = r_refdef.scene.entities[i];
3550                 vec3_t org;
3551                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3552                         continue;
3553                 // skip the object entirely if it is not within the valid
3554                 // shadow-casting region (which includes the lit region)
3555                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3556                         continue;
3557                 if (!(model = ent->model))
3558                         continue;
3559                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3560                 {
3561                         // this entity wants to receive light, is visible, and is
3562                         // inside the light box
3563                         // TODO: check if the surfaces in the model can receive light
3564                         // so now check if it's in a leaf seen by the light
3565                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3566                                 continue;
3567                         if (ent->flags & RENDER_NOSELFSHADOW)
3568                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3569                         else
3570                                 lightentities[numlightentities++] = ent;
3571                         // since it is lit, it probably also casts a shadow...
3572                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3573                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3574                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3575                         {
3576                                 // note: exterior models without the RENDER_NOSELFSHADOW
3577                                 // flag still create a RENDER_NOSELFSHADOW shadow but
3578                                 // are lit normally, this means that they are
3579                                 // self-shadowing but do not shadow other
3580                                 // RENDER_NOSELFSHADOW entities such as the gun
3581                                 // (very weird, but keeps the player shadow off the gun)
3582                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3583                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3584                                 else
3585                                         shadowentities[numshadowentities++] = ent;
3586                         }
3587                 }
3588                 else if (ent->flags & RENDER_SHADOW)
3589                 {
3590                         // this entity is not receiving light, but may still need to
3591                         // cast a shadow...
3592                         // TODO: check if the surfaces in the model can cast shadow
3593                         // now check if it is in a leaf seen by the light
3594                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3595                                 continue;
3596                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3597                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3598                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3599                         {
3600                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3601                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3602                                 else
3603                                         shadowentities[numshadowentities++] = ent;
3604                         }
3605                 }
3606         }
3607
3608         // return if there's nothing at all to light
3609         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3610                 return;
3611
3612         // count this light in the r_speeds
3613         r_refdef.stats.lights++;
3614
3615         // flag it as worth drawing later
3616         rtlight->draw = true;
3617
3618         // cache all the animated entities that cast a shadow but are not visible
3619         for (i = 0;i < numshadowentities;i++)
3620                 if (!shadowentities[i]->animcache_vertex3f)
3621                         R_AnimCache_GetEntity(shadowentities[i], false, false);
3622         for (i = 0;i < numshadowentities_noselfshadow;i++)
3623                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3624                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3625
3626         // allocate some temporary memory for rendering this light later in the frame
3627         // reusable buffers need to be copied, static data can be used as-is
3628         rtlight->cached_numlightentities               = numlightentities;
3629         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
3630         rtlight->cached_numshadowentities              = numshadowentities;
3631         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3632         rtlight->cached_numsurfaces                    = numsurfaces;
3633         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3634         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3635         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3636         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3637         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3638         {
3639                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3640                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3641                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3642                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3643                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3644         }
3645         else
3646         {
3647                 // compiled light data
3648                 rtlight->cached_shadowtrispvs = shadowtrispvs;
3649                 rtlight->cached_lighttrispvs = lighttrispvs;
3650                 rtlight->cached_surfacelist = surfacelist;
3651         }
3652 }
3653
3654 void R_Shadow_DrawLight(rtlight_t *rtlight)
3655 {
3656         int i;
3657         int numsurfaces;
3658         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3659         int numlightentities;
3660         int numlightentities_noselfshadow;
3661         int numshadowentities;
3662         int numshadowentities_noselfshadow;
3663         entity_render_t **lightentities;
3664         entity_render_t **lightentities_noselfshadow;
3665         entity_render_t **shadowentities;
3666         entity_render_t **shadowentities_noselfshadow;
3667         int *surfacelist;
3668         static unsigned char entitysides[MAX_EDICTS];
3669         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3670         vec3_t nearestpoint;
3671         vec_t distance;
3672         qboolean castshadows;
3673         int lodlinear;
3674
3675         // check if we cached this light this frame (meaning it is worth drawing)
3676         if (!rtlight->draw)
3677                 return;
3678
3679         // if R_FrameData_Store ran out of space we skip anything dependent on it
3680         if (r_framedata_failed)
3681                 return;
3682
3683         numlightentities = rtlight->cached_numlightentities;
3684         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3685         numshadowentities = rtlight->cached_numshadowentities;
3686         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3687         numsurfaces = rtlight->cached_numsurfaces;
3688         lightentities = rtlight->cached_lightentities;
3689         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3690         shadowentities = rtlight->cached_shadowentities;
3691         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3692         shadowtrispvs = rtlight->cached_shadowtrispvs;
3693         lighttrispvs = rtlight->cached_lighttrispvs;
3694         surfacelist = rtlight->cached_surfacelist;
3695
3696         // set up a scissor rectangle for this light
3697         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3698                 return;
3699
3700         // don't let sound skip if going slow
3701         if (r_refdef.scene.extraupdate)
3702                 S_ExtraUpdate ();
3703
3704         // make this the active rtlight for rendering purposes
3705         R_Shadow_RenderMode_ActiveLight(rtlight);
3706
3707         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3708         {
3709                 // optionally draw visible shape of the shadow volumes
3710                 // for performance analysis by level designers
3711                 R_Shadow_RenderMode_VisibleShadowVolumes();
3712                 if (numsurfaces)
3713                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3714                 for (i = 0;i < numshadowentities;i++)
3715                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3716                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3717                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3718                 R_Shadow_RenderMode_VisibleLighting(false, false);
3719         }
3720
3721         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3722         {
3723                 // optionally draw the illuminated areas
3724                 // for performance analysis by level designers
3725                 R_Shadow_RenderMode_VisibleLighting(false, false);
3726                 if (numsurfaces)
3727                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3728                 for (i = 0;i < numlightentities;i++)
3729                         R_Shadow_DrawEntityLight(lightentities[i]);
3730                 for (i = 0;i < numlightentities_noselfshadow;i++)
3731                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3732         }
3733
3734         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3735
3736         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3737         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3738         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3739         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3740
3741         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3742         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3743         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3744
3745         if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3746         {
3747                 float borderbias;
3748                 int side;
3749                 int size;
3750                 int castermask = 0;
3751                 int receivermask = 0;
3752                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3753                 Matrix4x4_Abs(&radiustolight);
3754
3755                 r_shadow_shadowmaplod = 0;
3756                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3757                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3758                                 r_shadow_shadowmaplod = i;
3759
3760                 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3761                         size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3762                 else
3763                         size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3764                         
3765                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3766
3767                 surfacesides = NULL;
3768                 if (numsurfaces)
3769                 {
3770                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3771                         {
3772                                 castermask = rtlight->static_shadowmap_casters;
3773                                 receivermask = rtlight->static_shadowmap_receivers;
3774                         }
3775                         else
3776                         {
3777                                 surfacesides = r_shadow_buffer_surfacesides;
3778                                 for(i = 0;i < numsurfaces;i++)
3779                                 {
3780                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3781                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
3782                                         castermask |= surfacesides[i];
3783                                         receivermask |= surfacesides[i];
3784                                 }
3785                         }
3786                 }
3787                 if (receivermask < 0x3F) 
3788                 {
3789                         for (i = 0;i < numlightentities;i++)
3790                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3791                         if (receivermask < 0x3F)
3792                                 for(i = 0; i < numlightentities_noselfshadow;i++)
3793                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3794                 }
3795
3796                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3797
3798                 if (receivermask)
3799                 {
3800                         for (i = 0;i < numshadowentities;i++)
3801                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3802                         for (i = 0;i < numshadowentities_noselfshadow;i++)
3803                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
3804                 }
3805
3806                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3807
3808                 // render shadow casters into 6 sided depth texture
3809                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3810                 {
3811                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3812                         if (! (castermask & (1 << side))) continue;
3813                         if (numsurfaces)
3814                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3815                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3816                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
3817                 }
3818
3819                 if (numlightentities_noselfshadow)
3820                 {
3821                         // render lighting using the depth texture as shadowmap
3822                         // draw lighting in the unmasked areas
3823                         R_Shadow_RenderMode_Lighting(false, false, true);
3824                         for (i = 0;i < numlightentities_noselfshadow;i++)
3825                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3826                 }
3827
3828                 // render shadow casters into 6 sided depth texture
3829                 if (numshadowentities_noselfshadow)
3830                 {
3831                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3832                         {
3833                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3834                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3835                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3836                         }
3837                 }
3838
3839                 // render lighting using the depth texture as shadowmap
3840                 // draw lighting in the unmasked areas
3841                 R_Shadow_RenderMode_Lighting(false, false, true);
3842                 // draw lighting in the unmasked areas
3843                 if (numsurfaces)
3844                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3845                 for (i = 0;i < numlightentities;i++)
3846                         R_Shadow_DrawEntityLight(lightentities[i]);
3847         }
3848         else if (castshadows && vid.stencil)
3849         {
3850                 // draw stencil shadow volumes to mask off pixels that are in shadow
3851                 // so that they won't receive lighting
3852                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3853                 R_Shadow_ClearStencil();
3854
3855                 if (numsurfaces)
3856                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3857                 for (i = 0;i < numshadowentities;i++)
3858                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3859
3860                 // draw lighting in the unmasked areas
3861                 R_Shadow_RenderMode_Lighting(true, false, false);
3862                 for (i = 0;i < numlightentities_noselfshadow;i++)
3863                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3864
3865                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3866                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3867
3868                 // draw lighting in the unmasked areas
3869                 R_Shadow_RenderMode_Lighting(true, false, false);
3870                 if (numsurfaces)
3871                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3872                 for (i = 0;i < numlightentities;i++)
3873                         R_Shadow_DrawEntityLight(lightentities[i]);
3874         }
3875         else
3876         {
3877                 // draw lighting in the unmasked areas
3878                 R_Shadow_RenderMode_Lighting(false, false, false);
3879                 if (numsurfaces)
3880                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3881                 for (i = 0;i < numlightentities;i++)
3882                         R_Shadow_DrawEntityLight(lightentities[i]);
3883                 for (i = 0;i < numlightentities_noselfshadow;i++)
3884                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3885         }
3886
3887         if (r_shadow_usingdeferredprepass)
3888         {
3889                 // when rendering deferred lighting, we simply rasterize the box
3890                 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3891                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
3892                 else if (castshadows && vid.stencil)
3893                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
3894                 else
3895                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
3896         }
3897 }
3898
3899 static void R_Shadow_FreeDeferred(void)
3900 {
3901         if (r_shadow_prepassgeometryfbo)
3902                 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3903         r_shadow_prepassgeometryfbo = 0;
3904
3905         if (r_shadow_prepasslightingfbo)
3906                 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3907         r_shadow_prepasslightingfbo = 0;
3908
3909         if (r_shadow_prepassgeometrydepthtexture)
3910                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3911         r_shadow_prepassgeometrydepthtexture = NULL;
3912
3913         if (r_shadow_prepassgeometrynormalmaptexture)
3914                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3915         r_shadow_prepassgeometrynormalmaptexture = NULL;
3916
3917         if (r_shadow_prepasslightingdiffusetexture)
3918                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3919         r_shadow_prepasslightingdiffusetexture = NULL;
3920
3921         if (r_shadow_prepasslightingspeculartexture)
3922                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3923         r_shadow_prepasslightingspeculartexture = NULL;
3924 }
3925
3926 void R_Shadow_DrawPrepass(void)
3927 {
3928         int i;
3929         int flag;
3930         int lnum;
3931         size_t lightindex;
3932         dlight_t *light;
3933         size_t range;
3934         entity_render_t *ent;
3935
3936         GL_AlphaTest(false);
3937         R_Mesh_ColorPointer(NULL, 0, 0);
3938         R_Mesh_ResetTextureState();
3939         GL_DepthMask(true);
3940         GL_ColorMask(1,1,1,1);
3941         GL_BlendFunc(GL_ONE, GL_ZERO);
3942         GL_Color(1,1,1,1);
3943         GL_DepthTest(true);
3944         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3945         qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3946         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3947
3948         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3949                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3950         if (r_timereport_active)
3951                 R_TimeReport("prepassworld");
3952
3953         for (i = 0;i < r_refdef.scene.numentities;i++)
3954         {
3955                 if (!r_refdef.viewcache.entityvisible[i])
3956                         continue;
3957                 ent = r_refdef.scene.entities[i];
3958                 if (ent->model && ent->model->DrawPrepass != NULL)
3959                         ent->model->DrawPrepass(ent);
3960         }
3961
3962         if (r_timereport_active)
3963                 R_TimeReport("prepassmodels");
3964
3965         GL_DepthMask(false);
3966         GL_ColorMask(1,1,1,1);
3967         GL_Color(1,1,1,1);
3968         GL_DepthTest(true);
3969         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
3970         qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
3971         GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3972         if (r_refdef.fogenabled)
3973                 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3974
3975         R_Shadow_RenderMode_Begin();
3976
3977         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3978         if (r_shadow_debuglight.integer >= 0)
3979         {
3980                 lightindex = r_shadow_debuglight.integer;
3981                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3982                 if (light && (light->flags & flag))
3983                         R_Shadow_DrawLight(&light->rtlight);
3984         }
3985         else
3986         {
3987                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3988                 for (lightindex = 0;lightindex < range;lightindex++)
3989                 {
3990                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3991                         if (light && (light->flags & flag))
3992                                 R_Shadow_DrawLight(&light->rtlight);
3993                 }
3994         }
3995         if (r_refdef.scene.rtdlight)
3996                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3997                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3998
3999         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4000         if (r_refdef.fogenabled)
4001                 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4002
4003         R_Shadow_RenderMode_End();
4004
4005         if (r_timereport_active)
4006                 R_TimeReport("prepasslights");
4007 }
4008
4009 void R_Shadow_DrawLightSprites(void);
4010 void R_Shadow_PrepareLights(void)
4011 {
4012         int flag;
4013         int lnum;
4014         size_t lightindex;
4015         dlight_t *light;
4016         size_t range;
4017         float f;
4018         GLenum status;
4019
4020         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4021                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4022                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
4023                 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4024                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4025                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4026                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4027                 R_Shadow_FreeShadowMaps();
4028
4029         switch (vid.renderpath)
4030         {
4031         case RENDERPATH_GL20:
4032         case RENDERPATH_CGGL:
4033                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4034                 {
4035                         r_shadow_usingdeferredprepass = false;
4036                         if (r_shadow_prepass_width)
4037                                 R_Shadow_FreeDeferred();
4038                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4039                         break;
4040                 }
4041
4042                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4043                 {
4044                         R_Shadow_FreeDeferred();
4045
4046                         r_shadow_usingdeferredprepass = true;
4047                         r_shadow_prepass_width = vid.width;
4048                         r_shadow_prepass_height = vid.height;
4049                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4050                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4051                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4052                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4053
4054                         // set up the geometry pass fbo (depth + normalmap)
4055                         qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4056                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4057                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4058                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4059                         // render depth into one texture and normalmap into the other
4060                         if (qglDrawBuffersARB)
4061                         {
4062                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4063                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4064                         }
4065                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4066                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4067                         {
4068                                 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4069                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4070                                 r_shadow_usingdeferredprepass = false;
4071                         }
4072
4073                         // set up the lighting pass fbo (diffuse + specular)
4074                         qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4075                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4076                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4077                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4078                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4079                         // render diffuse into one texture and specular into another,
4080                         // with depth and normalmap bound as textures,
4081                         // with depth bound as attachment as well
4082                         if (qglDrawBuffersARB)
4083                         {
4084                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4085                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4086                         }
4087                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4088                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4089                         {
4090                                 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4091                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4092                                 r_shadow_usingdeferredprepass = false;
4093                         }
4094                 }
4095                 break;
4096         case RENDERPATH_GL13:
4097         case RENDERPATH_GL11:
4098                 r_shadow_usingdeferredprepass = false;
4099                 break;
4100         }
4101
4102         R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4103
4104         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4105         if (r_shadow_debuglight.integer >= 0)
4106         {
4107                 lightindex = r_shadow_debuglight.integer;
4108                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4109                 if (light && (light->flags & flag))
4110                         R_Shadow_PrepareLight(&light->rtlight);
4111         }
4112         else
4113         {
4114                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4115                 for (lightindex = 0;lightindex < range;lightindex++)
4116                 {
4117                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4118                         if (light && (light->flags & flag))
4119                                 R_Shadow_PrepareLight(&light->rtlight);
4120                 }
4121         }
4122         if (r_refdef.scene.rtdlight)
4123         {
4124                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4125                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4126         }
4127         else if(gl_flashblend.integer)
4128         {
4129                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4130                 {
4131                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4132                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4133                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4134                 }
4135         }
4136
4137         if (r_editlights.integer)
4138                 R_Shadow_DrawLightSprites();
4139 }
4140
4141 void R_Shadow_DrawLights(void)
4142 {
4143         int flag;
4144         int lnum;
4145         size_t lightindex;
4146         dlight_t *light;
4147         size_t range;
4148
4149         R_Shadow_RenderMode_Begin();
4150
4151         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4152         if (r_shadow_debuglight.integer >= 0)
4153         {
4154                 lightindex = r_shadow_debuglight.integer;
4155                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4156                 if (light && (light->flags & flag))
4157                         R_Shadow_DrawLight(&light->rtlight);
4158         }
4159         else
4160         {
4161                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4162                 for (lightindex = 0;lightindex < range;lightindex++)
4163                 {
4164                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4165                         if (light && (light->flags & flag))
4166                                 R_Shadow_DrawLight(&light->rtlight);
4167                 }
4168         }
4169         if (r_refdef.scene.rtdlight)
4170                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4171                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4172
4173         R_Shadow_RenderMode_End();
4174 }
4175
4176 extern const float r_screenvertex3f[12];
4177 extern void R_SetupView(qboolean allowwaterclippingplane);
4178 extern void R_ResetViewRendering3D(void);
4179 extern void R_ResetViewRendering2D(void);
4180 extern cvar_t r_shadows;
4181 extern cvar_t r_shadows_darken;
4182 extern cvar_t r_shadows_drawafterrtlighting;
4183 extern cvar_t r_shadows_castfrombmodels;
4184 extern cvar_t r_shadows_throwdistance;
4185 extern cvar_t r_shadows_throwdirection;
4186 void R_DrawModelShadows(void)
4187 {
4188         int i;
4189         float relativethrowdistance;
4190         entity_render_t *ent;
4191         vec3_t relativelightorigin;
4192         vec3_t relativelightdirection;
4193         vec3_t relativeshadowmins, relativeshadowmaxs;
4194         vec3_t tmp, shadowdir;
4195
4196         if (!r_refdef.scene.numentities || !vid.stencil)
4197                 return;
4198
4199         CHECKGLERROR
4200         R_ResetViewRendering3D();
4201         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4202         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4203         R_Shadow_RenderMode_Begin();
4204         R_Shadow_RenderMode_ActiveLight(NULL);
4205         r_shadow_lightscissor[0] = r_refdef.view.x;
4206         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4207         r_shadow_lightscissor[2] = r_refdef.view.width;
4208         r_shadow_lightscissor[3] = r_refdef.view.height;
4209         R_Shadow_RenderMode_StencilShadowVolumes(false);
4210
4211         // get shadow dir
4212         if (r_shadows.integer == 2)
4213         {
4214                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4215                 VectorNormalize(shadowdir);
4216         }
4217
4218         R_Shadow_ClearStencil();
4219
4220         for (i = 0;i < r_refdef.scene.numentities;i++)
4221         {
4222                 ent = r_refdef.scene.entities[i];
4223
4224                 // cast shadows from anything of the map (submodels are optional)
4225                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4226                 {
4227                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4228                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4229                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4230                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4231                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4232                         else
4233                         {
4234                                 if(ent->entitynumber != 0)
4235                                 {
4236                                         // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4237                                         int entnum, entnum2, recursion;
4238                                         entnum = entnum2 = ent->entitynumber;
4239                                         for(recursion = 32; recursion > 0; --recursion)
4240                                         {
4241                                                 entnum2 = cl.entities[entnum].state_current.tagentity;
4242                                                 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4243                                                         entnum = entnum2;
4244                                                 else
4245                                                         break;
4246                                         }
4247                                         if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4248                                         {
4249                                                 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4250                                                 // transform into modelspace of OUR entity
4251                                                 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4252                                                 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4253                                         }
4254                                         else
4255                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4256                                 }
4257                                 else
4258                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4259                         }
4260
4261                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4262                         RSurf_ActiveModelEntity(ent, false, false, false);
4263                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4264                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4265                 }
4266         }
4267
4268         // not really the right mode, but this will disable any silly stencil features
4269         R_Shadow_RenderMode_End();
4270
4271         // set up ortho view for rendering this pass
4272         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4273         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4274         //GL_ScissorTest(true);
4275         //R_EntityMatrix(&identitymatrix);
4276         //R_Mesh_ResetTextureState();
4277         R_ResetViewRendering2D();
4278         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4279         R_Mesh_ColorPointer(NULL, 0, 0);
4280         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4281
4282         // set up a darkening blend on shadowed areas
4283         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4284         //GL_DepthRange(0, 1);
4285         //GL_DepthTest(false);
4286         //GL_DepthMask(false);
4287         //GL_PolygonOffset(0, 0);CHECKGLERROR
4288         GL_Color(0, 0, 0, r_shadows_darken.value);
4289         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4290         //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4291         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4292         qglStencilMask(255);CHECKGLERROR
4293         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4294         qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
4295
4296         // apply the blend to the shadowed areas
4297         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4298
4299         // restore the viewport
4300         R_SetViewport(&r_refdef.view.viewport);
4301
4302         // restore other state to normal
4303         //R_Shadow_RenderMode_End();
4304 }
4305
4306 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4307 {
4308         float zdist;
4309         vec3_t centerorigin;
4310         float vertex3f[12];
4311         // if it's too close, skip it
4312         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4313                 return;
4314         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4315         if (zdist < 32)
4316                 return;
4317         if (usequery && r_numqueries + 2 <= r_maxqueries)
4318         {
4319                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4320                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4321                 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4322                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4323
4324                 CHECKGLERROR
4325                 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4326                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4327                 qglDepthFunc(GL_ALWAYS);
4328                 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4329                 R_Mesh_VertexPointer(vertex3f, 0, 0);
4330                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4331                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4332                 qglDepthFunc(GL_LEQUAL);
4333                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4334                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4335                 R_Mesh_VertexPointer(vertex3f, 0, 0);
4336                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4337                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4338                 CHECKGLERROR
4339         }
4340         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4341 }
4342
4343 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4344
4345 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4346 {
4347         vec3_t color;
4348         GLint allpixels = 0, visiblepixels = 0;
4349         // now we have to check the query result
4350         if (rtlight->corona_queryindex_visiblepixels)
4351         {
4352                 CHECKGLERROR
4353                 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4354                 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4355                 CHECKGLERROR
4356                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4357                 if (visiblepixels < 1 || allpixels < 1)
4358                         return;
4359                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4360                 cscale *= rtlight->corona_visibility;
4361         }
4362         else
4363         {
4364                 // FIXME: these traces should scan all render entities instead of cl.world
4365                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4366                         return;
4367         }
4368         VectorScale(rtlight->currentcolor, cscale, color);
4369         if (VectorLength(color) > (1.0f / 256.0f))
4370         {
4371                 float vertex3f[12];
4372                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4373                 if(negated)
4374                 {
4375                         VectorNegate(color, color);
4376                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4377                 }
4378                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4379                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4380                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4381                 if(negated)
4382                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4383         }
4384 }
4385
4386 void R_Shadow_DrawCoronas(void)
4387 {
4388         int i, flag;
4389         qboolean usequery;
4390         size_t lightindex;
4391         dlight_t *light;
4392         rtlight_t *rtlight;
4393         size_t range;
4394         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4395                 return;
4396         if (r_waterstate.renderingscene)
4397                 return;
4398         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4399         R_EntityMatrix(&identitymatrix);
4400
4401         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4402
4403         // check occlusion of coronas
4404         // use GL_ARB_occlusion_query if available
4405         // otherwise use raytraces
4406         r_numqueries = 0;
4407         usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4408         if (usequery)
4409         {
4410                 GL_ColorMask(0,0,0,0);
4411                 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4412                 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4413                 {
4414                         i = r_maxqueries;
4415                         r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4416                         r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4417                         CHECKGLERROR
4418                         qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4419                         CHECKGLERROR
4420                 }
4421                 RSurf_ActiveWorldEntity();
4422                 GL_BlendFunc(GL_ONE, GL_ZERO);
4423                 GL_CullFace(GL_NONE);
4424                 GL_DepthMask(false);
4425                 GL_DepthRange(0, 1);
4426                 GL_PolygonOffset(0, 0);
4427                 GL_DepthTest(true);
4428                 R_Mesh_ColorPointer(NULL, 0, 0);
4429                 R_Mesh_ResetTextureState();
4430                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4431         }
4432         for (lightindex = 0;lightindex < range;lightindex++)
4433         {
4434                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4435                 if (!light)
4436                         continue;
4437                 rtlight = &light->rtlight;
4438                 rtlight->corona_visibility = 0;
4439                 rtlight->corona_queryindex_visiblepixels = 0;
4440                 rtlight->corona_queryindex_allpixels = 0;
4441                 if (!(rtlight->flags & flag))
4442                         continue;
4443                 if (rtlight->corona <= 0)
4444                         continue;
4445                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4446                         continue;
4447                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4448         }
4449         for (i = 0;i < r_refdef.scene.numlights;i++)
4450         {
4451                 rtlight = r_refdef.scene.lights[i];
4452                 rtlight->corona_visibility = 0;
4453                 rtlight->corona_queryindex_visiblepixels = 0;
4454                 rtlight->corona_queryindex_allpixels = 0;
4455                 if (!(rtlight->flags & flag))
4456                         continue;
4457                 if (rtlight->corona <= 0)
4458                         continue;
4459                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4460         }
4461         if (usequery)
4462                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4463
4464         // now draw the coronas using the query data for intensity info
4465         for (lightindex = 0;lightindex < range;lightindex++)
4466         {
4467                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4468                 if (!light)
4469                         continue;
4470                 rtlight = &light->rtlight;
4471                 if (rtlight->corona_visibility <= 0)
4472                         continue;
4473                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4474         }
4475         for (i = 0;i < r_refdef.scene.numlights;i++)
4476         {
4477                 rtlight = r_refdef.scene.lights[i];
4478                 if (rtlight->corona_visibility <= 0)
4479                         continue;
4480                 if (gl_flashblend.integer)
4481                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4482                 else
4483                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4484         }
4485 }
4486
4487
4488
4489 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4490 typedef struct suffixinfo_s
4491 {
4492         char *suffix;
4493         qboolean flipx, flipy, flipdiagonal;
4494 }
4495 suffixinfo_t;
4496 static suffixinfo_t suffix[3][6] =
4497 {
4498         {
4499                 {"px",   false, false, false},
4500                 {"nx",   false, false, false},
4501                 {"py",   false, false, false},
4502                 {"ny",   false, false, false},
4503                 {"pz",   false, false, false},
4504                 {"nz",   false, false, false}
4505         },
4506         {
4507                 {"posx", false, false, false},
4508                 {"negx", false, false, false},
4509                 {"posy", false, false, false},
4510                 {"negy", false, false, false},
4511                 {"posz", false, false, false},
4512                 {"negz", false, false, false}
4513         },
4514         {
4515                 {"rt",    true, false,  true},
4516                 {"lf",   false,  true,  true},
4517                 {"ft",    true,  true, false},
4518                 {"bk",   false, false, false},
4519                 {"up",    true, false,  true},
4520                 {"dn",    true, false,  true}
4521         }
4522 };
4523
4524 static int componentorder[4] = {0, 1, 2, 3};
4525
4526 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4527 {
4528         int i, j, cubemapsize;
4529         unsigned char *cubemappixels, *image_buffer;
4530         rtexture_t *cubemaptexture;
4531         char name[256];
4532         // must start 0 so the first loadimagepixels has no requested width/height
4533         cubemapsize = 0;
4534         cubemappixels = NULL;
4535         cubemaptexture = NULL;
4536         // keep trying different suffix groups (posx, px, rt) until one loads
4537         for (j = 0;j < 3 && !cubemappixels;j++)
4538         {
4539                 // load the 6 images in the suffix group
4540                 for (i = 0;i < 6;i++)
4541                 {
4542                         // generate an image name based on the base and and suffix
4543                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4544                         // load it
4545                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4546                         {
4547                                 // an image loaded, make sure width and height are equal
4548                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4549                                 {
4550                                         // if this is the first image to load successfully, allocate the cubemap memory
4551                                         if (!cubemappixels && image_width >= 1)
4552                                         {
4553                                                 cubemapsize = image_width;
4554                                                 // note this clears to black, so unavailable sides are black
4555                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4556                                         }
4557                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4558                                         if (cubemappixels)
4559                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4560                                 }
4561                                 else
4562                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4563                                 // free the image
4564                                 Mem_Free(image_buffer);
4565                         }
4566                 }
4567         }
4568         // if a cubemap loaded, upload it
4569         if (cubemappixels)
4570         {
4571                 if (developer_loading.integer)
4572                         Con_Printf("loading cubemap \"%s\"\n", basename);
4573
4574                 if (!r_shadow_filters_texturepool)
4575                         r_shadow_filters_texturepool = R_AllocTexturePool();
4576                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4577                 Mem_Free(cubemappixels);
4578         }
4579         else
4580         {
4581                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4582                 if (developer_loading.integer)
4583                 {
4584                         Con_Printf("(tried tried images ");
4585                         for (j = 0;j < 3;j++)
4586                                 for (i = 0;i < 6;i++)
4587                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4588                         Con_Print(" and was unable to find any of them).\n");
4589                 }
4590         }
4591         return cubemaptexture;
4592 }
4593
4594 rtexture_t *R_Shadow_Cubemap(const char *basename)
4595 {
4596         int i;
4597         for (i = 0;i < numcubemaps;i++)
4598                 if (!strcasecmp(cubemaps[i].basename, basename))
4599                         return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4600         if (i >= MAX_CUBEMAPS)
4601                 return r_texture_whitecube;
4602         numcubemaps++;
4603         strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4604         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4605         return cubemaps[i].texture;
4606 }
4607
4608 void R_Shadow_FreeCubemaps(void)
4609 {
4610         int i;
4611         for (i = 0;i < numcubemaps;i++)
4612         {
4613                 if (developer_loading.integer)
4614                         Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4615                 if (cubemaps[i].texture)
4616                         R_FreeTexture(cubemaps[i].texture);
4617         }
4618
4619         numcubemaps = 0;
4620         R_FreeTexturePool(&r_shadow_filters_texturepool);
4621 }
4622
4623 dlight_t *R_Shadow_NewWorldLight(void)
4624 {
4625         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4626 }
4627
4628 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
4629 {
4630         matrix4x4_t matrix;
4631         // validate parameters
4632         if (style < 0 || style >= MAX_LIGHTSTYLES)
4633         {
4634                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4635                 style = 0;
4636         }
4637         if (!cubemapname)
4638                 cubemapname = "";
4639
4640         // copy to light properties
4641         VectorCopy(origin, light->origin);
4642         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4643         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4644         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4645         /*
4646         light->color[0] = max(color[0], 0);
4647         light->color[1] = max(color[1], 0);
4648         light->color[2] = max(color[2], 0);
4649         */
4650         light->color[0] = color[0];
4651         light->color[1] = color[1];
4652         light->color[2] = color[2];
4653         light->radius = max(radius, 0);
4654         light->style = style;
4655         light->shadow = shadowenable;
4656         light->corona = corona;
4657         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4658         light->coronasizescale = coronasizescale;
4659         light->ambientscale = ambientscale;
4660         light->diffusescale = diffusescale;
4661         light->specularscale = specularscale;
4662         light->flags = flags;
4663
4664         // update renderable light data
4665         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4666         R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4667 }
4668
4669 void R_Shadow_FreeWorldLight(dlight_t *light)
4670 {
4671         if (r_shadow_selectedlight == light)
4672                 r_shadow_selectedlight = NULL;
4673         R_RTLight_Uncompile(&light->rtlight);
4674         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4675 }
4676
4677 void R_Shadow_ClearWorldLights(void)
4678 {
4679         size_t lightindex;
4680         dlight_t *light;
4681         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4682         for (lightindex = 0;lightindex < range;lightindex++)
4683         {
4684                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4685                 if (light)
4686                         R_Shadow_FreeWorldLight(light);
4687         }
4688         r_shadow_selectedlight = NULL;
4689         R_Shadow_FreeCubemaps();
4690 }
4691
4692 void R_Shadow_SelectLight(dlight_t *light)
4693 {
4694         if (r_shadow_selectedlight)
4695                 r_shadow_selectedlight->selected = false;
4696         r_shadow_selectedlight = light;
4697         if (r_shadow_selectedlight)
4698                 r_shadow_selectedlight->selected = true;
4699 }
4700
4701 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4702 {
4703         // this is never batched (there can be only one)
4704         float vertex3f[12];
4705         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4706         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4707         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4708 }
4709
4710 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4711 {
4712         float intensity;
4713         float s;
4714         vec3_t spritecolor;
4715         skinframe_t *skinframe;
4716         float vertex3f[12];
4717
4718         // this is never batched (due to the ent parameter changing every time)
4719         // so numsurfaces == 1 and surfacelist[0] == lightnumber
4720         const dlight_t *light = (dlight_t *)ent;
4721         s = EDLIGHTSPRSIZE;
4722
4723         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4724
4725         intensity = 0.5f;
4726         VectorScale(light->color, intensity, spritecolor);
4727         if (VectorLength(spritecolor) < 0.1732f)
4728                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4729         if (VectorLength(spritecolor) > 1.0f)
4730                 VectorNormalize(spritecolor);
4731
4732         // draw light sprite
4733         if (light->cubemapname[0] && !light->shadow)
4734                 skinframe = r_editlights_sprcubemapnoshadowlight;
4735         else if (light->cubemapname[0])
4736                 skinframe = r_editlights_sprcubemaplight;
4737         else if (!light->shadow)
4738                 skinframe = r_editlights_sprnoshadowlight;
4739         else
4740                 skinframe = r_editlights_sprlight;
4741
4742         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4743         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4744
4745         // draw selection sprite if light is selected
4746         if (light->selected)
4747         {
4748                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4749                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4750                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4751         }
4752 }
4753
4754 void R_Shadow_DrawLightSprites(void)
4755 {
4756         size_t lightindex;
4757         dlight_t *light;
4758         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4759         for (lightindex = 0;lightindex < range;lightindex++)
4760         {
4761                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4762                 if (light)
4763                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4764         }
4765         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4766 }
4767
4768 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4769 {
4770         unsigned int range;
4771         dlight_t *light;
4772         rtlight_t *rtlight;
4773         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4774         if (lightindex >= range)
4775                 return -1;
4776         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4777         if (!light)
4778                 return 0;
4779         rtlight = &light->rtlight;
4780         //if (!(rtlight->flags & flag))
4781         //      return 0;
4782         VectorCopy(rtlight->shadoworigin, origin);
4783         *radius = rtlight->radius;
4784         VectorCopy(rtlight->color, color);
4785         return 1;
4786 }
4787
4788 void R_Shadow_SelectLightInView(void)
4789 {
4790         float bestrating, rating, temp[3];
4791         dlight_t *best;
4792         size_t lightindex;
4793         dlight_t *light;
4794         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4795         best = NULL;
4796         bestrating = 0;
4797         for (lightindex = 0;lightindex < range;lightindex++)
4798         {
4799                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4800                 if (!light)
4801                         continue;
4802                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4803                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4804                 if (rating >= 0.95)
4805                 {
4806                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4807                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4808                         {
4809                                 bestrating = rating;
4810                                 best = light;
4811                         }
4812                 }
4813         }
4814         R_Shadow_SelectLight(best);
4815 }
4816
4817 void R_Shadow_LoadWorldLights(void)
4818 {
4819         int n, a, style, shadow, flags;
4820         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4821         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4822         if (cl.worldmodel == NULL)
4823         {
4824                 Con_Print("No map loaded.\n");
4825                 return;
4826         }
4827         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4828         strlcat (name, ".rtlights", sizeof (name));
4829         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4830         if (lightsstring)
4831         {
4832                 s = lightsstring;
4833                 n = 0;
4834                 while (*s)
4835                 {
4836                         t = s;
4837                         /*
4838                         shadow = true;
4839                         for (;COM_Parse(t, true) && strcmp(
4840                         if (COM_Parse(t, true))
4841                         {
4842                                 if (com_token[0] == '!')
4843                                 {
4844                                         shadow = false;
4845                                         origin[0] = atof(com_token+1);
4846                                 }
4847                                 else
4848                                         origin[0] = atof(com_token);
4849                                 if (Com_Parse(t
4850                         }
4851                         */
4852                         t = s;
4853                         while (*s && *s != '\n' && *s != '\r')
4854                                 s++;
4855                         if (!*s)
4856                                 break;
4857                         tempchar = *s;
4858                         shadow = true;
4859                         // check for modifier flags
4860                         if (*t == '!')
4861                         {
4862                                 shadow = false;
4863                                 t++;
4864                         }
4865                         *s = 0;
4866 #if _MSC_VER >= 1400
4867 #define sscanf sscanf_s
4868 #endif
4869                         cubemapname[sizeof(cubemapname)-1] = 0;
4870 #if MAX_QPATH != 128
4871 #error update this code if MAX_QPATH changes
4872 #endif
4873                         a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4874 #if _MSC_VER >= 1400
4875 , sizeof(cubemapname)
4876 #endif
4877 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4878                         *s = tempchar;
4879                         if (a < 18)
4880                                 flags = LIGHTFLAG_REALTIMEMODE;
4881                         if (a < 17)
4882                                 specularscale = 1;
4883                         if (a < 16)
4884                                 diffusescale = 1;
4885                         if (a < 15)
4886                                 ambientscale = 0;
4887                         if (a < 14)
4888                                 coronasizescale = 0.25f;
4889                         if (a < 13)
4890                                 VectorClear(angles);
4891                         if (a < 10)
4892                                 corona = 0;
4893                         if (a < 9 || !strcmp(cubemapname, "\"\""))
4894                                 cubemapname[0] = 0;
4895                         // remove quotes on cubemapname
4896                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4897                         {
4898                                 size_t namelen;
4899                                 namelen = strlen(cubemapname) - 2;
4900                                 memmove(cubemapname, cubemapname + 1, namelen);
4901                                 cubemapname[namelen] = '\0';
4902                         }
4903                         if (a < 8)
4904                         {
4905                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
4906                                 break;
4907                         }
4908                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4909                         if (*s == '\r')
4910                                 s++;
4911                         if (*s == '\n')
4912                                 s++;
4913                         n++;
4914                 }
4915                 if (*s)
4916                         Con_Printf("invalid rtlights file \"%s\"\n", name);
4917                 Mem_Free(lightsstring);
4918         }
4919 }
4920
4921 void R_Shadow_SaveWorldLights(void)
4922 {
4923         size_t lightindex;
4924         dlight_t *light;
4925         size_t bufchars, bufmaxchars;
4926         char *buf, *oldbuf;
4927         char name[MAX_QPATH];
4928         char line[MAX_INPUTLINE];
4929         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4930         // I hate lines which are 3 times my screen size :( --blub
4931         if (!range)
4932                 return;
4933         if (cl.worldmodel == NULL)
4934         {
4935                 Con_Print("No map loaded.\n");
4936                 return;
4937         }
4938         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4939         strlcat (name, ".rtlights", sizeof (name));
4940         bufchars = bufmaxchars = 0;
4941         buf = NULL;
4942         for (lightindex = 0;lightindex < range;lightindex++)
4943         {
4944                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4945                 if (!light)
4946                         continue;
4947                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4948                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4949                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4950                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
4951                 else
4952                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
4953                 if (bufchars + strlen(line) > bufmaxchars)
4954                 {
4955                         bufmaxchars = bufchars + strlen(line) + 2048;
4956                         oldbuf = buf;
4957                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4958                         if (oldbuf)
4959                         {
4960                                 if (bufchars)
4961                                         memcpy(buf, oldbuf, bufchars);
4962                                 Mem_Free(oldbuf);
4963                         }
4964                 }
4965                 if (strlen(line))
4966                 {
4967                         memcpy(buf + bufchars, line, strlen(line));
4968                         bufchars += strlen(line);
4969                 }
4970         }
4971         if (bufchars)
4972                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
4973         if (buf)
4974                 Mem_Free(buf);
4975 }
4976
4977 void R_Shadow_LoadLightsFile(void)
4978 {
4979         int n, a, style;
4980         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
4981         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
4982         if (cl.worldmodel == NULL)
4983         {
4984                 Con_Print("No map loaded.\n");
4985                 return;
4986         }
4987         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4988         strlcat (name, ".lights", sizeof (name));
4989         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4990         if (lightsstring)
4991         {
4992                 s = lightsstring;
4993                 n = 0;
4994                 while (*s)
4995                 {
4996                         t = s;
4997                         while (*s && *s != '\n' && *s != '\r')
4998                                 s++;
4999                         if (!*s)
5000                                 break;
5001                         tempchar = *s;
5002                         *s = 0;
5003                         a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
5004                         *s = tempchar;
5005                         if (a < 14)
5006                         {
5007                                 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
5008                                 break;
5009                         }
5010                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5011                         radius = bound(15, radius, 4096);
5012                         VectorScale(color, (2.0f / (8388608.0f)), color);
5013                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5014                         if (*s == '\r')
5015                                 s++;
5016                         if (*s == '\n')
5017                                 s++;
5018                         n++;
5019                 }
5020                 if (*s)
5021                         Con_Printf("invalid lights file \"%s\"\n", name);
5022                 Mem_Free(lightsstring);
5023         }
5024 }
5025
5026 // tyrlite/hmap2 light types in the delay field
5027 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5028
5029 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5030 {
5031         int entnum, style, islight, skin, pflags, effects, type, n;
5032         char *entfiledata;
5033         const char *data;
5034         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5035         char key[256], value[MAX_INPUTLINE];
5036
5037         if (cl.worldmodel == NULL)
5038         {
5039                 Con_Print("No map loaded.\n");
5040                 return;
5041         }
5042         // try to load a .ent file first
5043         FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5044         strlcat (key, ".ent", sizeof (key));
5045         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5046         // and if that is not found, fall back to the bsp file entity string
5047         if (!data)
5048                 data = cl.worldmodel->brush.entities;
5049         if (!data)
5050                 return;
5051         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5052         {
5053                 type = LIGHTTYPE_MINUSX;
5054                 origin[0] = origin[1] = origin[2] = 0;
5055                 originhack[0] = originhack[1] = originhack[2] = 0;
5056                 angles[0] = angles[1] = angles[2] = 0;
5057                 color[0] = color[1] = color[2] = 1;
5058                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5059                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5060                 fadescale = 1;
5061                 lightscale = 1;
5062                 style = 0;
5063                 skin = 0;
5064                 pflags = 0;
5065                 effects = 0;
5066                 islight = false;
5067                 while (1)
5068                 {
5069                         if (!COM_ParseToken_Simple(&data, false, false))
5070                                 break; // error
5071                         if (com_token[0] == '}')
5072                                 break; // end of entity
5073                         if (com_token[0] == '_')
5074                                 strlcpy(key, com_token + 1, sizeof(key));
5075                         else
5076                                 strlcpy(key, com_token, sizeof(key));
5077                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5078                                 key[strlen(key)-1] = 0;
5079                         if (!COM_ParseToken_Simple(&data, false, false))
5080                                 break; // error
5081                         strlcpy(value, com_token, sizeof(value));
5082
5083                         // now that we have the key pair worked out...
5084                         if (!strcmp("light", key))
5085                         {
5086                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5087                                 if (n == 1)
5088                                 {
5089                                         // quake
5090                                         light[0] = vec[0] * (1.0f / 256.0f);
5091                                         light[1] = vec[0] * (1.0f / 256.0f);
5092                                         light[2] = vec[0] * (1.0f / 256.0f);
5093                                         light[3] = vec[0];
5094                                 }
5095                                 else if (n == 4)
5096                                 {
5097                                         // halflife
5098                                         light[0] = vec[0] * (1.0f / 255.0f);
5099                                         light[1] = vec[1] * (1.0f / 255.0f);
5100                                         light[2] = vec[2] * (1.0f / 255.0f);
5101                                         light[3] = vec[3];
5102                                 }
5103                         }
5104                         else if (!strcmp("delay", key))
5105                                 type = atoi(value);
5106                         else if (!strcmp("origin", key))
5107                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5108                         else if (!strcmp("angle", key))
5109                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5110                         else if (!strcmp("angles", key))
5111                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5112                         else if (!strcmp("color", key))
5113                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5114                         else if (!strcmp("wait", key))
5115                                 fadescale = atof(value);
5116                         else if (!strcmp("classname", key))
5117                         {
5118                                 if (!strncmp(value, "light", 5))
5119                                 {
5120                                         islight = true;
5121                                         if (!strcmp(value, "light_fluoro"))
5122                                         {
5123                                                 originhack[0] = 0;
5124                                                 originhack[1] = 0;
5125                                                 originhack[2] = 0;
5126                                                 overridecolor[0] = 1;
5127                                                 overridecolor[1] = 1;
5128                                                 overridecolor[2] = 1;
5129                                         }
5130                                         if (!strcmp(value, "light_fluorospark"))
5131                                         {
5132                                                 originhack[0] = 0;
5133                                                 originhack[1] = 0;
5134                                                 originhack[2] = 0;
5135                                                 overridecolor[0] = 1;
5136                                                 overridecolor[1] = 1;
5137                                                 overridecolor[2] = 1;
5138                                         }
5139                                         if (!strcmp(value, "light_globe"))
5140                                         {
5141                                                 originhack[0] = 0;
5142                                                 originhack[1] = 0;
5143                                                 originhack[2] = 0;
5144                                                 overridecolor[0] = 1;
5145                                                 overridecolor[1] = 0.8;
5146                                                 overridecolor[2] = 0.4;
5147                                         }
5148                                         if (!strcmp(value, "light_flame_large_yellow"))
5149                                         {
5150                                                 originhack[0] = 0;
5151                                                 originhack[1] = 0;
5152                                                 originhack[2] = 0;
5153                                                 overridecolor[0] = 1;
5154                                                 overridecolor[1] = 0.5;
5155                                                 overridecolor[2] = 0.1;
5156                                         }
5157                                         if (!strcmp(value, "light_flame_small_yellow"))
5158                                         {
5159                                                 originhack[0] = 0;
5160                                                 originhack[1] = 0;
5161                                                 originhack[2] = 0;
5162                                                 overridecolor[0] = 1;
5163                                                 overridecolor[1] = 0.5;
5164                                                 overridecolor[2] = 0.1;
5165                                         }
5166                                         if (!strcmp(value, "light_torch_small_white"))
5167                                         {
5168                                                 originhack[0] = 0;
5169                                                 originhack[1] = 0;
5170                                                 originhack[2] = 0;
5171                                                 overridecolor[0] = 1;
5172                                                 overridecolor[1] = 0.5;
5173                                                 overridecolor[2] = 0.1;
5174                                         }
5175                                         if (!strcmp(value, "light_torch_small_walltorch"))
5176                                         {
5177                                                 originhack[0] = 0;
5178                                                 originhack[1] = 0;
5179                                                 originhack[2] = 0;
5180                                                 overridecolor[0] = 1;
5181                                                 overridecolor[1] = 0.5;
5182                                                 overridecolor[2] = 0.1;
5183                                         }
5184                                 }
5185                         }
5186                         else if (!strcmp("style", key))
5187                                 style = atoi(value);
5188                         else if (!strcmp("skin", key))
5189                                 skin = (int)atof(value);
5190                         else if (!strcmp("pflags", key))
5191                                 pflags = (int)atof(value);
5192                         else if (!strcmp("effects", key))
5193                                 effects = (int)atof(value);
5194                         else if (cl.worldmodel->type == mod_brushq3)
5195                         {
5196                                 if (!strcmp("scale", key))
5197                                         lightscale = atof(value);
5198                                 if (!strcmp("fade", key))
5199                                         fadescale = atof(value);
5200                         }
5201                 }
5202                 if (!islight)
5203                         continue;
5204                 if (lightscale <= 0)
5205                         lightscale = 1;
5206                 if (fadescale <= 0)
5207                         fadescale = 1;
5208                 if (color[0] == color[1] && color[0] == color[2])
5209                 {
5210                         color[0] *= overridecolor[0];
5211                         color[1] *= overridecolor[1];
5212                         color[2] *= overridecolor[2];
5213                 }
5214                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5215                 color[0] = color[0] * light[0];
5216                 color[1] = color[1] * light[1];
5217                 color[2] = color[2] * light[2];
5218                 switch (type)
5219                 {
5220                 case LIGHTTYPE_MINUSX:
5221                         break;
5222                 case LIGHTTYPE_RECIPX:
5223                         radius *= 2;
5224                         VectorScale(color, (1.0f / 16.0f), color);
5225                         break;
5226                 case LIGHTTYPE_RECIPXX:
5227                         radius *= 2;
5228                         VectorScale(color, (1.0f / 16.0f), color);
5229                         break;
5230                 default:
5231                 case LIGHTTYPE_NONE:
5232                         break;
5233                 case LIGHTTYPE_SUN:
5234                         break;
5235                 case LIGHTTYPE_MINUSXX:
5236                         break;
5237                 }
5238                 VectorAdd(origin, originhack, origin);
5239                 if (radius >= 1)
5240                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5241         }
5242         if (entfiledata)
5243                 Mem_Free(entfiledata);
5244 }
5245
5246
5247 void R_Shadow_SetCursorLocationForView(void)
5248 {
5249         vec_t dist, push;
5250         vec3_t dest, endpos;
5251         trace_t trace;
5252         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5253         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5254         if (trace.fraction < 1)
5255         {
5256                 dist = trace.fraction * r_editlights_cursordistance.value;
5257                 push = r_editlights_cursorpushback.value;
5258                 if (push > dist)
5259                         push = dist;
5260                 push = -push;
5261                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5262                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5263         }
5264         else
5265         {
5266                 VectorClear( endpos );
5267         }
5268         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5269         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5270         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5271 }
5272
5273 void R_Shadow_UpdateWorldLightSelection(void)
5274 {
5275         if (r_editlights.integer)
5276         {
5277                 R_Shadow_SetCursorLocationForView();
5278                 R_Shadow_SelectLightInView();
5279         }
5280         else
5281                 R_Shadow_SelectLight(NULL);
5282 }
5283
5284 void R_Shadow_EditLights_Clear_f(void)
5285 {
5286         R_Shadow_ClearWorldLights();
5287 }
5288
5289 void R_Shadow_EditLights_Reload_f(void)
5290 {
5291         if (!cl.worldmodel)
5292                 return;
5293         strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5294         R_Shadow_ClearWorldLights();
5295         R_Shadow_LoadWorldLights();
5296         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5297         {
5298                 R_Shadow_LoadLightsFile();
5299                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5300                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5301         }
5302 }
5303
5304 void R_Shadow_EditLights_Save_f(void)
5305 {
5306         if (!cl.worldmodel)
5307                 return;
5308         R_Shadow_SaveWorldLights();
5309 }
5310
5311 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5312 {
5313         R_Shadow_ClearWorldLights();
5314         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5315 }
5316
5317 void R_Shadow_EditLights_ImportLightsFile_f(void)
5318 {
5319         R_Shadow_ClearWorldLights();
5320         R_Shadow_LoadLightsFile();
5321 }
5322
5323 void R_Shadow_EditLights_Spawn_f(void)
5324 {
5325         vec3_t color;
5326         if (!r_editlights.integer)
5327         {
5328                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5329                 return;
5330         }
5331         if (Cmd_Argc() != 1)
5332         {
5333                 Con_Print("r_editlights_spawn does not take parameters\n");
5334                 return;
5335         }
5336         color[0] = color[1] = color[2] = 1;
5337         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5338 }
5339
5340 void R_Shadow_EditLights_Edit_f(void)
5341 {
5342         vec3_t origin, angles, color;
5343         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5344         int style, shadows, flags, normalmode, realtimemode;
5345         char cubemapname[MAX_INPUTLINE];
5346         if (!r_editlights.integer)
5347         {
5348                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5349                 return;
5350         }
5351         if (!r_shadow_selectedlight)
5352         {
5353                 Con_Print("No selected light.\n");
5354                 return;
5355         }
5356         VectorCopy(r_shadow_selectedlight->origin, origin);
5357         VectorCopy(r_shadow_selectedlight->angles, angles);
5358         VectorCopy(r_shadow_selectedlight->color, color);
5359         radius = r_shadow_selectedlight->radius;
5360         style = r_shadow_selectedlight->style;
5361         if (r_shadow_selectedlight->cubemapname)
5362                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5363         else
5364                 cubemapname[0] = 0;
5365         shadows = r_shadow_selectedlight->shadow;
5366         corona = r_shadow_selectedlight->corona;
5367         coronasizescale = r_shadow_selectedlight->coronasizescale;
5368         ambientscale = r_shadow_selectedlight->ambientscale;
5369         diffusescale = r_shadow_selectedlight->diffusescale;
5370         specularscale = r_shadow_selectedlight->specularscale;
5371         flags = r_shadow_selectedlight->flags;
5372         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5373         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5374         if (!strcmp(Cmd_Argv(1), "origin"))
5375         {
5376                 if (Cmd_Argc() != 5)
5377                 {
5378                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5379                         return;
5380                 }
5381                 origin[0] = atof(Cmd_Argv(2));
5382                 origin[1] = atof(Cmd_Argv(3));
5383                 origin[2] = atof(Cmd_Argv(4));
5384         }
5385         else if (!strcmp(Cmd_Argv(1), "originx"))
5386         {
5387                 if (Cmd_Argc() != 3)
5388                 {
5389                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5390                         return;
5391                 }
5392                 origin[0] = atof(Cmd_Argv(2));
5393         }
5394         else if (!strcmp(Cmd_Argv(1), "originy"))
5395         {
5396                 if (Cmd_Argc() != 3)
5397                 {
5398                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5399                         return;
5400                 }
5401                 origin[1] = atof(Cmd_Argv(2));
5402         }
5403         else if (!strcmp(Cmd_Argv(1), "originz"))
5404         {
5405                 if (Cmd_Argc() != 3)
5406                 {
5407                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5408                         return;
5409                 }
5410                 origin[2] = atof(Cmd_Argv(2));
5411         }
5412         else if (!strcmp(Cmd_Argv(1), "move"))
5413         {
5414                 if (Cmd_Argc() != 5)
5415                 {
5416                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5417                         return;
5418                 }
5419                 origin[0] += atof(Cmd_Argv(2));
5420                 origin[1] += atof(Cmd_Argv(3));
5421                 origin[2] += atof(Cmd_Argv(4));
5422         }
5423         else if (!strcmp(Cmd_Argv(1), "movex"))
5424         {
5425                 if (Cmd_Argc() != 3)
5426                 {
5427                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5428                         return;
5429                 }
5430                 origin[0] += atof(Cmd_Argv(2));
5431         }
5432         else if (!strcmp(Cmd_Argv(1), "movey"))
5433         {
5434                 if (Cmd_Argc() != 3)
5435                 {
5436                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5437                         return;
5438                 }
5439                 origin[1] += atof(Cmd_Argv(2));
5440         }
5441         else if (!strcmp(Cmd_Argv(1), "movez"))
5442         {
5443                 if (Cmd_Argc() != 3)
5444                 {
5445                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5446                         return;
5447                 }
5448                 origin[2] += atof(Cmd_Argv(2));
5449         }
5450         else if (!strcmp(Cmd_Argv(1), "angles"))
5451         {
5452                 if (Cmd_Argc() != 5)
5453                 {
5454                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5455                         return;
5456                 }
5457                 angles[0] = atof(Cmd_Argv(2));
5458                 angles[1] = atof(Cmd_Argv(3));
5459                 angles[2] = atof(Cmd_Argv(4));
5460         }
5461         else if (!strcmp(Cmd_Argv(1), "anglesx"))
5462         {
5463                 if (Cmd_Argc() != 3)
5464                 {
5465                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5466                         return;
5467                 }
5468                 angles[0] = atof(Cmd_Argv(2));
5469         }
5470         else if (!strcmp(Cmd_Argv(1), "anglesy"))
5471         {
5472                 if (Cmd_Argc() != 3)
5473                 {
5474                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5475                         return;
5476                 }
5477                 angles[1] = atof(Cmd_Argv(2));
5478         }
5479         else if (!strcmp(Cmd_Argv(1), "anglesz"))
5480         {
5481                 if (Cmd_Argc() != 3)
5482                 {
5483                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5484                         return;
5485                 }
5486                 angles[2] = atof(Cmd_Argv(2));
5487         }
5488         else if (!strcmp(Cmd_Argv(1), "color"))
5489         {
5490                 if (Cmd_Argc() != 5)
5491                 {
5492                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5493                         return;
5494                 }
5495                 color[0] = atof(Cmd_Argv(2));
5496                 color[1] = atof(Cmd_Argv(3));
5497                 color[2] = atof(Cmd_Argv(4));
5498         }
5499         else if (!strcmp(Cmd_Argv(1), "radius"))
5500         {
5501                 if (Cmd_Argc() != 3)
5502                 {
5503                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5504                         return;
5505                 }
5506                 radius = atof(Cmd_Argv(2));
5507         }
5508         else if (!strcmp(Cmd_Argv(1), "colorscale"))
5509         {
5510                 if (Cmd_Argc() == 3)
5511                 {
5512                         double scale = atof(Cmd_Argv(2));
5513                         color[0] *= scale;
5514                         color[1] *= scale;
5515                         color[2] *= scale;
5516                 }
5517                 else
5518                 {
5519                         if (Cmd_Argc() != 5)
5520                         {
5521                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
5522                                 return;
5523                         }
5524                         color[0] *= atof(Cmd_Argv(2));
5525                         color[1] *= atof(Cmd_Argv(3));
5526                         color[2] *= atof(Cmd_Argv(4));
5527                 }
5528         }
5529         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5530         {
5531                 if (Cmd_Argc() != 3)
5532                 {
5533                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5534                         return;
5535                 }
5536                 radius *= atof(Cmd_Argv(2));
5537         }
5538         else if (!strcmp(Cmd_Argv(1), "style"))
5539         {
5540                 if (Cmd_Argc() != 3)
5541                 {
5542                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5543                         return;
5544                 }
5545                 style = atoi(Cmd_Argv(2));
5546         }
5547         else if (!strcmp(Cmd_Argv(1), "cubemap"))
5548         {
5549                 if (Cmd_Argc() > 3)
5550                 {
5551                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5552                         return;
5553                 }
5554                 if (Cmd_Argc() == 3)
5555                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5556                 else
5557                         cubemapname[0] = 0;
5558         }
5559         else if (!strcmp(Cmd_Argv(1), "shadows"))
5560         {
5561                 if (Cmd_Argc() != 3)
5562                 {
5563                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5564                         return;
5565                 }
5566                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5567         }
5568         else if (!strcmp(Cmd_Argv(1), "corona"))
5569         {
5570                 if (Cmd_Argc() != 3)
5571                 {
5572                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5573                         return;
5574                 }
5575                 corona = atof(Cmd_Argv(2));
5576         }
5577         else if (!strcmp(Cmd_Argv(1), "coronasize"))
5578         {
5579                 if (Cmd_Argc() != 3)
5580                 {
5581                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5582                         return;
5583                 }
5584                 coronasizescale = atof(Cmd_Argv(2));
5585         }
5586         else if (!strcmp(Cmd_Argv(1), "ambient"))
5587         {
5588                 if (Cmd_Argc() != 3)
5589                 {
5590                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5591                         return;
5592                 }
5593                 ambientscale = atof(Cmd_Argv(2));
5594         }
5595         else if (!strcmp(Cmd_Argv(1), "diffuse"))
5596         {
5597                 if (Cmd_Argc() != 3)
5598                 {
5599                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5600                         return;
5601                 }
5602                 diffusescale = atof(Cmd_Argv(2));
5603         }
5604         else if (!strcmp(Cmd_Argv(1), "specular"))
5605         {
5606                 if (Cmd_Argc() != 3)
5607                 {
5608                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5609                         return;
5610                 }
5611                 specularscale = atof(Cmd_Argv(2));
5612         }
5613         else if (!strcmp(Cmd_Argv(1), "normalmode"))
5614         {
5615                 if (Cmd_Argc() != 3)
5616                 {
5617                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5618                         return;
5619                 }
5620                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5621         }
5622         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5623         {
5624                 if (Cmd_Argc() != 3)
5625                 {
5626                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5627                         return;
5628                 }
5629                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5630         }
5631         else
5632         {
5633                 Con_Print("usage: r_editlights_edit [property] [value]\n");
5634                 Con_Print("Selected light's properties:\n");
5635                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5636                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5637                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5638                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
5639                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
5640                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
5641                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5642                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
5643                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
5644                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
5645                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
5646                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
5647                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5648                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5649                 return;
5650         }
5651         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5652         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5653 }
5654
5655 void R_Shadow_EditLights_EditAll_f(void)
5656 {
5657         size_t lightindex;
5658         dlight_t *light;
5659         size_t range;
5660
5661         if (!r_editlights.integer)
5662         {
5663                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5664                 return;
5665         }
5666
5667         // EditLights doesn't seem to have a "remove" command or something so:
5668         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5669         for (lightindex = 0;lightindex < range;lightindex++)
5670         {
5671                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5672                 if (!light)
5673                         continue;
5674                 R_Shadow_SelectLight(light);
5675                 R_Shadow_EditLights_Edit_f();
5676         }
5677 }
5678
5679 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5680 {
5681         int lightnumber, lightcount;
5682         size_t lightindex, range;
5683         dlight_t *light;
5684         float x, y;
5685         char temp[256];
5686         if (!r_editlights.integer)
5687                 return;
5688         x = vid_conwidth.value - 240;
5689         y = 5;
5690         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5691         lightnumber = -1;
5692         lightcount = 0;
5693         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5694         for (lightindex = 0;lightindex < range;lightindex++)
5695         {
5696                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5697                 if (!light)
5698                         continue;
5699                 if (light == r_shadow_selectedlight)
5700                         lightnumber = lightindex;
5701                 lightcount++;
5702         }
5703         dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5704         dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5705         y += 8;
5706         if (r_shadow_selectedlight == NULL)
5707                 return;
5708         dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5709         dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5710         dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5711         dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5712         dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5713         dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5714         dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5715         dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5716         dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5717         dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5718         dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5719         dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5720         dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5721         dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5722         dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5723 }
5724
5725 void R_Shadow_EditLights_ToggleShadow_f(void)
5726 {
5727         if (!r_editlights.integer)
5728         {
5729                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5730                 return;
5731         }
5732         if (!r_shadow_selectedlight)
5733         {
5734                 Con_Print("No selected light.\n");
5735                 return;
5736         }
5737         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
5738 }
5739
5740 void R_Shadow_EditLights_ToggleCorona_f(void)
5741 {
5742         if (!r_editlights.integer)
5743         {
5744                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5745                 return;
5746         }
5747         if (!r_shadow_selectedlight)
5748         {
5749                 Con_Print("No selected light.\n");
5750                 return;
5751         }
5752         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
5753 }
5754
5755 void R_Shadow_EditLights_Remove_f(void)
5756 {
5757         if (!r_editlights.integer)
5758         {
5759                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
5760                 return;
5761         }
5762         if (!r_shadow_selectedlight)
5763         {
5764                 Con_Print("No selected light.\n");
5765                 return;
5766         }
5767         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5768         r_shadow_selectedlight = NULL;
5769 }
5770
5771 void R_Shadow_EditLights_Help_f(void)
5772 {
5773         Con_Print(
5774 "Documentation on r_editlights system:\n"
5775 "Settings:\n"
5776 "r_editlights : enable/disable editing mode\n"
5777 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5778 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5779 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5780 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5781 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5782 "Commands:\n"
5783 "r_editlights_help : this help\n"
5784 "r_editlights_clear : remove all lights\n"
5785 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5786 "r_editlights_save : save to .rtlights file\n"
5787 "r_editlights_spawn : create a light with default settings\n"
5788 "r_editlights_edit command : edit selected light - more documentation below\n"
5789 "r_editlights_remove : remove selected light\n"
5790 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5791 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5792 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5793 "Edit commands:\n"
5794 "origin x y z : set light location\n"
5795 "originx x: set x component of light location\n"
5796 "originy y: set y component of light location\n"
5797 "originz z: set z component of light location\n"
5798 "move x y z : adjust light location\n"
5799 "movex x: adjust x component of light location\n"
5800 "movey y: adjust y component of light location\n"
5801 "movez z: adjust z component of light location\n"
5802 "angles x y z : set light angles\n"
5803 "anglesx x: set x component of light angles\n"
5804 "anglesy y: set y component of light angles\n"
5805 "anglesz z: set z component of light angles\n"
5806 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5807 "radius radius : set radius (size) of light\n"
5808 "colorscale grey : multiply color of light (1 does nothing)\n"
5809 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5810 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5811 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5812 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5813 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5814 "shadows 1/0 : turn on/off shadows\n"
5815 "corona n : set corona intensity\n"
5816 "coronasize n : set corona size (0-1)\n"
5817 "ambient n : set ambient intensity (0-1)\n"
5818 "diffuse n : set diffuse intensity (0-1)\n"
5819 "specular n : set specular intensity (0-1)\n"
5820 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5821 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5822 "<nothing> : print light properties to console\n"
5823         );
5824 }
5825
5826 void R_Shadow_EditLights_CopyInfo_f(void)
5827 {
5828         if (!r_editlights.integer)
5829         {
5830                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
5831                 return;
5832         }
5833         if (!r_shadow_selectedlight)
5834         {
5835                 Con_Print("No selected light.\n");
5836                 return;
5837         }
5838         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5839         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5840         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5841         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5842         if (r_shadow_selectedlight->cubemapname)
5843                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5844         else
5845                 r_shadow_bufferlight.cubemapname[0] = 0;
5846         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5847         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5848         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5849         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5850         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5851         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5852         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5853 }
5854
5855 void R_Shadow_EditLights_PasteInfo_f(void)
5856 {
5857         if (!r_editlights.integer)
5858         {
5859                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
5860                 return;
5861         }
5862         if (!r_shadow_selectedlight)
5863         {
5864                 Con_Print("No selected light.\n");
5865                 return;
5866         }
5867         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
5868 }
5869
5870 void R_Shadow_EditLights_Init(void)
5871 {
5872         Cvar_RegisterVariable(&r_editlights);
5873         Cvar_RegisterVariable(&r_editlights_cursordistance);
5874         Cvar_RegisterVariable(&r_editlights_cursorpushback);
5875         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5876         Cvar_RegisterVariable(&r_editlights_cursorgrid);
5877         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5878         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5879         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5880         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
5881         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5882         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5883         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5884         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
5885         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5886         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5887         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5888         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5889         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5890         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5891         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
5892 }
5893
5894
5895
5896 /*
5897 =============================================================================
5898
5899 LIGHT SAMPLING
5900
5901 =============================================================================
5902 */
5903
5904 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5905 {
5906         VectorClear(diffusecolor);
5907         VectorClear(diffusenormal);
5908
5909         if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5910         {
5911                 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
5912                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5913         }
5914         else
5915                 VectorSet(ambientcolor, 1, 1, 1);
5916
5917         if (dynamic)
5918         {
5919                 int i;
5920                 float f, v[3];
5921                 rtlight_t *light;
5922                 for (i = 0;i < r_refdef.scene.numlights;i++)
5923                 {
5924                         light = r_refdef.scene.lights[i];
5925                         Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5926                         f = 1 - VectorLength2(v);
5927                         if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5928                                 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
5929                 }
5930         }
5931 }