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Fixed dynamic light shadowmapping in D3D, still gotta fix them in deferred
[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 #ifdef SUPPORTD3D
144 #include <d3d9.h>
145 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
146 #endif
147
148 extern void R_Shadow_EditLights_Init(void);
149
150 typedef enum r_shadow_rendermode_e
151 {
152         R_SHADOW_RENDERMODE_NONE,
153         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
154         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
155         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
156         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
157         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
158         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
159         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
160         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
161         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
162         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
163         R_SHADOW_RENDERMODE_LIGHT_GLSL,
164         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
165         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
166         R_SHADOW_RENDERMODE_SHADOWMAP2D
167 }
168 r_shadow_rendermode_t;
169
170 typedef enum r_shadow_shadowmode_e
171 {
172     R_SHADOW_SHADOWMODE_STENCIL,
173     R_SHADOW_SHADOWMODE_SHADOWMAP2D
174 }
175 r_shadow_shadowmode_t;
176
177 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmaportho;
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_fbo2d;
192 r_shadow_shadowmode_t r_shadow_shadowmode;
193 int r_shadow_shadowmapfilterquality;
194 int r_shadow_shadowmapdepthbits;
195 int r_shadow_shadowmapmaxsize;
196 qboolean r_shadow_shadowmapvsdct;
197 qboolean r_shadow_shadowmapsampler;
198 int r_shadow_shadowmappcf;
199 int r_shadow_shadowmapborder;
200 matrix4x4_t r_shadow_shadowmapmatrix;
201 int r_shadow_lightscissor[4];
202 qboolean r_shadow_usingdeferredprepass;
203
204 int maxshadowtriangles;
205 int *shadowelements;
206
207 int maxshadowvertices;
208 float *shadowvertex3f;
209
210 int maxshadowmark;
211 int numshadowmark;
212 int *shadowmark;
213 int *shadowmarklist;
214 int shadowmarkcount;
215
216 int maxshadowsides;
217 int numshadowsides;
218 unsigned char *shadowsides;
219 int *shadowsideslist;
220
221 int maxvertexupdate;
222 int *vertexupdate;
223 int *vertexremap;
224 int vertexupdatenum;
225
226 int r_shadow_buffer_numleafpvsbytes;
227 unsigned char *r_shadow_buffer_visitingleafpvs;
228 unsigned char *r_shadow_buffer_leafpvs;
229 int *r_shadow_buffer_leaflist;
230
231 int r_shadow_buffer_numsurfacepvsbytes;
232 unsigned char *r_shadow_buffer_surfacepvs;
233 int *r_shadow_buffer_surfacelist;
234 unsigned char *r_shadow_buffer_surfacesides;
235
236 int r_shadow_buffer_numshadowtrispvsbytes;
237 unsigned char *r_shadow_buffer_shadowtrispvs;
238 int r_shadow_buffer_numlighttrispvsbytes;
239 unsigned char *r_shadow_buffer_lighttrispvs;
240
241 rtexturepool_t *r_shadow_texturepool;
242 rtexture_t *r_shadow_attenuationgradienttexture;
243 rtexture_t *r_shadow_attenuation2dtexture;
244 rtexture_t *r_shadow_attenuation3dtexture;
245 skinframe_t *r_shadow_lightcorona;
246 rtexture_t *r_shadow_shadowmap2dtexture;
247 rtexture_t *r_shadow_shadowmap2dcolortexture;
248 rtexture_t *r_shadow_shadowmapvsdcttexture;
249 int r_shadow_shadowmapsize; // changes for each light based on distance
250 int r_shadow_shadowmaplod; // changes for each light based on distance
251
252 GLuint r_shadow_prepassgeometryfbo;
253 GLuint r_shadow_prepasslightingfbo;
254 int r_shadow_prepass_width;
255 int r_shadow_prepass_height;
256 rtexture_t *r_shadow_prepassgeometrydepthtexture;
257 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
258 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
259 rtexture_t *r_shadow_prepasslightingdiffusetexture;
260 rtexture_t *r_shadow_prepasslightingspeculartexture;
261
262 // lights are reloaded when this changes
263 char r_shadow_mapname[MAX_QPATH];
264
265 // used only for light filters (cubemaps)
266 rtexturepool_t *r_shadow_filters_texturepool;
267
268 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
269
270 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"};
271 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"};
272 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
273 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"};
274 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)"};
275 //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"};
276 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
277 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)"};
278 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"};
279 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
280 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
281 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
282 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
283 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
284 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
285 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
286 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
287 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
288 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)"};
289 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
290 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
291 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
292 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
293 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)"};
294 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"};
295 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
296 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
297 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"};
298 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)"};
299 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
300 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)"};
301 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"};
302 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)"};
303 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
304 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
305 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
306 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
307 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"};
308 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
309 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
310 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
311 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
312 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
313 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
314 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
315 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
316 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)"};
317 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)"};
318 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
319 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"};
320 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
321 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
322 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
323 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
324 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
325 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
326 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
327 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
328 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
329 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
330
331 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
332 #define ATTENTABLESIZE 256
333 // 1D gradient, 2D circle and 3D sphere attenuation textures
334 #define ATTEN1DSIZE 32
335 #define ATTEN2DSIZE 64
336 #define ATTEN3DSIZE 32
337
338 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
339 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
340 static float r_shadow_attentable[ATTENTABLESIZE+1];
341
342 rtlight_t *r_shadow_compilingrtlight;
343 static memexpandablearray_t r_shadow_worldlightsarray;
344 dlight_t *r_shadow_selectedlight;
345 dlight_t r_shadow_bufferlight;
346 vec3_t r_editlights_cursorlocation;
347 qboolean r_editlights_lockcursor;
348
349 extern int con_vislines;
350
351 void R_Shadow_UncompileWorldLights(void);
352 void R_Shadow_ClearWorldLights(void);
353 void R_Shadow_SaveWorldLights(void);
354 void R_Shadow_LoadWorldLights(void);
355 void R_Shadow_LoadLightsFile(void);
356 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
357 void R_Shadow_EditLights_Reload_f(void);
358 void R_Shadow_ValidateCvars(void);
359 static void R_Shadow_MakeTextures(void);
360
361 #define EDLIGHTSPRSIZE                  8
362 skinframe_t *r_editlights_sprcursor;
363 skinframe_t *r_editlights_sprlight;
364 skinframe_t *r_editlights_sprnoshadowlight;
365 skinframe_t *r_editlights_sprcubemaplight;
366 skinframe_t *r_editlights_sprcubemapnoshadowlight;
367 skinframe_t *r_editlights_sprselection;
368
369 void R_Shadow_SetShadowMode(void)
370 {
371         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
372         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
373         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
374         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
375         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
376         r_shadow_shadowmaplod = -1;
377         r_shadow_shadowmapsize = 0;
378         r_shadow_shadowmapsampler = false;
379         r_shadow_shadowmappcf = 0;
380         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
381         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
382         {
383                 switch(vid.renderpath)
384                 {
385                 case RENDERPATH_GL20:
386                         if(r_shadow_shadowmapfilterquality < 0)
387                         {
388                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
389                                         r_shadow_shadowmappcf = 1;
390                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
391                                 {
392                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
393                                         r_shadow_shadowmappcf = 1;
394                                 }
395                                 else if(strstr(gl_vendor, "ATI")) 
396                                         r_shadow_shadowmappcf = 1;
397                                 else 
398                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
399                         }
400                         else 
401                         {
402                                 switch (r_shadow_shadowmapfilterquality)
403                                 {
404                                 case 1:
405                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
406                                         break;
407                                 case 2:
408                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
409                                         r_shadow_shadowmappcf = 1;
410                                         break;
411                                 case 3:
412                                         r_shadow_shadowmappcf = 1;
413                                         break;
414                                 case 4:
415                                         r_shadow_shadowmappcf = 2;
416                                         break;
417                                 }
418                         }
419                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
420                         // Cg has very little choice in depth texture sampling
421                         if (vid.cgcontext)
422                                 r_shadow_shadowmapsampler = false;
423                         break;
424                 case RENDERPATH_CGGL:
425                 case RENDERPATH_D3D9:
426                 case RENDERPATH_D3D10:
427                 case RENDERPATH_D3D11:
428                         r_shadow_shadowmapsampler = false;
429                         r_shadow_shadowmappcf = 1;
430                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
431                         break;
432                 case RENDERPATH_GL13:
433                         break;
434                 case RENDERPATH_GL11:
435                         break;
436                 }
437         }
438 }
439
440 qboolean R_Shadow_ShadowMappingEnabled(void)
441 {
442         switch (r_shadow_shadowmode)
443         {
444         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
445                 return true;
446         default:
447                 return false;
448         }
449 }
450
451 void R_Shadow_FreeShadowMaps(void)
452 {
453         R_Shadow_SetShadowMode();
454
455         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
456
457         r_shadow_fbo2d = 0;
458
459         if (r_shadow_shadowmap2dtexture)
460                 R_FreeTexture(r_shadow_shadowmap2dtexture);
461         r_shadow_shadowmap2dtexture = NULL;
462
463         if (r_shadow_shadowmap2dcolortexture)
464                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
465         r_shadow_shadowmap2dcolortexture = NULL;
466
467         if (r_shadow_shadowmapvsdcttexture)
468                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
469         r_shadow_shadowmapvsdcttexture = NULL;
470 }
471
472 void r_shadow_start(void)
473 {
474         // allocate vertex processing arrays
475         r_shadow_attenuationgradienttexture = NULL;
476         r_shadow_attenuation2dtexture = NULL;
477         r_shadow_attenuation3dtexture = NULL;
478         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
479         r_shadow_shadowmap2dtexture = NULL;
480         r_shadow_shadowmap2dcolortexture = NULL;
481         r_shadow_shadowmapvsdcttexture = NULL;
482         r_shadow_shadowmapmaxsize = 0;
483         r_shadow_shadowmapsize = 0;
484         r_shadow_shadowmaplod = 0;
485         r_shadow_shadowmapfilterquality = -1;
486         r_shadow_shadowmapdepthbits = 0;
487         r_shadow_shadowmapvsdct = false;
488         r_shadow_shadowmapsampler = false;
489         r_shadow_shadowmappcf = 0;
490         r_shadow_fbo2d = 0;
491
492         R_Shadow_FreeShadowMaps();
493
494         r_shadow_texturepool = NULL;
495         r_shadow_filters_texturepool = NULL;
496         R_Shadow_ValidateCvars();
497         R_Shadow_MakeTextures();
498         maxshadowtriangles = 0;
499         shadowelements = NULL;
500         maxshadowvertices = 0;
501         shadowvertex3f = NULL;
502         maxvertexupdate = 0;
503         vertexupdate = NULL;
504         vertexremap = NULL;
505         vertexupdatenum = 0;
506         maxshadowmark = 0;
507         numshadowmark = 0;
508         shadowmark = NULL;
509         shadowmarklist = NULL;
510         shadowmarkcount = 0;
511         maxshadowsides = 0;
512         numshadowsides = 0;
513         shadowsides = NULL;
514         shadowsideslist = NULL;
515         r_shadow_buffer_numleafpvsbytes = 0;
516         r_shadow_buffer_visitingleafpvs = NULL;
517         r_shadow_buffer_leafpvs = NULL;
518         r_shadow_buffer_leaflist = NULL;
519         r_shadow_buffer_numsurfacepvsbytes = 0;
520         r_shadow_buffer_surfacepvs = NULL;
521         r_shadow_buffer_surfacelist = NULL;
522         r_shadow_buffer_surfacesides = NULL;
523         r_shadow_buffer_numshadowtrispvsbytes = 0;
524         r_shadow_buffer_shadowtrispvs = NULL;
525         r_shadow_buffer_numlighttrispvsbytes = 0;
526         r_shadow_buffer_lighttrispvs = NULL;
527
528         r_shadow_usingdeferredprepass = false;
529         r_shadow_prepass_width = r_shadow_prepass_height = 0;
530 }
531
532 static void R_Shadow_FreeDeferred(void);
533 void r_shadow_shutdown(void)
534 {
535         CHECKGLERROR
536         R_Shadow_UncompileWorldLights();
537
538         R_Shadow_FreeShadowMaps();
539
540         r_shadow_usingdeferredprepass = false;
541         if (r_shadow_prepass_width)
542                 R_Shadow_FreeDeferred();
543         r_shadow_prepass_width = r_shadow_prepass_height = 0;
544
545         CHECKGLERROR
546         r_shadow_attenuationgradienttexture = NULL;
547         r_shadow_attenuation2dtexture = NULL;
548         r_shadow_attenuation3dtexture = NULL;
549         R_FreeTexturePool(&r_shadow_texturepool);
550         R_FreeTexturePool(&r_shadow_filters_texturepool);
551         maxshadowtriangles = 0;
552         if (shadowelements)
553                 Mem_Free(shadowelements);
554         shadowelements = NULL;
555         if (shadowvertex3f)
556                 Mem_Free(shadowvertex3f);
557         shadowvertex3f = NULL;
558         maxvertexupdate = 0;
559         if (vertexupdate)
560                 Mem_Free(vertexupdate);
561         vertexupdate = NULL;
562         if (vertexremap)
563                 Mem_Free(vertexremap);
564         vertexremap = NULL;
565         vertexupdatenum = 0;
566         maxshadowmark = 0;
567         numshadowmark = 0;
568         if (shadowmark)
569                 Mem_Free(shadowmark);
570         shadowmark = NULL;
571         if (shadowmarklist)
572                 Mem_Free(shadowmarklist);
573         shadowmarklist = NULL;
574         shadowmarkcount = 0;
575         maxshadowsides = 0;
576         numshadowsides = 0;
577         if (shadowsides)
578                 Mem_Free(shadowsides);
579         shadowsides = NULL;
580         if (shadowsideslist)
581                 Mem_Free(shadowsideslist);
582         shadowsideslist = NULL;
583         r_shadow_buffer_numleafpvsbytes = 0;
584         if (r_shadow_buffer_visitingleafpvs)
585                 Mem_Free(r_shadow_buffer_visitingleafpvs);
586         r_shadow_buffer_visitingleafpvs = NULL;
587         if (r_shadow_buffer_leafpvs)
588                 Mem_Free(r_shadow_buffer_leafpvs);
589         r_shadow_buffer_leafpvs = NULL;
590         if (r_shadow_buffer_leaflist)
591                 Mem_Free(r_shadow_buffer_leaflist);
592         r_shadow_buffer_leaflist = NULL;
593         r_shadow_buffer_numsurfacepvsbytes = 0;
594         if (r_shadow_buffer_surfacepvs)
595                 Mem_Free(r_shadow_buffer_surfacepvs);
596         r_shadow_buffer_surfacepvs = NULL;
597         if (r_shadow_buffer_surfacelist)
598                 Mem_Free(r_shadow_buffer_surfacelist);
599         r_shadow_buffer_surfacelist = NULL;
600         if (r_shadow_buffer_surfacesides)
601                 Mem_Free(r_shadow_buffer_surfacesides);
602         r_shadow_buffer_surfacesides = NULL;
603         r_shadow_buffer_numshadowtrispvsbytes = 0;
604         if (r_shadow_buffer_shadowtrispvs)
605                 Mem_Free(r_shadow_buffer_shadowtrispvs);
606         r_shadow_buffer_numlighttrispvsbytes = 0;
607         if (r_shadow_buffer_lighttrispvs)
608                 Mem_Free(r_shadow_buffer_lighttrispvs);
609 }
610
611 void r_shadow_newmap(void)
612 {
613         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
614         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
615         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
616         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
617         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
618         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
619         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
620         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
621                 R_Shadow_EditLights_Reload_f();
622 }
623
624 void R_Shadow_Init(void)
625 {
626         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
627         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
628         Cvar_RegisterVariable(&r_shadow_usenormalmap);
629         Cvar_RegisterVariable(&r_shadow_debuglight);
630         Cvar_RegisterVariable(&r_shadow_deferred);
631         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
632 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
633         Cvar_RegisterVariable(&r_shadow_gloss);
634         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
635         Cvar_RegisterVariable(&r_shadow_glossintensity);
636         Cvar_RegisterVariable(&r_shadow_glossexponent);
637         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
638         Cvar_RegisterVariable(&r_shadow_glossexact);
639         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
640         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
641         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
642         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
643         Cvar_RegisterVariable(&r_shadow_projectdistance);
644         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
645         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
646         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
647         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
648         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
649         Cvar_RegisterVariable(&r_shadow_realtime_world);
650         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
651         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
652         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
653         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
654         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
655         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
656         Cvar_RegisterVariable(&r_shadow_scissor);
657         Cvar_RegisterVariable(&r_shadow_shadowmapping);
658         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
659         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
660         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
661         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
662         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
663         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
664 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
665 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
666         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
667         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
668         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
669         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
670         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
671         Cvar_RegisterVariable(&r_shadow_polygonfactor);
672         Cvar_RegisterVariable(&r_shadow_polygonoffset);
673         Cvar_RegisterVariable(&r_shadow_texture3d);
674         Cvar_RegisterVariable(&r_coronas);
675         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
676         Cvar_RegisterVariable(&r_coronas_occlusionquery);
677         Cvar_RegisterVariable(&gl_flashblend);
678         Cvar_RegisterVariable(&gl_ext_separatestencil);
679         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
680         if (gamemode == GAME_TENEBRAE)
681         {
682                 Cvar_SetValue("r_shadow_gloss", 2);
683                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
684         }
685         R_Shadow_EditLights_Init();
686         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
687         maxshadowtriangles = 0;
688         shadowelements = NULL;
689         maxshadowvertices = 0;
690         shadowvertex3f = NULL;
691         maxvertexupdate = 0;
692         vertexupdate = NULL;
693         vertexremap = NULL;
694         vertexupdatenum = 0;
695         maxshadowmark = 0;
696         numshadowmark = 0;
697         shadowmark = NULL;
698         shadowmarklist = NULL;
699         shadowmarkcount = 0;
700         maxshadowsides = 0;
701         numshadowsides = 0;
702         shadowsides = NULL;
703         shadowsideslist = NULL;
704         r_shadow_buffer_numleafpvsbytes = 0;
705         r_shadow_buffer_visitingleafpvs = NULL;
706         r_shadow_buffer_leafpvs = NULL;
707         r_shadow_buffer_leaflist = NULL;
708         r_shadow_buffer_numsurfacepvsbytes = 0;
709         r_shadow_buffer_surfacepvs = NULL;
710         r_shadow_buffer_surfacelist = NULL;
711         r_shadow_buffer_surfacesides = NULL;
712         r_shadow_buffer_shadowtrispvs = NULL;
713         r_shadow_buffer_lighttrispvs = NULL;
714         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
715 }
716
717 matrix4x4_t matrix_attenuationxyz =
718 {
719         {
720                 {0.5, 0.0, 0.0, 0.5},
721                 {0.0, 0.5, 0.0, 0.5},
722                 {0.0, 0.0, 0.5, 0.5},
723                 {0.0, 0.0, 0.0, 1.0}
724         }
725 };
726
727 matrix4x4_t matrix_attenuationz =
728 {
729         {
730                 {0.0, 0.0, 0.5, 0.5},
731                 {0.0, 0.0, 0.0, 0.5},
732                 {0.0, 0.0, 0.0, 0.5},
733                 {0.0, 0.0, 0.0, 1.0}
734         }
735 };
736
737 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
738 {
739         numvertices = ((numvertices + 255) & ~255) * vertscale;
740         numtriangles = ((numtriangles + 255) & ~255) * triscale;
741         // make sure shadowelements is big enough for this volume
742         if (maxshadowtriangles < numtriangles)
743         {
744                 maxshadowtriangles = numtriangles;
745                 if (shadowelements)
746                         Mem_Free(shadowelements);
747                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
748         }
749         // make sure shadowvertex3f is big enough for this volume
750         if (maxshadowvertices < numvertices)
751         {
752                 maxshadowvertices = numvertices;
753                 if (shadowvertex3f)
754                         Mem_Free(shadowvertex3f);
755                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
756         }
757 }
758
759 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
760 {
761         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
762         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
763         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
764         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
765         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
766         {
767                 if (r_shadow_buffer_visitingleafpvs)
768                         Mem_Free(r_shadow_buffer_visitingleafpvs);
769                 if (r_shadow_buffer_leafpvs)
770                         Mem_Free(r_shadow_buffer_leafpvs);
771                 if (r_shadow_buffer_leaflist)
772                         Mem_Free(r_shadow_buffer_leaflist);
773                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
774                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
775                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
776                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
777         }
778         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
779         {
780                 if (r_shadow_buffer_surfacepvs)
781                         Mem_Free(r_shadow_buffer_surfacepvs);
782                 if (r_shadow_buffer_surfacelist)
783                         Mem_Free(r_shadow_buffer_surfacelist);
784                 if (r_shadow_buffer_surfacesides)
785                         Mem_Free(r_shadow_buffer_surfacesides);
786                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
787                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
788                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
789                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
790         }
791         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
792         {
793                 if (r_shadow_buffer_shadowtrispvs)
794                         Mem_Free(r_shadow_buffer_shadowtrispvs);
795                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
796                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
797         }
798         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
799         {
800                 if (r_shadow_buffer_lighttrispvs)
801                         Mem_Free(r_shadow_buffer_lighttrispvs);
802                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
803                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
804         }
805 }
806
807 void R_Shadow_PrepareShadowMark(int numtris)
808 {
809         // make sure shadowmark is big enough for this volume
810         if (maxshadowmark < numtris)
811         {
812                 maxshadowmark = numtris;
813                 if (shadowmark)
814                         Mem_Free(shadowmark);
815                 if (shadowmarklist)
816                         Mem_Free(shadowmarklist);
817                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
818                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
819                 shadowmarkcount = 0;
820         }
821         shadowmarkcount++;
822         // if shadowmarkcount wrapped we clear the array and adjust accordingly
823         if (shadowmarkcount == 0)
824         {
825                 shadowmarkcount = 1;
826                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
827         }
828         numshadowmark = 0;
829 }
830
831 void R_Shadow_PrepareShadowSides(int numtris)
832 {
833     if (maxshadowsides < numtris)
834     {
835         maxshadowsides = numtris;
836         if (shadowsides)
837                         Mem_Free(shadowsides);
838                 if (shadowsideslist)
839                         Mem_Free(shadowsideslist);
840                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
841                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
842         }
843         numshadowsides = 0;
844 }
845
846 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)
847 {
848         int i, j;
849         int outtriangles = 0, outvertices = 0;
850         const int *element;
851         const float *vertex;
852         float ratio, direction[3], projectvector[3];
853
854         if (projectdirection)
855                 VectorScale(projectdirection, projectdistance, projectvector);
856         else
857                 VectorClear(projectvector);
858
859         // create the vertices
860         if (projectdirection)
861         {
862                 for (i = 0;i < numshadowmarktris;i++)
863                 {
864                         element = inelement3i + shadowmarktris[i] * 3;
865                         for (j = 0;j < 3;j++)
866                         {
867                                 if (vertexupdate[element[j]] != vertexupdatenum)
868                                 {
869                                         vertexupdate[element[j]] = vertexupdatenum;
870                                         vertexremap[element[j]] = outvertices;
871                                         vertex = invertex3f + element[j] * 3;
872                                         // project one copy of the vertex according to projectvector
873                                         VectorCopy(vertex, outvertex3f);
874                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
875                                         outvertex3f += 6;
876                                         outvertices += 2;
877                                 }
878                         }
879                 }
880         }
881         else
882         {
883                 for (i = 0;i < numshadowmarktris;i++)
884                 {
885                         element = inelement3i + shadowmarktris[i] * 3;
886                         for (j = 0;j < 3;j++)
887                         {
888                                 if (vertexupdate[element[j]] != vertexupdatenum)
889                                 {
890                                         vertexupdate[element[j]] = vertexupdatenum;
891                                         vertexremap[element[j]] = outvertices;
892                                         vertex = invertex3f + element[j] * 3;
893                                         // project one copy of the vertex to the sphere radius of the light
894                                         // (FIXME: would projecting it to the light box be better?)
895                                         VectorSubtract(vertex, projectorigin, direction);
896                                         ratio = projectdistance / VectorLength(direction);
897                                         VectorCopy(vertex, outvertex3f);
898                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
899                                         outvertex3f += 6;
900                                         outvertices += 2;
901                                 }
902                         }
903                 }
904         }
905
906         if (r_shadow_frontsidecasting.integer)
907         {
908                 for (i = 0;i < numshadowmarktris;i++)
909                 {
910                         int remappedelement[3];
911                         int markindex;
912                         const int *neighbortriangle;
913
914                         markindex = shadowmarktris[i] * 3;
915                         element = inelement3i + markindex;
916                         neighbortriangle = inneighbor3i + markindex;
917                         // output the front and back triangles
918                         outelement3i[0] = vertexremap[element[0]];
919                         outelement3i[1] = vertexremap[element[1]];
920                         outelement3i[2] = vertexremap[element[2]];
921                         outelement3i[3] = vertexremap[element[2]] + 1;
922                         outelement3i[4] = vertexremap[element[1]] + 1;
923                         outelement3i[5] = vertexremap[element[0]] + 1;
924
925                         outelement3i += 6;
926                         outtriangles += 2;
927                         // output the sides (facing outward from this triangle)
928                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
929                         {
930                                 remappedelement[0] = vertexremap[element[0]];
931                                 remappedelement[1] = vertexremap[element[1]];
932                                 outelement3i[0] = remappedelement[1];
933                                 outelement3i[1] = remappedelement[0];
934                                 outelement3i[2] = remappedelement[0] + 1;
935                                 outelement3i[3] = remappedelement[1];
936                                 outelement3i[4] = remappedelement[0] + 1;
937                                 outelement3i[5] = remappedelement[1] + 1;
938
939                                 outelement3i += 6;
940                                 outtriangles += 2;
941                         }
942                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
943                         {
944                                 remappedelement[1] = vertexremap[element[1]];
945                                 remappedelement[2] = vertexremap[element[2]];
946                                 outelement3i[0] = remappedelement[2];
947                                 outelement3i[1] = remappedelement[1];
948                                 outelement3i[2] = remappedelement[1] + 1;
949                                 outelement3i[3] = remappedelement[2];
950                                 outelement3i[4] = remappedelement[1] + 1;
951                                 outelement3i[5] = remappedelement[2] + 1;
952
953                                 outelement3i += 6;
954                                 outtriangles += 2;
955                         }
956                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
957                         {
958                                 remappedelement[0] = vertexremap[element[0]];
959                                 remappedelement[2] = vertexremap[element[2]];
960                                 outelement3i[0] = remappedelement[0];
961                                 outelement3i[1] = remappedelement[2];
962                                 outelement3i[2] = remappedelement[2] + 1;
963                                 outelement3i[3] = remappedelement[0];
964                                 outelement3i[4] = remappedelement[2] + 1;
965                                 outelement3i[5] = remappedelement[0] + 1;
966
967                                 outelement3i += 6;
968                                 outtriangles += 2;
969                         }
970                 }
971         }
972         else
973         {
974                 for (i = 0;i < numshadowmarktris;i++)
975                 {
976                         int remappedelement[3];
977                         int markindex;
978                         const int *neighbortriangle;
979
980                         markindex = shadowmarktris[i] * 3;
981                         element = inelement3i + markindex;
982                         neighbortriangle = inneighbor3i + markindex;
983                         // output the front and back triangles
984                         outelement3i[0] = vertexremap[element[2]];
985                         outelement3i[1] = vertexremap[element[1]];
986                         outelement3i[2] = vertexremap[element[0]];
987                         outelement3i[3] = vertexremap[element[0]] + 1;
988                         outelement3i[4] = vertexremap[element[1]] + 1;
989                         outelement3i[5] = vertexremap[element[2]] + 1;
990
991                         outelement3i += 6;
992                         outtriangles += 2;
993                         // output the sides (facing outward from this triangle)
994                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
995                         {
996                                 remappedelement[0] = vertexremap[element[0]];
997                                 remappedelement[1] = vertexremap[element[1]];
998                                 outelement3i[0] = remappedelement[0];
999                                 outelement3i[1] = remappedelement[1];
1000                                 outelement3i[2] = remappedelement[1] + 1;
1001                                 outelement3i[3] = remappedelement[0];
1002                                 outelement3i[4] = remappedelement[1] + 1;
1003                                 outelement3i[5] = remappedelement[0] + 1;
1004
1005                                 outelement3i += 6;
1006                                 outtriangles += 2;
1007                         }
1008                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1009                         {
1010                                 remappedelement[1] = vertexremap[element[1]];
1011                                 remappedelement[2] = vertexremap[element[2]];
1012                                 outelement3i[0] = remappedelement[1];
1013                                 outelement3i[1] = remappedelement[2];
1014                                 outelement3i[2] = remappedelement[2] + 1;
1015                                 outelement3i[3] = remappedelement[1];
1016                                 outelement3i[4] = remappedelement[2] + 1;
1017                                 outelement3i[5] = remappedelement[1] + 1;
1018
1019                                 outelement3i += 6;
1020                                 outtriangles += 2;
1021                         }
1022                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1023                         {
1024                                 remappedelement[0] = vertexremap[element[0]];
1025                                 remappedelement[2] = vertexremap[element[2]];
1026                                 outelement3i[0] = remappedelement[2];
1027                                 outelement3i[1] = remappedelement[0];
1028                                 outelement3i[2] = remappedelement[0] + 1;
1029                                 outelement3i[3] = remappedelement[2];
1030                                 outelement3i[4] = remappedelement[0] + 1;
1031                                 outelement3i[5] = remappedelement[2] + 1;
1032
1033                                 outelement3i += 6;
1034                                 outtriangles += 2;
1035                         }
1036                 }
1037         }
1038         if (outnumvertices)
1039                 *outnumvertices = outvertices;
1040         return outtriangles;
1041 }
1042
1043 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)
1044 {
1045         int i, j, k;
1046         int outtriangles = 0, outvertices = 0;
1047         const int *element;
1048         const float *vertex;
1049         float ratio, direction[3], projectvector[3];
1050         qboolean side[4];
1051
1052         if (projectdirection)
1053                 VectorScale(projectdirection, projectdistance, projectvector);
1054         else
1055                 VectorClear(projectvector);
1056
1057         for (i = 0;i < numshadowmarktris;i++)
1058         {
1059                 int remappedelement[3];
1060                 int markindex;
1061                 const int *neighbortriangle;
1062
1063                 markindex = shadowmarktris[i] * 3;
1064                 neighbortriangle = inneighbor3i + markindex;
1065                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1066                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1067                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1068                 if (side[0] + side[1] + side[2] == 0)
1069                         continue;
1070
1071                 side[3] = side[0];
1072                 element = inelement3i + markindex;
1073
1074                 // create the vertices
1075                 for (j = 0;j < 3;j++)
1076                 {
1077                         if (side[j] + side[j+1] == 0)
1078                                 continue;
1079                         k = element[j];
1080                         if (vertexupdate[k] != vertexupdatenum)
1081                         {
1082                                 vertexupdate[k] = vertexupdatenum;
1083                                 vertexremap[k] = outvertices;
1084                                 vertex = invertex3f + k * 3;
1085                                 VectorCopy(vertex, outvertex3f);
1086                                 if (projectdirection)
1087                                 {
1088                                         // project one copy of the vertex according to projectvector
1089                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1090                                 }
1091                                 else
1092                                 {
1093                                         // project one copy of the vertex to the sphere radius of the light
1094                                         // (FIXME: would projecting it to the light box be better?)
1095                                         VectorSubtract(vertex, projectorigin, direction);
1096                                         ratio = projectdistance / VectorLength(direction);
1097                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1098                                 }
1099                                 outvertex3f += 6;
1100                                 outvertices += 2;
1101                         }
1102                 }
1103
1104                 // output the sides (facing outward from this triangle)
1105                 if (!side[0])
1106                 {
1107                         remappedelement[0] = vertexremap[element[0]];
1108                         remappedelement[1] = vertexremap[element[1]];
1109                         outelement3i[0] = remappedelement[1];
1110                         outelement3i[1] = remappedelement[0];
1111                         outelement3i[2] = remappedelement[0] + 1;
1112                         outelement3i[3] = remappedelement[1];
1113                         outelement3i[4] = remappedelement[0] + 1;
1114                         outelement3i[5] = remappedelement[1] + 1;
1115
1116                         outelement3i += 6;
1117                         outtriangles += 2;
1118                 }
1119                 if (!side[1])
1120                 {
1121                         remappedelement[1] = vertexremap[element[1]];
1122                         remappedelement[2] = vertexremap[element[2]];
1123                         outelement3i[0] = remappedelement[2];
1124                         outelement3i[1] = remappedelement[1];
1125                         outelement3i[2] = remappedelement[1] + 1;
1126                         outelement3i[3] = remappedelement[2];
1127                         outelement3i[4] = remappedelement[1] + 1;
1128                         outelement3i[5] = remappedelement[2] + 1;
1129
1130                         outelement3i += 6;
1131                         outtriangles += 2;
1132                 }
1133                 if (!side[2])
1134                 {
1135                         remappedelement[0] = vertexremap[element[0]];
1136                         remappedelement[2] = vertexremap[element[2]];
1137                         outelement3i[0] = remappedelement[0];
1138                         outelement3i[1] = remappedelement[2];
1139                         outelement3i[2] = remappedelement[2] + 1;
1140                         outelement3i[3] = remappedelement[0];
1141                         outelement3i[4] = remappedelement[2] + 1;
1142                         outelement3i[5] = remappedelement[0] + 1;
1143
1144                         outelement3i += 6;
1145                         outtriangles += 2;
1146                 }
1147         }
1148         if (outnumvertices)
1149                 *outnumvertices = outvertices;
1150         return outtriangles;
1151 }
1152
1153 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)
1154 {
1155         int t, tend;
1156         const int *e;
1157         const float *v[3];
1158         float normal[3];
1159         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1160                 return;
1161         tend = firsttriangle + numtris;
1162         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1163         {
1164                 // surface box entirely inside light box, no box cull
1165                 if (projectdirection)
1166                 {
1167                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1168                         {
1169                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1170                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1171                                         shadowmarklist[numshadowmark++] = t;
1172                         }
1173                 }
1174                 else
1175                 {
1176                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1177                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1178                                         shadowmarklist[numshadowmark++] = t;
1179                 }
1180         }
1181         else
1182         {
1183                 // surface box not entirely inside light box, cull each triangle
1184                 if (projectdirection)
1185                 {
1186                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1187                         {
1188                                 v[0] = invertex3f + e[0] * 3;
1189                                 v[1] = invertex3f + e[1] * 3;
1190                                 v[2] = invertex3f + e[2] * 3;
1191                                 TriangleNormal(v[0], v[1], v[2], normal);
1192                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1193                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1194                                         shadowmarklist[numshadowmark++] = t;
1195                         }
1196                 }
1197                 else
1198                 {
1199                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1200                         {
1201                                 v[0] = invertex3f + e[0] * 3;
1202                                 v[1] = invertex3f + e[1] * 3;
1203                                 v[2] = invertex3f + e[2] * 3;
1204                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1205                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1206                                         shadowmarklist[numshadowmark++] = t;
1207                         }
1208                 }
1209         }
1210 }
1211
1212 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1213 {
1214 #if 1
1215         return false;
1216 #else
1217         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1218                 return false;
1219         // check if the shadow volume intersects the near plane
1220         //
1221         // a ray between the eye and light origin may intersect the caster,
1222         // indicating that the shadow may touch the eye location, however we must
1223         // test the near plane (a polygon), not merely the eye location, so it is
1224         // easiest to enlarge the caster bounding shape slightly for this.
1225         // TODO
1226         return true;
1227 #endif
1228 }
1229
1230 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)
1231 {
1232         int i, tris, outverts;
1233         if (projectdistance < 0.1)
1234         {
1235                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1236                 return;
1237         }
1238         if (!numverts || !nummarktris)
1239                 return;
1240         // make sure shadowelements is big enough for this volume
1241         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1242                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1243
1244         if (maxvertexupdate < numverts)
1245         {
1246                 maxvertexupdate = numverts;
1247                 if (vertexupdate)
1248                         Mem_Free(vertexupdate);
1249                 if (vertexremap)
1250                         Mem_Free(vertexremap);
1251                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1252                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1253                 vertexupdatenum = 0;
1254         }
1255         vertexupdatenum++;
1256         if (vertexupdatenum == 0)
1257         {
1258                 vertexupdatenum = 1;
1259                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1260                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1261         }
1262
1263         for (i = 0;i < nummarktris;i++)
1264                 shadowmark[marktris[i]] = shadowmarkcount;
1265
1266         if (r_shadow_compilingrtlight)
1267         {
1268                 // if we're compiling an rtlight, capture the mesh
1269                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1270                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1271                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1272                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1273         }
1274         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1275         {
1276                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1277                 R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
1278                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1279         }
1280         else
1281         {
1282                 // decide which type of shadow to generate and set stencil mode
1283                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1284                 // generate the sides or a solid volume, depending on type
1285                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1286                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1287                 else
1288                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1289                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1290                 r_refdef.stats.lights_shadowtriangles += tris;
1291                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1292                 {
1293                         // increment stencil if frontface is infront of depthbuffer
1294                         GL_CullFace(r_refdef.view.cullface_front);
1295                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1296                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1297                         // decrement stencil if backface is infront of depthbuffer
1298                         GL_CullFace(r_refdef.view.cullface_back);
1299                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1300                 }
1301                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1302                 {
1303                         // decrement stencil if backface is behind depthbuffer
1304                         GL_CullFace(r_refdef.view.cullface_front);
1305                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1306                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1307                         // increment stencil if frontface is behind depthbuffer
1308                         GL_CullFace(r_refdef.view.cullface_back);
1309                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1310                 }
1311                 R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
1312                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1313         }
1314 }
1315
1316 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1317 {
1318     // p1, p2, p3 are in the cubemap's local coordinate system
1319     // bias = border/(size - border)
1320         int mask = 0x3F;
1321
1322     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1323           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1324           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1325         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1326         mask &= (3<<4)
1327                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1328                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1329                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1330     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1331         mask &= (3<<4)
1332             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1333             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1334             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1335
1336     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1337     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1338     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1339     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1340         mask &= (3<<0)
1341             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1342             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1343             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1344     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1345         mask &= (3<<0)
1346             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1347             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1348             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1349
1350     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1351     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1352     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1353     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1354         mask &= (3<<2)
1355             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1356             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1357             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1358     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1359         mask &= (3<<2)
1360             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1361             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1362             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1363
1364         return mask;
1365 }
1366
1367 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1368 {
1369         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1370         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1371         int mask = 0x3F;
1372
1373         VectorSubtract(maxs, mins, radius);
1374     VectorScale(radius, 0.5f, radius);
1375     VectorAdd(mins, radius, center);
1376     Matrix4x4_Transform(worldtolight, center, lightcenter);
1377         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1378         VectorSubtract(lightcenter, lightradius, pmin);
1379         VectorAdd(lightcenter, lightradius, pmax);
1380
1381     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1382     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1383     if(ap1 > bias*an1 && ap2 > bias*an2)
1384         mask &= (3<<4)
1385             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1386             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1387     if(an1 > bias*ap1 && an2 > bias*ap2)
1388         mask &= (3<<4)
1389             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1390             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1391
1392     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1393     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1394     if(ap1 > bias*an1 && ap2 > bias*an2)
1395         mask &= (3<<0)
1396             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1397             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1398     if(an1 > bias*ap1 && an2 > bias*ap2)
1399         mask &= (3<<0)
1400             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1401             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1402
1403     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1404     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1405     if(ap1 > bias*an1 && ap2 > bias*an2)
1406         mask &= (3<<2)
1407             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1408             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1409     if(an1 > bias*ap1 && an2 > bias*ap2)
1410         mask &= (3<<2)
1411             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1412             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1413
1414     return mask;
1415 }
1416
1417 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1418
1419 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1420 {
1421     // p is in the cubemap's local coordinate system
1422     // bias = border/(size - border)
1423     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1424     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1425     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1426     int mask = 0x3F;
1427     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1428     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1429     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1430     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1431     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1432     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1433     return mask;
1434 }
1435
1436 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1437 {
1438         int i;
1439         vec3_t p, n;
1440         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1441         float scale = (size - 2*border)/size, len;
1442         float bias = border / (float)(size - border), dp, dn, ap, an;
1443         // check if cone enclosing side would cross frustum plane 
1444         scale = 2 / (scale*scale + 2);
1445         for (i = 0;i < 5;i++)
1446         {
1447                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1448                         continue;
1449                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1450                 len = scale*VectorLength2(n);
1451                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1452                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1453                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1454         }
1455         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1456         {
1457         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1458         len = scale*VectorLength(n);
1459                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1460                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1461                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1462         }
1463         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1464         // check if frustum corners/origin cross plane sides
1465 #if 1
1466     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1467     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1468     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1469     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1470     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1471     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1472     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1473     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1474     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1475     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1476     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1477     for (i = 0;i < 4;i++)
1478     {
1479         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1480         VectorSubtract(n, p, n);
1481         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1482         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1483         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1484         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1485         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1486         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1487         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1488         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1489         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1490     }
1491 #else
1492     // finite version, assumes corners are a finite distance from origin dependent on far plane
1493         for (i = 0;i < 5;i++)
1494         {
1495                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1496                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1497                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1498                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1499                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1500                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1501                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1502                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1503                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1504                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1505         }
1506 #endif
1507         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1508 }
1509
1510 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)
1511 {
1512         int t, tend;
1513         const int *e;
1514         const float *v[3];
1515         float normal[3];
1516         vec3_t p[3];
1517         float bias;
1518         int mask, surfacemask = 0;
1519         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1520                 return 0;
1521         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1522         tend = firsttriangle + numtris;
1523         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1524         {
1525                 // surface box entirely inside light box, no box cull
1526                 if (projectdirection)
1527                 {
1528                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1529                         {
1530                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1531                                 TriangleNormal(v[0], v[1], v[2], normal);
1532                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1533                                 {
1534                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1535                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1536                                         surfacemask |= mask;
1537                                         if(totals)
1538                                         {
1539                                                 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;
1540                                                 shadowsides[numshadowsides] = mask;
1541                                                 shadowsideslist[numshadowsides++] = t;
1542                                         }
1543                                 }
1544                         }
1545                 }
1546                 else
1547                 {
1548                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1549                         {
1550                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1551                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1552                                 {
1553                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1554                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1555                                         surfacemask |= mask;
1556                                         if(totals)
1557                                         {
1558                                                 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;
1559                                                 shadowsides[numshadowsides] = mask;
1560                                                 shadowsideslist[numshadowsides++] = t;
1561                                         }
1562                                 }
1563                         }
1564                 }
1565         }
1566         else
1567         {
1568                 // surface box not entirely inside light box, cull each triangle
1569                 if (projectdirection)
1570                 {
1571                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1572                         {
1573                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1574                                 TriangleNormal(v[0], v[1], v[2], normal);
1575                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1576                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1577                                 {
1578                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1579                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1580                                         surfacemask |= mask;
1581                                         if(totals)
1582                                         {
1583                                                 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;
1584                                                 shadowsides[numshadowsides] = mask;
1585                                                 shadowsideslist[numshadowsides++] = t;
1586                                         }
1587                                 }
1588                         }
1589                 }
1590                 else
1591                 {
1592                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1593                         {
1594                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1595                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1596                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1597                                 {
1598                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1599                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1600                                         surfacemask |= mask;
1601                                         if(totals)
1602                                         {
1603                                                 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;
1604                                                 shadowsides[numshadowsides] = mask;
1605                                                 shadowsideslist[numshadowsides++] = t;
1606                                         }
1607                                 }
1608                         }
1609                 }
1610         }
1611         return surfacemask;
1612 }
1613
1614 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)
1615 {
1616         int i, j, outtriangles = 0;
1617         int *outelement3i[6];
1618         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1619                 return;
1620         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1621         // make sure shadowelements is big enough for this mesh
1622         if (maxshadowtriangles < outtriangles)
1623                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1624
1625         // compute the offset and size of the separate index lists for each cubemap side
1626         outtriangles = 0;
1627         for (i = 0;i < 6;i++)
1628         {
1629                 outelement3i[i] = shadowelements + outtriangles * 3;
1630                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1631                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1632                 outtriangles += sidetotals[i];
1633         }
1634
1635         // gather up the (sparse) triangles into separate index lists for each cubemap side
1636         for (i = 0;i < numsidetris;i++)
1637         {
1638                 const int *element = elements + sidetris[i] * 3;
1639                 for (j = 0;j < 6;j++)
1640                 {
1641                         if (sides[i] & (1 << j))
1642                         {
1643                                 outelement3i[j][0] = element[0];
1644                                 outelement3i[j][1] = element[1];
1645                                 outelement3i[j][2] = element[2];
1646                                 outelement3i[j] += 3;
1647                         }
1648                 }
1649         }
1650                         
1651         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1652 }
1653
1654 static void R_Shadow_MakeTextures_MakeCorona(void)
1655 {
1656         float dx, dy;
1657         int x, y, a;
1658         unsigned char pixels[32][32][4];
1659         for (y = 0;y < 32;y++)
1660         {
1661                 dy = (y - 15.5f) * (1.0f / 16.0f);
1662                 for (x = 0;x < 32;x++)
1663                 {
1664                         dx = (x - 15.5f) * (1.0f / 16.0f);
1665                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1666                         a = bound(0, a, 255);
1667                         pixels[y][x][0] = a;
1668                         pixels[y][x][1] = a;
1669                         pixels[y][x][2] = a;
1670                         pixels[y][x][3] = 255;
1671                 }
1672         }
1673         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1674 }
1675
1676 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1677 {
1678         float dist = sqrt(x*x+y*y+z*z);
1679         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1680         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1681         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1682 }
1683
1684 static void R_Shadow_MakeTextures(void)
1685 {
1686         int x, y, z;
1687         float intensity, dist;
1688         unsigned int *data;
1689         R_Shadow_FreeShadowMaps();
1690         R_FreeTexturePool(&r_shadow_texturepool);
1691         r_shadow_texturepool = R_AllocTexturePool();
1692         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1693         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1694         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1695         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1696         for (x = 0;x <= ATTENTABLESIZE;x++)
1697         {
1698                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1699                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1700                 r_shadow_attentable[x] = bound(0, intensity, 1);
1701         }
1702         // 1D gradient texture
1703         for (x = 0;x < ATTEN1DSIZE;x++)
1704                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1705         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1706         // 2D circle texture
1707         for (y = 0;y < ATTEN2DSIZE;y++)
1708                 for (x = 0;x < ATTEN2DSIZE;x++)
1709                         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);
1710         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1711         // 3D sphere texture
1712         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1713         {
1714                 for (z = 0;z < ATTEN3DSIZE;z++)
1715                         for (y = 0;y < ATTEN3DSIZE;y++)
1716                                 for (x = 0;x < ATTEN3DSIZE;x++)
1717                                         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));
1718                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1719         }
1720         else
1721                 r_shadow_attenuation3dtexture = NULL;
1722         Mem_Free(data);
1723
1724         R_Shadow_MakeTextures_MakeCorona();
1725
1726         // Editor light sprites
1727         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1728         "................"
1729         ".3............3."
1730         "..5...2332...5.."
1731         "...7.3....3.7..."
1732         "....7......7...."
1733         "...3.7....7.3..."
1734         "..2...7..7...2.."
1735         "..3..........3.."
1736         "..3..........3.."
1737         "..2...7..7...2.."
1738         "...3.7....7.3..."
1739         "....7......7...."
1740         "...7.3....3.7..."
1741         "..5...2332...5.."
1742         ".3............3."
1743         "................"
1744         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1745         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1746         "................"
1747         "................"
1748         "......1111......"
1749         "....11233211...."
1750         "...1234554321..."
1751         "...1356776531..."
1752         "..124677776421.."
1753         "..135777777531.."
1754         "..135777777531.."
1755         "..124677776421.."
1756         "...1356776531..."
1757         "...1234554321..."
1758         "....11233211...."
1759         "......1111......"
1760         "................"
1761         "................"
1762         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1763         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1764         "................"
1765         "................"
1766         "......1111......"
1767         "....11233211...."
1768         "...1234554321..."
1769         "...1356226531..."
1770         "..12462..26421.."
1771         "..1352....2531.."
1772         "..1352....2531.."
1773         "..12462..26421.."
1774         "...1356226531..."
1775         "...1234554321..."
1776         "....11233211...."
1777         "......1111......"
1778         "................"
1779         "................"
1780         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1781         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1782         "................"
1783         "................"
1784         "......2772......"
1785         "....27755772...."
1786         "..277533335772.."
1787         "..753333333357.."
1788         "..777533335777.."
1789         "..735775577537.."
1790         "..733357753337.."
1791         "..733337733337.."
1792         "..753337733357.."
1793         "..277537735772.."
1794         "....27777772...."
1795         "......2772......"
1796         "................"
1797         "................"
1798         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1799         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1800         "................"
1801         "................"
1802         "......2772......"
1803         "....27722772...."
1804         "..2772....2772.."
1805         "..72........27.."
1806         "..7772....2777.."
1807         "..7.27722772.7.."
1808         "..7...2772...7.."
1809         "..7....77....7.."
1810         "..72...77...27.."
1811         "..2772.77.2772.."
1812         "....27777772...."
1813         "......2772......"
1814         "................"
1815         "................"
1816         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1817         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1818         "................"
1819         ".777752..257777."
1820         ".742........247."
1821         ".72..........27."
1822         ".7............7."
1823         ".5............5."
1824         ".2............2."
1825         "................"
1826         "................"
1827         ".2............2."
1828         ".5............5."
1829         ".7............7."
1830         ".72..........27."
1831         ".742........247."
1832         ".777752..257777."
1833         "................"
1834         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1835 }
1836
1837 void R_Shadow_ValidateCvars(void)
1838 {
1839         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1840                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1841         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1842                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1843         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1844                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1845 }
1846
1847 //static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
1848
1849 void R_Shadow_RenderMode_Begin(void)
1850 {
1851 #if 0
1852         GLint drawbuffer;
1853         GLint readbuffer;
1854 #endif
1855         R_Shadow_ValidateCvars();
1856
1857         if (!r_shadow_attenuation2dtexture
1858          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1859          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1860          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1861                 R_Shadow_MakeTextures();
1862
1863         CHECKGLERROR
1864         R_Mesh_ResetTextureState();
1865 //      R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
1866         GL_BlendFunc(GL_ONE, GL_ZERO);
1867         GL_DepthRange(0, 1);
1868         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1869         GL_DepthTest(true);
1870         GL_DepthMask(false);
1871         GL_Color(0, 0, 0, 1);
1872         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1873
1874         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1875
1876         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1877         {
1878                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1879                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1880         }
1881         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1882         {
1883                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1884                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1885         }
1886         else
1887         {
1888                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1889                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1890         }
1891
1892         switch(vid.renderpath)
1893         {
1894         case RENDERPATH_GL20:
1895         case RENDERPATH_CGGL:
1896         case RENDERPATH_D3D9:
1897         case RENDERPATH_D3D10:
1898         case RENDERPATH_D3D11:
1899                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1900                 break;
1901         case RENDERPATH_GL13:
1902         case RENDERPATH_GL11:
1903                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1904                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1905                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1906                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1907                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1908                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1909                 else
1910                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1911                 break;
1912         }
1913
1914         CHECKGLERROR
1915 #if 0
1916         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1917         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1918         r_shadow_drawbuffer = drawbuffer;
1919         r_shadow_readbuffer = readbuffer;
1920 #endif
1921         r_shadow_cullface_front = r_refdef.view.cullface_front;
1922         r_shadow_cullface_back = r_refdef.view.cullface_back;
1923 }
1924
1925 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1926 {
1927         rsurface.rtlight = rtlight;
1928 }
1929
1930 void R_Shadow_RenderMode_Reset(void)
1931 {
1932         R_Mesh_ResetRenderTargets();
1933         R_SetViewport(&r_refdef.view.viewport);
1934         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1935         R_Mesh_ResetTextureState();
1936 //      R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
1937         GL_DepthRange(0, 1);
1938         GL_DepthTest(true);
1939         GL_DepthMask(false);
1940         GL_DepthFunc(GL_LEQUAL);
1941         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1942         r_refdef.view.cullface_front = r_shadow_cullface_front;
1943         r_refdef.view.cullface_back = r_shadow_cullface_back;
1944         GL_CullFace(r_refdef.view.cullface_back);
1945         GL_Color(1, 1, 1, 1);
1946         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1947         GL_BlendFunc(GL_ONE, GL_ZERO);
1948         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1949         r_shadow_usingshadowmap2d = false;
1950         r_shadow_usingshadowmaportho = false;
1951         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
1952 }
1953
1954 void R_Shadow_ClearStencil(void)
1955 {
1956         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
1957         r_refdef.stats.lights_clears++;
1958 }
1959
1960 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1961 {
1962         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1963         if (r_shadow_rendermode == mode)
1964                 return;
1965         R_Shadow_RenderMode_Reset();
1966         GL_DepthFunc(GL_LESS);
1967         GL_ColorMask(0, 0, 0, 0);
1968         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1969         GL_CullFace(GL_NONE);
1970         R_SetupShader_DepthOrShadow();
1971         r_shadow_rendermode = mode;
1972         switch(mode)
1973         {
1974         default:
1975                 break;
1976         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
1977         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1978                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
1979                 break;
1980         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
1981         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1982                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
1983                 break;
1984         }
1985 }
1986
1987 static void R_Shadow_MakeVSDCT(void)
1988 {
1989         // maps to a 2x3 texture rectangle with normalized coordinates
1990         // +-
1991         // XX
1992         // YY
1993         // ZZ
1994         // stores abs(dir.xy), offset.xy/2.5
1995         unsigned char data[4*6] =
1996         {
1997                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
1998                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
1999                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2000                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2001                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2002                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2003         };
2004         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2005 }
2006
2007 static void R_Shadow_MakeShadowMap(int side, int size)
2008 {
2009         switch (r_shadow_shadowmode)
2010         {
2011         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2012                 if (r_shadow_shadowmap2dtexture) return;
2013                 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2014                 r_shadow_shadowmap2dcolortexture = NULL;
2015                 switch(vid.renderpath)
2016                 {
2017 #ifdef SUPPORTD3D
2018                 case RENDERPATH_D3D9:
2019                         r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2020                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2021                         break;
2022 #endif
2023                 default:
2024                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2025                         break;
2026                 }
2027                 break;
2028         default:
2029                 return;
2030         }
2031
2032         // render depth into the fbo, do not render color at all
2033         // validate the fbo now
2034         if (qglDrawBuffer)
2035         {
2036                 int status;
2037                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2038                 qglReadBuffer(GL_NONE);CHECKGLERROR
2039                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2040                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2041                 {
2042                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2043                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2044                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2045                 }
2046         }
2047 }
2048
2049 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2050 {
2051         float nearclip, farclip, bias;
2052         r_viewport_t viewport;
2053         int flipped;
2054         GLuint fbo = 0;
2055         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2056         farclip = 1.0f;
2057         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2058         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2059         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2060         r_shadow_shadowmapside = side;
2061         r_shadow_shadowmapsize = size;
2062
2063         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2064         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2065         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2066         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2067
2068         // complex unrolled cube approach (more flexible)
2069         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2070                 R_Shadow_MakeVSDCT();
2071         if (!r_shadow_shadowmap2dtexture)
2072                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2073         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2074         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2075         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2076         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2077
2078         R_Mesh_ResetTextureState();
2079         R_Mesh_ResetRenderTargets();
2080         R_Shadow_RenderMode_Reset();
2081         if (fbo)
2082         {
2083                 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2084                 R_SetupShader_DepthOrShadow();
2085         }
2086         else
2087                 R_SetupShader_ShowDepth();
2088         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2089         GL_DepthMask(true);
2090         GL_DepthTest(true);
2091
2092 init_done:
2093         R_SetViewport(&viewport);
2094         flipped = (side & 1) ^ (side >> 2);
2095         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2096         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2097         switch(vid.renderpath)
2098         {
2099         case RENDERPATH_GL11:
2100         case RENDERPATH_GL13:
2101         case RENDERPATH_GL20:
2102         case RENDERPATH_CGGL:
2103                 GL_CullFace(r_refdef.view.cullface_back);
2104                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2105                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2106                 {
2107                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2108                         int x1 = clear & 0x15 ? 0 : size;
2109                         int x2 = clear & 0x2A ? 2 * size : size;
2110                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2111                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2112                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2113                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2114                 }
2115                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2116                 break;
2117         case RENDERPATH_D3D9:
2118                 float clearcolor[4];
2119                 Vector4Set(clearcolor, 1,1,1,1);
2120                 // completely different meaning than in OpenGL path
2121                 r_shadow_shadowmap_parameters[1] = 0;
2122                 r_shadow_shadowmap_parameters[3] = -bias;
2123                 // we invert the cull mode because we flip the projection matrix
2124                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2125                 GL_CullFace(r_refdef.view.cullface_front);
2126                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2127                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2128                 if (r_shadow_shadowmapsampler)
2129                 {
2130                         GL_ColorMask(0,0,0,0);
2131                         if (clear)
2132                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2133                 }
2134                 else
2135                 {
2136                         GL_ColorMask(1,1,1,1);
2137                         if (clear)
2138                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2139                 }
2140                 break;
2141         case RENDERPATH_D3D10:
2142         case RENDERPATH_D3D11:
2143                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2144                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2145                 GL_ColorMask(0,0,0,0);
2146                 if (clear)
2147                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2148                 break;
2149         }
2150 }
2151
2152 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2153 {
2154         R_Mesh_ResetTextureState();
2155         R_Mesh_ResetRenderTargets();
2156         if (transparent)
2157         {
2158                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2159                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2160                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2161                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2162         }
2163         R_Shadow_RenderMode_Reset();
2164         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2165         if (!transparent)
2166                 GL_DepthFunc(GL_EQUAL);
2167         // do global setup needed for the chosen lighting mode
2168         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2169                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2170         r_shadow_usingshadowmap2d = shadowmapping;
2171         r_shadow_rendermode = r_shadow_lightingrendermode;
2172         // only draw light where this geometry was already rendered AND the
2173         // stencil is 128 (values other than this mean shadow)
2174         if (stenciltest)
2175                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2176         else
2177                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2178 }
2179
2180 static const unsigned short bboxelements[36] =
2181 {
2182         5, 1, 3, 5, 3, 7,
2183         6, 2, 0, 6, 0, 4,
2184         7, 3, 2, 7, 2, 6,
2185         4, 0, 1, 4, 1, 5,
2186         4, 5, 7, 4, 7, 6,
2187         1, 0, 2, 1, 2, 3,
2188 };
2189
2190 static const float bboxpoints[8][3] =
2191 {
2192         {-1,-1,-1},
2193         { 1,-1,-1},
2194         {-1, 1,-1},
2195         { 1, 1,-1},
2196         {-1,-1, 1},
2197         { 1,-1, 1},
2198         {-1, 1, 1},
2199         { 1, 1, 1},
2200 };
2201
2202 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2203 {
2204         int i;
2205         float vertex3f[8*3];
2206         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2207 // do global setup needed for the chosen lighting mode
2208         R_Shadow_RenderMode_Reset();
2209         r_shadow_rendermode = r_shadow_lightingrendermode;
2210         R_EntityMatrix(&identitymatrix);
2211         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2212         // only draw light where this geometry was already rendered AND the
2213         // stencil is 128 (values other than this mean shadow)
2214         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2215         R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2216
2217         r_shadow_usingshadowmap2d = shadowmapping;
2218
2219         // render the lighting
2220         R_SetupShader_DeferredLight(rsurface.rtlight);
2221         for (i = 0;i < 8;i++)
2222                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2223         GL_ColorMask(1,1,1,1);
2224         GL_DepthMask(false);
2225         GL_DepthRange(0, 1);
2226         GL_PolygonOffset(0, 0);
2227         GL_DepthTest(true);
2228         GL_DepthFunc(GL_GREATER);
2229         GL_CullFace(r_refdef.view.cullface_back);
2230         R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
2231         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2232 }
2233
2234 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2235 {
2236         R_Shadow_RenderMode_Reset();
2237         GL_BlendFunc(GL_ONE, GL_ONE);
2238         GL_DepthRange(0, 1);
2239         GL_DepthTest(r_showshadowvolumes.integer < 2);
2240         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2241         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2242         GL_CullFace(GL_NONE);
2243         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2244 }
2245
2246 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2247 {
2248         R_Shadow_RenderMode_Reset();
2249         GL_BlendFunc(GL_ONE, GL_ONE);
2250         GL_DepthRange(0, 1);
2251         GL_DepthTest(r_showlighting.integer < 2);
2252         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2253         if (!transparent)
2254                 GL_DepthFunc(GL_EQUAL);
2255         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2256         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2257 }
2258
2259 void R_Shadow_RenderMode_End(void)
2260 {
2261         R_Shadow_RenderMode_Reset();
2262         R_Shadow_RenderMode_ActiveLight(NULL);
2263         GL_DepthMask(true);
2264         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2265         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2266 }
2267
2268 int bboxedges[12][2] =
2269 {
2270         // top
2271         {0, 1}, // +X
2272         {0, 2}, // +Y
2273         {1, 3}, // Y, +X
2274         {2, 3}, // X, +Y
2275         // bottom
2276         {4, 5}, // +X
2277         {4, 6}, // +Y
2278         {5, 7}, // Y, +X
2279         {6, 7}, // X, +Y
2280         // verticals
2281         {0, 4}, // +Z
2282         {1, 5}, // X, +Z
2283         {2, 6}, // Y, +Z
2284         {3, 7}, // XY, +Z
2285 };
2286
2287 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2288 {
2289         int i, ix1, iy1, ix2, iy2;
2290         float x1, y1, x2, y2;
2291         vec4_t v, v2;
2292         float vertex[20][3];
2293         int j, k;
2294         vec4_t plane4f;
2295         int numvertices;
2296         float corner[8][4];
2297         float dist[8];
2298         int sign[8];
2299         float f;
2300
2301         r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2302         r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2303         r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2304         r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2305
2306         if (!r_shadow_scissor.integer)
2307                 return false;
2308
2309         // if view is inside the light box, just say yes it's visible
2310         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2311                 return false;
2312
2313         x1 = y1 = x2 = y2 = 0;
2314
2315         // transform all corners that are infront of the nearclip plane
2316         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2317         plane4f[3] = r_refdef.view.frustum[4].dist;
2318         numvertices = 0;
2319         for (i = 0;i < 8;i++)
2320         {
2321                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2322                 dist[i] = DotProduct4(corner[i], plane4f);
2323                 sign[i] = dist[i] > 0;
2324                 if (!sign[i])
2325                 {
2326                         VectorCopy(corner[i], vertex[numvertices]);
2327                         numvertices++;
2328                 }
2329         }
2330         // if some points are behind the nearclip, add clipped edge points to make
2331         // sure that the scissor boundary is complete
2332         if (numvertices > 0 && numvertices < 8)
2333         {
2334                 // add clipped edge points
2335                 for (i = 0;i < 12;i++)
2336                 {
2337                         j = bboxedges[i][0];
2338                         k = bboxedges[i][1];
2339                         if (sign[j] != sign[k])
2340                         {
2341                                 f = dist[j] / (dist[j] - dist[k]);
2342                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2343                                 numvertices++;
2344                         }
2345                 }
2346         }
2347
2348         // if we have no points to check, the light is behind the view plane
2349         if (!numvertices)
2350                 return true;
2351
2352         // if we have some points to transform, check what screen area is covered
2353         x1 = y1 = x2 = y2 = 0;
2354         v[3] = 1.0f;
2355         //Con_Printf("%i vertices to transform...\n", numvertices);
2356         for (i = 0;i < numvertices;i++)
2357         {
2358                 VectorCopy(vertex[i], v);
2359                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2360                 //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]);
2361                 if (i)
2362                 {
2363                         if (x1 > v2[0]) x1 = v2[0];
2364                         if (x2 < v2[0]) x2 = v2[0];
2365                         if (y1 > v2[1]) y1 = v2[1];
2366                         if (y2 < v2[1]) y2 = v2[1];
2367                 }
2368                 else
2369                 {
2370                         x1 = x2 = v2[0];
2371                         y1 = y2 = v2[1];
2372                 }
2373         }
2374
2375         // now convert the scissor rectangle to integer screen coordinates
2376         ix1 = (int)(x1 - 1.0f);
2377         iy1 = vid.height - (int)(y2 - 1.0f);
2378         ix2 = (int)(x2 + 1.0f);
2379         iy2 = vid.height - (int)(y1 + 1.0f);
2380         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2381
2382         // clamp it to the screen
2383         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2384         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2385         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2386         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2387
2388         // if it is inside out, it's not visible
2389         if (ix2 <= ix1 || iy2 <= iy1)
2390                 return true;
2391
2392         // the light area is visible, set up the scissor rectangle
2393         r_shadow_lightscissor[0] = ix1;
2394         r_shadow_lightscissor[1] = iy1;
2395         r_shadow_lightscissor[2] = ix2 - ix1;
2396         r_shadow_lightscissor[3] = iy2 - iy1;
2397
2398         // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
2399         switch(vid.renderpath)
2400         {
2401         case RENDERPATH_D3D9:
2402         case RENDERPATH_D3D10:
2403         case RENDERPATH_D3D11:
2404                 r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3];
2405                 break;
2406         case RENDERPATH_GL11:
2407         case RENDERPATH_GL13:
2408         case RENDERPATH_GL20:
2409         case RENDERPATH_CGGL:
2410                 break;
2411         }
2412
2413         r_refdef.stats.lights_scissored++;
2414         return false;
2415 }
2416
2417 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2418 {
2419         int i;
2420         const float *vertex3f;
2421         const float *normal3f;
2422         float *color4f;
2423         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2424         switch (r_shadow_rendermode)
2425         {
2426         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2427         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2428                 if (VectorLength2(diffusecolor) > 0)
2429                 {
2430                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2431                         {
2432                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2433                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2434                                 if ((dot = DotProduct(n, v)) < 0)
2435                                 {
2436                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2437                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2438                                 }
2439                                 else
2440                                         VectorCopy(ambientcolor, color4f);
2441                                 if (r_refdef.fogenabled)
2442                                 {
2443                                         float f;
2444                                         f = RSurf_FogVertex(vertex3f);
2445                                         VectorScale(color4f, f, color4f);
2446                                 }
2447                                 color4f[3] = 1;
2448                         }
2449                 }
2450                 else
2451                 {
2452                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2453                         {
2454                                 VectorCopy(ambientcolor, color4f);
2455                                 if (r_refdef.fogenabled)
2456                                 {
2457                                         float f;
2458                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2459                                         f = RSurf_FogVertex(vertex3f);
2460                                         VectorScale(color4f + 4*i, f, color4f);
2461                                 }
2462                                 color4f[3] = 1;
2463                         }
2464                 }
2465                 break;
2466         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2467                 if (VectorLength2(diffusecolor) > 0)
2468                 {
2469                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2470                         {
2471                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2472                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2473                                 {
2474                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2475                                         if ((dot = DotProduct(n, v)) < 0)
2476                                         {
2477                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2478                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2479                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2480                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2481                                         }
2482                                         else
2483                                         {
2484                                                 color4f[0] = ambientcolor[0] * distintensity;
2485                                                 color4f[1] = ambientcolor[1] * distintensity;
2486                                                 color4f[2] = ambientcolor[2] * distintensity;
2487                                         }
2488                                         if (r_refdef.fogenabled)
2489                                         {
2490                                                 float f;
2491                                                 f = RSurf_FogVertex(vertex3f);
2492                                                 VectorScale(color4f, f, color4f);
2493                                         }
2494                                 }
2495                                 else
2496                                         VectorClear(color4f);
2497                                 color4f[3] = 1;
2498                         }
2499                 }
2500                 else
2501                 {
2502                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2503                         {
2504                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2505                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2506                                 {
2507                                         color4f[0] = ambientcolor[0] * distintensity;
2508                                         color4f[1] = ambientcolor[1] * distintensity;
2509                                         color4f[2] = ambientcolor[2] * distintensity;
2510                                         if (r_refdef.fogenabled)
2511                                         {
2512                                                 float f;
2513                                                 f = RSurf_FogVertex(vertex3f);
2514                                                 VectorScale(color4f, f, color4f);
2515                                         }
2516                                 }
2517                                 else
2518                                         VectorClear(color4f);
2519                                 color4f[3] = 1;
2520                         }
2521                 }
2522                 break;
2523         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2524                 if (VectorLength2(diffusecolor) > 0)
2525                 {
2526                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2527                         {
2528                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2529                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2530                                 {
2531                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2532                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2533                                         if ((dot = DotProduct(n, v)) < 0)
2534                                         {
2535                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2536                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2537                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2538                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2539                                         }
2540                                         else
2541                                         {
2542                                                 color4f[0] = ambientcolor[0] * distintensity;
2543                                                 color4f[1] = ambientcolor[1] * distintensity;
2544                                                 color4f[2] = ambientcolor[2] * distintensity;
2545                                         }
2546                                         if (r_refdef.fogenabled)
2547                                         {
2548                                                 float f;
2549                                                 f = RSurf_FogVertex(vertex3f);
2550                                                 VectorScale(color4f, f, color4f);
2551                                         }
2552                                 }
2553                                 else
2554                                         VectorClear(color4f);
2555                                 color4f[3] = 1;
2556                         }
2557                 }
2558                 else
2559                 {
2560                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2561                         {
2562                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2563                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2564                                 {
2565                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2566                                         color4f[0] = ambientcolor[0] * distintensity;
2567                                         color4f[1] = ambientcolor[1] * distintensity;
2568                                         color4f[2] = ambientcolor[2] * distintensity;
2569                                         if (r_refdef.fogenabled)
2570                                         {
2571                                                 float f;
2572                                                 f = RSurf_FogVertex(vertex3f);
2573                                                 VectorScale(color4f, f, color4f);
2574                                         }
2575                                 }
2576                                 else
2577                                         VectorClear(color4f);
2578                                 color4f[3] = 1;
2579                         }
2580                 }
2581                 break;
2582         default:
2583                 break;
2584         }
2585 }
2586
2587 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2588 {
2589         // used to display how many times a surface is lit for level design purposes
2590         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2591         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
2592         RSurf_DrawBatch();
2593 }
2594
2595 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2596 {
2597         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2598         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
2599         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2600                 GL_DepthFunc(GL_EQUAL);
2601         RSurf_DrawBatch();
2602         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2603                 GL_DepthFunc(GL_LEQUAL);
2604 }
2605
2606 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2607 {
2608         int renders;
2609         int i;
2610         int stop;
2611         int newfirstvertex;
2612         int newlastvertex;
2613         int newnumtriangles;
2614         int *newe;
2615         const int *e;
2616         float *c;
2617         int maxtriangles = 4096;
2618         static int newelements[4096*3];
2619         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
2620         for (renders = 0;renders < 4;renders++)
2621         {
2622                 stop = true;
2623                 newfirstvertex = 0;
2624                 newlastvertex = 0;
2625                 newnumtriangles = 0;
2626                 newe = newelements;
2627                 // due to low fillrate on the cards this vertex lighting path is
2628                 // designed for, we manually cull all triangles that do not
2629                 // contain a lit vertex
2630                 // this builds batches of triangles from multiple surfaces and
2631                 // renders them at once
2632                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2633                 {
2634                         if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01)
2635                         {
2636                                 if (newnumtriangles)
2637                                 {
2638                                         newfirstvertex = min(newfirstvertex, e[0]);
2639                                         newlastvertex  = max(newlastvertex, e[0]);
2640                                 }
2641                                 else
2642                                 {
2643                                         newfirstvertex = e[0];
2644                                         newlastvertex = e[0];
2645                                 }
2646                                 newfirstvertex = min(newfirstvertex, e[1]);
2647                                 newlastvertex  = max(newlastvertex, e[1]);
2648                                 newfirstvertex = min(newfirstvertex, e[2]);
2649                                 newlastvertex  = max(newlastvertex, e[2]);
2650                                 newe[0] = e[0];
2651                                 newe[1] = e[1];
2652                                 newe[2] = e[2];
2653                                 newnumtriangles++;
2654                                 newe += 3;
2655                                 if (newnumtriangles >= maxtriangles)
2656                                 {
2657                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2658                                         newnumtriangles = 0;
2659                                         newe = newelements;
2660                                         stop = false;
2661                                 }
2662                         }
2663                 }
2664                 if (newnumtriangles >= 1)
2665                 {
2666                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2667                         stop = false;
2668                 }
2669                 // if we couldn't find any lit triangles, exit early
2670                 if (stop)
2671                         break;
2672                 // now reduce the intensity for the next overbright pass
2673                 // we have to clamp to 0 here incase the drivers have improper
2674                 // handling of negative colors
2675                 // (some old drivers even have improper handling of >1 color)
2676                 stop = true;
2677                 for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2678                 {
2679                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2680                         {
2681                                 c[0] = max(0, c[0] - 1);
2682                                 c[1] = max(0, c[1] - 1);
2683                                 c[2] = max(0, c[2] - 1);
2684                                 stop = false;
2685                         }
2686                         else
2687                                 VectorClear(c);
2688                 }
2689                 // another check...
2690                 if (stop)
2691                         break;
2692         }
2693 }
2694
2695 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
2696 {
2697         // OpenGL 1.1 path (anything)
2698         float ambientcolorbase[3], diffusecolorbase[3];
2699         float ambientcolorpants[3], diffusecolorpants[3];
2700         float ambientcolorshirt[3], diffusecolorshirt[3];
2701         const float *surfacecolor = rsurface.texture->dlightcolor;
2702         const float *surfacepants = rsurface.colormap_pantscolor;
2703         const float *surfaceshirt = rsurface.colormap_shirtcolor;
2704         rtexture_t *basetexture = rsurface.texture->basetexture;
2705         rtexture_t *pantstexture = rsurface.texture->pantstexture;
2706         rtexture_t *shirttexture = rsurface.texture->shirttexture;
2707         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2708         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2709         ambientscale *= 2 * r_refdef.view.colorscale;
2710         diffusescale *= 2 * r_refdef.view.colorscale;
2711         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2712         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2713         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2714         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2715         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2716         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2717         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist);
2718         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2719         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
2720         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2721         R_Mesh_TexBind(0, basetexture);
2722         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2723         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2724         switch(r_shadow_rendermode)
2725         {
2726         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2727                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2728                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2729                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2730                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2731                 break;
2732         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2733                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2734                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2735                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2736                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2737                 // fall through
2738         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2739                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2740                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2741                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2742                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2743                 break;
2744         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2745                 break;
2746         default:
2747                 break;
2748         }
2749         //R_Mesh_TexBind(0, basetexture);
2750         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
2751         if (dopants)
2752         {
2753                 R_Mesh_TexBind(0, pantstexture);
2754                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
2755         }
2756         if (doshirt)
2757         {
2758                 R_Mesh_TexBind(0, shirttexture);
2759                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
2760         }
2761 }
2762
2763 extern cvar_t gl_lightmaps;
2764 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2765 {
2766         float ambientscale, diffusescale, specularscale;
2767         qboolean negated;
2768         float lightcolor[3];
2769         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2770         ambientscale = rsurface.rtlight->ambientscale;
2771         diffusescale = rsurface.rtlight->diffusescale;
2772         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2773         if (!r_shadow_usenormalmap.integer)
2774         {
2775                 ambientscale += 1.0f * diffusescale;
2776                 diffusescale = 0;
2777                 specularscale = 0;
2778         }
2779         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2780                 return;
2781         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2782         if(negated)
2783         {
2784                 VectorNegate(lightcolor, lightcolor);
2785                 switch(vid.renderpath)
2786                 {
2787                 case RENDERPATH_GL11:
2788                 case RENDERPATH_GL13:
2789                 case RENDERPATH_GL20:
2790                 case RENDERPATH_CGGL:
2791                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2792                         break;
2793                 case RENDERPATH_D3D9:
2794 #ifdef SUPPORTD3D
2795                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
2796 #endif
2797                         break;
2798                 case RENDERPATH_D3D10:
2799                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2800                         break;
2801                 case RENDERPATH_D3D11:
2802                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2803                         break;
2804                 }
2805         }
2806         RSurf_SetupDepthAndCulling();
2807         switch (r_shadow_rendermode)
2808         {
2809         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2810                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2811                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
2812                 break;
2813         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2814                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
2815                 break;
2816         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2817         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2818         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2819         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2820                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
2821                 break;
2822         default:
2823                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2824                 break;
2825         }
2826         if(negated)
2827         {
2828                 switch(vid.renderpath)
2829                 {
2830                 case RENDERPATH_GL11:
2831                 case RENDERPATH_GL13:
2832                 case RENDERPATH_GL20:
2833                 case RENDERPATH_CGGL:
2834                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2835                         break;
2836                 case RENDERPATH_D3D9:
2837 #ifdef SUPPORTD3D
2838                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
2839 #endif
2840                         break;
2841                 case RENDERPATH_D3D10:
2842                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2843                         break;
2844                 case RENDERPATH_D3D11:
2845                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2846                         break;
2847                 }
2848         }
2849 }
2850
2851 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)
2852 {
2853         matrix4x4_t tempmatrix = *matrix;
2854         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2855
2856         // if this light has been compiled before, free the associated data
2857         R_RTLight_Uncompile(rtlight);
2858
2859         // clear it completely to avoid any lingering data
2860         memset(rtlight, 0, sizeof(*rtlight));
2861
2862         // copy the properties
2863         rtlight->matrix_lighttoworld = tempmatrix;
2864         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2865         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2866         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2867         VectorCopy(color, rtlight->color);
2868         rtlight->cubemapname[0] = 0;
2869         if (cubemapname && cubemapname[0])
2870                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2871         rtlight->shadow = shadow;
2872         rtlight->corona = corona;
2873         rtlight->style = style;
2874         rtlight->isstatic = isstatic;
2875         rtlight->coronasizescale = coronasizescale;
2876         rtlight->ambientscale = ambientscale;
2877         rtlight->diffusescale = diffusescale;
2878         rtlight->specularscale = specularscale;
2879         rtlight->flags = flags;
2880
2881         // compute derived data
2882         //rtlight->cullradius = rtlight->radius;
2883         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2884         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2885         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2886         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2887         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2888         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2889         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2890 }
2891
2892 // compiles rtlight geometry
2893 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2894 void R_RTLight_Compile(rtlight_t *rtlight)
2895 {
2896         int i;
2897         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2898         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2899         entity_render_t *ent = r_refdef.scene.worldentity;
2900         dp_model_t *model = r_refdef.scene.worldmodel;
2901         unsigned char *data;
2902         shadowmesh_t *mesh;
2903
2904         // compile the light
2905         rtlight->compiled = true;
2906         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2907         rtlight->static_numleafs = 0;
2908         rtlight->static_numleafpvsbytes = 0;
2909         rtlight->static_leaflist = NULL;
2910         rtlight->static_leafpvs = NULL;
2911         rtlight->static_numsurfaces = 0;
2912         rtlight->static_surfacelist = NULL;
2913         rtlight->static_shadowmap_receivers = 0x3F;
2914         rtlight->static_shadowmap_casters = 0x3F;
2915         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2916         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2917         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2918         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2919         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2920         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2921
2922         if (model && model->GetLightInfo)
2923         {
2924                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2925                 r_shadow_compilingrtlight = rtlight;
2926                 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);
2927                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2928                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2929                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2930                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2931                 rtlight->static_numsurfaces = numsurfaces;
2932                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2933                 rtlight->static_numleafs = numleafs;
2934                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2935                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2936                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2937                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2938                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2939                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2940                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2941                 if (rtlight->static_numsurfaces)
2942                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2943                 if (rtlight->static_numleafs)
2944                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2945                 if (rtlight->static_numleafpvsbytes)
2946                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2947                 if (rtlight->static_numshadowtrispvsbytes)
2948                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2949                 if (rtlight->static_numlighttrispvsbytes)
2950                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2951                 switch (rtlight->shadowmode)
2952                 {
2953                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2954                         if (model->CompileShadowMap && rtlight->shadow)
2955                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2956                         break;
2957                 default:
2958                         if (model->CompileShadowVolume && rtlight->shadow)
2959                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2960                         break;
2961                 }
2962                 // now we're done compiling the rtlight
2963                 r_shadow_compilingrtlight = NULL;
2964         }
2965
2966
2967         // use smallest available cullradius - box radius or light radius
2968         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2969         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2970
2971         shadowzpasstris = 0;
2972         if (rtlight->static_meshchain_shadow_zpass)
2973                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
2974                         shadowzpasstris += mesh->numtriangles;
2975
2976         shadowzfailtris = 0;
2977         if (rtlight->static_meshchain_shadow_zfail)
2978                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
2979                         shadowzfailtris += mesh->numtriangles;
2980
2981         lighttris = 0;
2982         if (rtlight->static_numlighttrispvsbytes)
2983                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2984                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2985                                 lighttris++;
2986
2987         shadowtris = 0;
2988         if (rtlight->static_numlighttrispvsbytes)
2989                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2990                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2991                                 shadowtris++;
2992
2993         if (developer_extra.integer)
2994                 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);
2995 }
2996
2997 void R_RTLight_Uncompile(rtlight_t *rtlight)
2998 {
2999         if (rtlight->compiled)
3000         {
3001                 if (rtlight->static_meshchain_shadow_zpass)
3002                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3003                 rtlight->static_meshchain_shadow_zpass = NULL;
3004                 if (rtlight->static_meshchain_shadow_zfail)
3005                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3006                 rtlight->static_meshchain_shadow_zfail = NULL;
3007                 if (rtlight->static_meshchain_shadow_shadowmap)
3008                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3009                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3010                 // these allocations are grouped
3011                 if (rtlight->static_surfacelist)
3012                         Mem_Free(rtlight->static_surfacelist);
3013                 rtlight->static_numleafs = 0;
3014                 rtlight->static_numleafpvsbytes = 0;
3015                 rtlight->static_leaflist = NULL;
3016                 rtlight->static_leafpvs = NULL;
3017                 rtlight->static_numsurfaces = 0;
3018                 rtlight->static_surfacelist = NULL;
3019                 rtlight->static_numshadowtrispvsbytes = 0;
3020                 rtlight->static_shadowtrispvs = NULL;
3021                 rtlight->static_numlighttrispvsbytes = 0;
3022                 rtlight->static_lighttrispvs = NULL;
3023                 rtlight->compiled = false;
3024         }
3025 }
3026
3027 void R_Shadow_UncompileWorldLights(void)
3028 {
3029         size_t lightindex;
3030         dlight_t *light;
3031         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3032         for (lightindex = 0;lightindex < range;lightindex++)
3033         {
3034                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3035                 if (!light)
3036                         continue;
3037                 R_RTLight_Uncompile(&light->rtlight);
3038         }
3039 }
3040
3041 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3042 {
3043         int i, j;
3044         mplane_t plane;
3045         // reset the count of frustum planes
3046         // see rtlight->cached_frustumplanes definition for how much this array
3047         // can hold
3048         rtlight->cached_numfrustumplanes = 0;
3049
3050         // haven't implemented a culling path for ortho rendering
3051         if (!r_refdef.view.useperspective)
3052         {
3053                 // check if the light is on screen and copy the 4 planes if it is
3054                 for (i = 0;i < 4;i++)
3055                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3056                                 break;
3057                 if (i == 4)
3058                         for (i = 0;i < 4;i++)
3059                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3060                 return;
3061         }
3062
3063 #if 1
3064         // generate a deformed frustum that includes the light origin, this is
3065         // used to cull shadow casting surfaces that can not possibly cast a
3066         // shadow onto the visible light-receiving surfaces, which can be a
3067         // performance gain
3068         //
3069         // if the light origin is onscreen the result will be 4 planes exactly
3070         // if the light origin is offscreen on only one axis the result will
3071         // be exactly 5 planes (split-side case)
3072         // if the light origin is offscreen on two axes the result will be
3073         // exactly 4 planes (stretched corner case)
3074         for (i = 0;i < 4;i++)
3075         {
3076                 // quickly reject standard frustum planes that put the light
3077                 // origin outside the frustum
3078                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3079                         continue;
3080                 // copy the plane
3081                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3082         }
3083         // if all the standard frustum planes were accepted, the light is onscreen
3084         // otherwise we need to generate some more planes below...
3085         if (rtlight->cached_numfrustumplanes < 4)
3086         {
3087                 // at least one of the stock frustum planes failed, so we need to
3088                 // create one or two custom planes to enclose the light origin
3089                 for (i = 0;i < 4;i++)
3090                 {
3091                         // create a plane using the view origin and light origin, and a
3092                         // single point from the frustum corner set
3093                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3094                         VectorNormalize(plane.normal);
3095                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3096                         // see if this plane is backwards and flip it if so
3097                         for (j = 0;j < 4;j++)
3098                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3099                                         break;
3100                         if (j < 4)
3101                         {
3102                                 VectorNegate(plane.normal, plane.normal);
3103                                 plane.dist *= -1;
3104                                 // flipped plane, test again to see if it is now valid
3105                                 for (j = 0;j < 4;j++)
3106                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3107                                                 break;
3108                                 // if the plane is still not valid, then it is dividing the
3109                                 // frustum and has to be rejected
3110                                 if (j < 4)
3111                                         continue;
3112                         }
3113                         // we have created a valid plane, compute extra info
3114                         PlaneClassify(&plane);
3115                         // copy the plane
3116                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3117 #if 1
3118                         // if we've found 5 frustum planes then we have constructed a
3119                         // proper split-side case and do not need to keep searching for
3120                         // planes to enclose the light origin
3121                         if (rtlight->cached_numfrustumplanes == 5)
3122                                 break;
3123 #endif
3124                 }
3125         }
3126 #endif
3127
3128 #if 0
3129         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3130         {
3131                 plane = rtlight->cached_frustumplanes[i];
3132                 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));
3133         }
3134 #endif
3135
3136 #if 0
3137         // now add the light-space box planes if the light box is rotated, as any
3138         // caster outside the oriented light box is irrelevant (even if it passed
3139         // the worldspace light box, which is axial)
3140         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3141         {
3142                 for (i = 0;i < 6;i++)
3143                 {
3144                         vec3_t v;
3145                         VectorClear(v);
3146                         v[i >> 1] = (i & 1) ? -1 : 1;
3147                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3148                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3149                         plane.dist = VectorNormalizeLength(plane.normal);
3150                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3151                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3152                 }
3153         }
3154 #endif
3155
3156 #if 0
3157         // add the world-space reduced box planes
3158         for (i = 0;i < 6;i++)
3159         {
3160                 VectorClear(plane.normal);
3161                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3162                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3163                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3164         }
3165 #endif
3166
3167 #if 0
3168         {
3169         int j, oldnum;
3170         vec3_t points[8];
3171         vec_t bestdist;
3172         // reduce all plane distances to tightly fit the rtlight cull box, which
3173         // is in worldspace
3174         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3175         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3176         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3177         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3178         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3179         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3180         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3181         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3182         oldnum = rtlight->cached_numfrustumplanes;
3183         rtlight->cached_numfrustumplanes = 0;
3184         for (j = 0;j < oldnum;j++)
3185         {
3186                 // find the nearest point on the box to this plane
3187                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3188                 for (i = 1;i < 8;i++)
3189                 {
3190                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3191                         if (bestdist > dist)
3192                                 bestdist = dist;
3193                 }
3194                 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);
3195                 // if the nearest point is near or behind the plane, we want this
3196                 // plane, otherwise the plane is useless as it won't cull anything
3197                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3198                 {
3199                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3200                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3201                 }
3202         }
3203         }
3204 #endif
3205 }
3206
3207 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3208 {
3209         shadowmesh_t *mesh;
3210
3211         RSurf_ActiveWorldEntity();
3212
3213         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3214         {
3215                 CHECKGLERROR
3216                 GL_CullFace(GL_NONE);
3217         mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3218         for (;mesh;mesh = mesh->next)
3219         {
3220                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3221                                 continue;
3222             r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3223             R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
3224             R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3225         }
3226         CHECKGLERROR
3227     }
3228         else if (r_refdef.scene.worldentity->model)
3229                 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);
3230
3231         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3232 }
3233
3234 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3235 {
3236         qboolean zpass = false;
3237         shadowmesh_t *mesh;
3238         int t, tend;
3239         int surfacelistindex;
3240         msurface_t *surface;
3241
3242         RSurf_ActiveWorldEntity();
3243
3244         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3245         {
3246                 CHECKGLERROR
3247                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3248                 {
3249                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3250                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3251                 }
3252                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3253                 for (;mesh;mesh = mesh->next)
3254                 {
3255                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3256                         R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
3257                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3258                         {
3259                                 // increment stencil if frontface is infront of depthbuffer
3260                                 GL_CullFace(r_refdef.view.cullface_back);
3261                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3262                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3263                                 // decrement stencil if backface is infront of depthbuffer
3264                                 GL_CullFace(r_refdef.view.cullface_front);
3265                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3266                         }
3267                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3268                         {
3269                                 // decrement stencil if backface is behind depthbuffer
3270                                 GL_CullFace(r_refdef.view.cullface_front);
3271                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3272                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3273                                 // increment stencil if frontface is behind depthbuffer
3274                                 GL_CullFace(r_refdef.view.cullface_back);
3275                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3276                         }
3277                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3278                 }
3279                 CHECKGLERROR
3280         }
3281         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3282         {
3283                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3284                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3285                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3286                 {
3287                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3288                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3289                                 if (CHECKPVSBIT(trispvs, t))
3290                                         shadowmarklist[numshadowmark++] = t;
3291                 }
3292                 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);
3293         }
3294         else if (numsurfaces)
3295                 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);
3296
3297         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3298 }
3299
3300 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3301 {
3302         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3303         vec_t relativeshadowradius;
3304         RSurf_ActiveModelEntity(ent, false, false, false);
3305         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3306         // we need to re-init the shader for each entity because the matrix changed
3307         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3308         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3309         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3310         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3311         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3312         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3313         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3314         switch (r_shadow_rendermode)
3315         {
3316         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3317                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3318                 break;
3319         default:
3320                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3321                 break;
3322         }
3323         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3324 }
3325
3326 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3327 {
3328         // set up properties for rendering light onto this entity
3329         RSurf_ActiveModelEntity(ent, true, true, false);
3330         GL_AlphaTest(false);
3331         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3332         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3333         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3334         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3335 }
3336
3337 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3338 {
3339         if (!r_refdef.scene.worldmodel->DrawLight)
3340                 return;
3341
3342         // set up properties for rendering light onto this entity
3343         RSurf_ActiveWorldEntity();
3344         GL_AlphaTest(false);
3345         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3346         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3347         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3348         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3349
3350         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3351
3352         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3353 }
3354
3355 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3356 {
3357         dp_model_t *model = ent->model;
3358         if (!model->DrawLight)
3359                 return;
3360
3361         R_Shadow_SetupEntityLight(ent);
3362
3363         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3364
3365         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3366 }
3367
3368 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3369 {
3370         int i;
3371         float f;
3372         int numleafs, numsurfaces;
3373         int *leaflist, *surfacelist;
3374         unsigned char *leafpvs;
3375         unsigned char *shadowtrispvs;
3376         unsigned char *lighttrispvs;
3377         //unsigned char *surfacesides;
3378         int numlightentities;
3379         int numlightentities_noselfshadow;
3380         int numshadowentities;
3381         int numshadowentities_noselfshadow;
3382         static entity_render_t *lightentities[MAX_EDICTS];
3383         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3384         static entity_render_t *shadowentities[MAX_EDICTS];
3385         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3386         qboolean nolight;
3387
3388         rtlight->draw = false;
3389
3390         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3391         // skip lights that are basically invisible (color 0 0 0)
3392         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3393
3394         // loading is done before visibility checks because loading should happen
3395         // all at once at the start of a level, not when it stalls gameplay.
3396         // (especially important to benchmarks)
3397         // compile light
3398         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3399         {
3400                 if (rtlight->compiled)
3401                         R_RTLight_Uncompile(rtlight);
3402                 R_RTLight_Compile(rtlight);
3403         }
3404
3405         // load cubemap
3406         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3407
3408         // look up the light style value at this time
3409         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3410         VectorScale(rtlight->color, f, rtlight->currentcolor);
3411         /*
3412         if (rtlight->selected)
3413         {
3414                 f = 2 + sin(realtime * M_PI * 4.0);
3415                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3416         }
3417         */
3418
3419         // if lightstyle is currently off, don't draw the light
3420         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3421                 return;
3422
3423         // skip processing on corona-only lights
3424         if (nolight)
3425                 return;
3426
3427         // if the light box is offscreen, skip it
3428         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3429                 return;
3430
3431         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3432         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3433
3434         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3435
3436         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3437         {
3438                 // compiled light, world available and can receive realtime lighting
3439                 // retrieve leaf information
3440                 numleafs = rtlight->static_numleafs;
3441                 leaflist = rtlight->static_leaflist;
3442                 leafpvs = rtlight->static_leafpvs;
3443                 numsurfaces = rtlight->static_numsurfaces;
3444                 surfacelist = rtlight->static_surfacelist;
3445                 //surfacesides = NULL;
3446                 shadowtrispvs = rtlight->static_shadowtrispvs;
3447                 lighttrispvs = rtlight->static_lighttrispvs;
3448         }
3449         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3450         {
3451                 // dynamic light, world available and can receive realtime lighting
3452                 // calculate lit surfaces and leafs
3453                 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);
3454                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3455                 leaflist = r_shadow_buffer_leaflist;
3456                 leafpvs = r_shadow_buffer_leafpvs;
3457                 surfacelist = r_shadow_buffer_surfacelist;
3458                 //surfacesides = r_shadow_buffer_surfacesides;
3459                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3460                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3461                 // if the reduced leaf bounds are offscreen, skip it
3462                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3463                         return;
3464         }
3465         else
3466         {
3467                 // no world
3468                 numleafs = 0;
3469                 leaflist = NULL;
3470                 leafpvs = NULL;
3471                 numsurfaces = 0;
3472                 surfacelist = NULL;
3473                 //surfacesides = NULL;
3474                 shadowtrispvs = NULL;
3475                 lighttrispvs = NULL;
3476         }
3477         // check if light is illuminating any visible leafs
3478         if (numleafs)
3479         {
3480                 for (i = 0;i < numleafs;i++)
3481                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3482                                 break;
3483                 if (i == numleafs)
3484                         return;
3485         }
3486
3487         // make a list of lit entities and shadow casting entities
3488         numlightentities = 0;
3489         numlightentities_noselfshadow = 0;
3490         numshadowentities = 0;
3491         numshadowentities_noselfshadow = 0;
3492
3493         // add dynamic entities that are lit by the light
3494         for (i = 0;i < r_refdef.scene.numentities;i++)
3495         {
3496                 dp_model_t *model;
3497                 entity_render_t *ent = r_refdef.scene.entities[i];
3498                 vec3_t org;
3499                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3500                         continue;
3501                 // skip the object entirely if it is not within the valid
3502                 // shadow-casting region (which includes the lit region)
3503                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3504                         continue;
3505                 if (!(model = ent->model))
3506                         continue;
3507                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3508                 {
3509                         // this entity wants to receive light, is visible, and is
3510                         // inside the light box
3511                         // TODO: check if the surfaces in the model can receive light
3512                         // so now check if it's in a leaf seen by the light
3513                         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))
3514                                 continue;
3515                         if (ent->flags & RENDER_NOSELFSHADOW)
3516                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3517                         else
3518                                 lightentities[numlightentities++] = ent;
3519                         // since it is lit, it probably also casts a shadow...
3520                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3521                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3522                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3523                         {
3524                                 // note: exterior models without the RENDER_NOSELFSHADOW
3525                                 // flag still create a RENDER_NOSELFSHADOW shadow but
3526                                 // are lit normally, this means that they are
3527                                 // self-shadowing but do not shadow other
3528                                 // RENDER_NOSELFSHADOW entities such as the gun
3529                                 // (very weird, but keeps the player shadow off the gun)
3530                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3531                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3532                                 else
3533                                         shadowentities[numshadowentities++] = ent;
3534                         }
3535                 }
3536                 else if (ent->flags & RENDER_SHADOW)
3537                 {
3538                         // this entity is not receiving light, but may still need to
3539                         // cast a shadow...
3540                         // TODO: check if the surfaces in the model can cast shadow
3541                         // now check if it is in a leaf seen by the light
3542                         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))
3543                                 continue;
3544                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3545                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3546                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3547                         {
3548                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3549                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3550                                 else
3551                                         shadowentities[numshadowentities++] = ent;
3552                         }
3553                 }
3554         }
3555
3556         // return if there's nothing at all to light
3557         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3558                 return;
3559
3560         // count this light in the r_speeds
3561         r_refdef.stats.lights++;
3562
3563         // flag it as worth drawing later
3564         rtlight->draw = true;
3565
3566         // cache all the animated entities that cast a shadow but are not visible
3567         for (i = 0;i < numshadowentities;i++)
3568                 if (!shadowentities[i]->animcache_vertex3f)
3569                         R_AnimCache_GetEntity(shadowentities[i], false, false);
3570         for (i = 0;i < numshadowentities_noselfshadow;i++)
3571                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3572                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3573
3574         // allocate some temporary memory for rendering this light later in the frame
3575         // reusable buffers need to be copied, static data can be used as-is
3576         rtlight->cached_numlightentities               = numlightentities;
3577         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
3578         rtlight->cached_numshadowentities              = numshadowentities;
3579         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3580         rtlight->cached_numsurfaces                    = numsurfaces;
3581         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3582         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3583         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3584         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3585         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3586         {
3587                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3588                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3589                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3590                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3591                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3592         }
3593         else
3594         {
3595                 // compiled light data
3596                 rtlight->cached_shadowtrispvs = shadowtrispvs;
3597                 rtlight->cached_lighttrispvs = lighttrispvs;
3598                 rtlight->cached_surfacelist = surfacelist;
3599         }
3600 }
3601
3602 void R_Shadow_DrawLight(rtlight_t *rtlight)
3603 {
3604         int i;
3605         int numsurfaces;
3606         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3607         int numlightentities;
3608         int numlightentities_noselfshadow;
3609         int numshadowentities;
3610         int numshadowentities_noselfshadow;
3611         entity_render_t **lightentities;
3612         entity_render_t **lightentities_noselfshadow;
3613         entity_render_t **shadowentities;
3614         entity_render_t **shadowentities_noselfshadow;
3615         int *surfacelist;
3616         static unsigned char entitysides[MAX_EDICTS];
3617         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3618         vec3_t nearestpoint;
3619         vec_t distance;
3620         qboolean castshadows;
3621         int lodlinear;
3622
3623         // check if we cached this light this frame (meaning it is worth drawing)
3624         if (!rtlight->draw)
3625                 return;
3626
3627         // if R_FrameData_Store ran out of space we skip anything dependent on it
3628         if (r_framedata_failed)
3629                 return;
3630
3631         numlightentities = rtlight->cached_numlightentities;
3632         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3633         numshadowentities = rtlight->cached_numshadowentities;
3634         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3635         numsurfaces = rtlight->cached_numsurfaces;
3636         lightentities = rtlight->cached_lightentities;
3637         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3638         shadowentities = rtlight->cached_shadowentities;
3639         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3640         shadowtrispvs = rtlight->cached_shadowtrispvs;
3641         lighttrispvs = rtlight->cached_lighttrispvs;
3642         surfacelist = rtlight->cached_surfacelist;
3643
3644         // set up a scissor rectangle for this light
3645         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3646                 return;
3647
3648         // don't let sound skip if going slow
3649         if (r_refdef.scene.extraupdate)
3650                 S_ExtraUpdate ();
3651
3652         // make this the active rtlight for rendering purposes
3653         R_Shadow_RenderMode_ActiveLight(rtlight);
3654
3655         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3656         {
3657                 // optionally draw visible shape of the shadow volumes
3658                 // for performance analysis by level designers
3659                 R_Shadow_RenderMode_VisibleShadowVolumes();
3660                 if (numsurfaces)
3661                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3662                 for (i = 0;i < numshadowentities;i++)
3663                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3664                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3665                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3666                 R_Shadow_RenderMode_VisibleLighting(false, false);
3667         }
3668
3669         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3670         {
3671                 // optionally draw the illuminated areas
3672                 // for performance analysis by level designers
3673                 R_Shadow_RenderMode_VisibleLighting(false, false);
3674                 if (numsurfaces)
3675                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3676                 for (i = 0;i < numlightentities;i++)
3677                         R_Shadow_DrawEntityLight(lightentities[i]);
3678                 for (i = 0;i < numlightentities_noselfshadow;i++)
3679                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3680         }
3681
3682         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3683
3684         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3685         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3686         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3687         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3688
3689         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3690         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3691         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3692
3693         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3694         {
3695                 float borderbias;
3696                 int side;
3697                 int size;
3698                 int castermask = 0;
3699                 int receivermask = 0;
3700                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3701                 Matrix4x4_Abs(&radiustolight);
3702
3703                 r_shadow_shadowmaplod = 0;
3704                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3705                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3706                                 r_shadow_shadowmaplod = i;
3707
3708                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3709                         
3710                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3711
3712                 surfacesides = NULL;
3713                 if (numsurfaces)
3714                 {
3715                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3716                         {
3717                                 castermask = rtlight->static_shadowmap_casters;
3718                                 receivermask = rtlight->static_shadowmap_receivers;
3719                         }
3720                         else
3721                         {
3722                                 surfacesides = r_shadow_buffer_surfacesides;
3723                                 for(i = 0;i < numsurfaces;i++)
3724                                 {
3725                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3726                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
3727                                         castermask |= surfacesides[i];
3728                                         receivermask |= surfacesides[i];
3729                                 }
3730                         }
3731                 }
3732                 if (receivermask < 0x3F) 
3733                 {
3734                         for (i = 0;i < numlightentities;i++)
3735                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3736                         if (receivermask < 0x3F)
3737                                 for(i = 0; i < numlightentities_noselfshadow;i++)
3738                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3739                 }
3740
3741                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3742
3743                 if (receivermask)
3744                 {
3745                         for (i = 0;i < numshadowentities;i++)
3746                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3747                         for (i = 0;i < numshadowentities_noselfshadow;i++)
3748                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
3749                 }
3750
3751                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3752
3753                 // render shadow casters into 6 sided depth texture
3754                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3755                 {
3756                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3757                         if (! (castermask & (1 << side))) continue;
3758                         if (numsurfaces)
3759                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3760                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3761                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
3762                 }
3763
3764                 if (numlightentities_noselfshadow)
3765                 {
3766                         // render lighting using the depth texture as shadowmap
3767                         // draw lighting in the unmasked areas
3768                         R_Shadow_RenderMode_Lighting(false, false, true);
3769                         for (i = 0;i < numlightentities_noselfshadow;i++)
3770                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3771                 }
3772
3773                 // render shadow casters into 6 sided depth texture
3774                 if (numshadowentities_noselfshadow)
3775                 {
3776                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3777                         {
3778                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3779                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3780                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3781                         }
3782                 }
3783
3784                 // render lighting using the depth texture as shadowmap
3785                 // draw lighting in the unmasked areas
3786                 R_Shadow_RenderMode_Lighting(false, false, true);
3787                 // draw lighting in the unmasked areas
3788                 if (numsurfaces)
3789                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3790                 for (i = 0;i < numlightentities;i++)
3791                         R_Shadow_DrawEntityLight(lightentities[i]);
3792         }
3793         else if (castshadows && vid.stencil)
3794         {
3795                 // draw stencil shadow volumes to mask off pixels that are in shadow
3796                 // so that they won't receive lighting
3797                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3798                 R_Shadow_ClearStencil();
3799
3800                 if (numsurfaces)
3801                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3802                 for (i = 0;i < numshadowentities;i++)
3803                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3804
3805                 // draw lighting in the unmasked areas
3806                 R_Shadow_RenderMode_Lighting(true, false, false);
3807                 for (i = 0;i < numlightentities_noselfshadow;i++)
3808                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3809
3810                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3811                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3812
3813                 // draw lighting in the unmasked areas
3814                 R_Shadow_RenderMode_Lighting(true, false, false);
3815                 if (numsurfaces)
3816                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3817                 for (i = 0;i < numlightentities;i++)
3818                         R_Shadow_DrawEntityLight(lightentities[i]);
3819         }
3820         else
3821         {
3822                 // draw lighting in the unmasked areas
3823                 R_Shadow_RenderMode_Lighting(false, false, false);
3824                 if (numsurfaces)
3825                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3826                 for (i = 0;i < numlightentities;i++)
3827                         R_Shadow_DrawEntityLight(lightentities[i]);
3828                 for (i = 0;i < numlightentities_noselfshadow;i++)
3829                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3830         }
3831
3832         if (r_shadow_usingdeferredprepass)
3833         {
3834                 // when rendering deferred lighting, we simply rasterize the box
3835                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3836                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
3837                 else if (castshadows && vid.stencil)
3838                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
3839                 else
3840                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
3841         }
3842 }
3843
3844 static void R_Shadow_FreeDeferred(void)
3845 {
3846         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
3847         r_shadow_prepassgeometryfbo = 0;
3848
3849         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
3850         r_shadow_prepasslightingfbo = 0;
3851
3852         if (r_shadow_prepassgeometrydepthtexture)
3853                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3854         r_shadow_prepassgeometrydepthtexture = NULL;
3855
3856         if (r_shadow_prepassgeometrydepthcolortexture)
3857                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
3858         r_shadow_prepassgeometrydepthcolortexture = NULL;
3859
3860         if (r_shadow_prepassgeometrynormalmaptexture)
3861                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3862         r_shadow_prepassgeometrynormalmaptexture = NULL;
3863
3864         if (r_shadow_prepasslightingdiffusetexture)
3865                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3866         r_shadow_prepasslightingdiffusetexture = NULL;
3867
3868         if (r_shadow_prepasslightingspeculartexture)
3869                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3870         r_shadow_prepasslightingspeculartexture = NULL;
3871 }
3872
3873 void R_Shadow_DrawPrepass(void)
3874 {
3875         int i;
3876         int flag;
3877         int lnum;
3878         size_t lightindex;
3879         dlight_t *light;
3880         size_t range;
3881         entity_render_t *ent;
3882         float clearcolor[4];
3883
3884         GL_AlphaTest(false);
3885         R_Mesh_ResetTextureState();
3886         GL_DepthMask(true);
3887         GL_ColorMask(1,1,1,1);
3888         GL_BlendFunc(GL_ONE, GL_ZERO);
3889         GL_Color(1,1,1,1);
3890         GL_DepthTest(true);
3891         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
3892         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
3893         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
3894         if (r_timereport_active)
3895                 R_TimeReport("prepasscleargeom");
3896
3897         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3898                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3899         if (r_timereport_active)
3900                 R_TimeReport("prepassworld");
3901
3902         for (i = 0;i < r_refdef.scene.numentities;i++)
3903         {
3904                 if (!r_refdef.viewcache.entityvisible[i])
3905                         continue;
3906                 ent = r_refdef.scene.entities[i];
3907                 if (ent->model && ent->model->DrawPrepass != NULL)
3908                         ent->model->DrawPrepass(ent);
3909         }
3910
3911         if (r_timereport_active)
3912                 R_TimeReport("prepassmodels");
3913
3914         GL_DepthMask(false);
3915         GL_ColorMask(1,1,1,1);
3916         GL_Color(1,1,1,1);
3917         GL_DepthTest(true);
3918         R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
3919         Vector4Set(clearcolor, 0, 0, 0, 0);
3920         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
3921         if (r_timereport_active)
3922                 R_TimeReport("prepassclearlit");
3923
3924         R_Shadow_RenderMode_Begin();
3925
3926         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3927         if (r_shadow_debuglight.integer >= 0)
3928         {
3929                 lightindex = r_shadow_debuglight.integer;
3930                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3931                 if (light && (light->flags & flag))
3932                         R_Shadow_DrawLight(&light->rtlight);
3933         }
3934         else
3935         {
3936                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3937                 for (lightindex = 0;lightindex < range;lightindex++)
3938                 {
3939                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3940                         if (light && (light->flags & flag))
3941                                 R_Shadow_DrawLight(&light->rtlight);
3942                 }
3943         }
3944         if (r_refdef.scene.rtdlight)
3945                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3946                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3947
3948         R_Mesh_ResetRenderTargets();
3949
3950         R_Shadow_RenderMode_End();
3951
3952         if (r_timereport_active)
3953                 R_TimeReport("prepasslights");
3954 }
3955
3956 void R_Shadow_DrawLightSprites(void);
3957 void R_Shadow_PrepareLights(void)
3958 {
3959         int flag;
3960         int lnum;
3961         size_t lightindex;
3962         dlight_t *light;
3963         size_t range;
3964         float f;
3965         GLenum status;
3966
3967         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
3968                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
3969                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
3970                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
3971                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
3972                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
3973                 R_Shadow_FreeShadowMaps();
3974
3975         r_shadow_usingshadowmaportho = false;
3976
3977         switch (vid.renderpath)
3978         {
3979         case RENDERPATH_GL20:
3980         case RENDERPATH_CGGL:
3981         case RENDERPATH_D3D9:
3982         case RENDERPATH_D3D10:
3983         case RENDERPATH_D3D11:
3984                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
3985                 {
3986                         r_shadow_usingdeferredprepass = false;
3987                         if (r_shadow_prepass_width)
3988                                 R_Shadow_FreeDeferred();
3989                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
3990                         break;
3991                 }
3992
3993                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
3994                 {
3995                         R_Shadow_FreeDeferred();
3996
3997                         r_shadow_usingdeferredprepass = true;
3998                         r_shadow_prepass_width = vid.width;
3999                         r_shadow_prepass_height = vid.height;
4000                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4001                         switch (vid.renderpath)
4002                         {
4003                         case RENDERPATH_D3D9:
4004                                 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4005                                 break;
4006                         default:
4007                                 break;
4008                         }
4009                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4010                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4011                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4012
4013                         // set up the geometry pass fbo (depth + normalmap)
4014                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4015                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4016                         // render depth into one texture and normalmap into the other
4017                         if (qglDrawBuffersARB)
4018                         {
4019                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4020                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4021                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4022                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4023                                 {
4024                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4025                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4026                                         r_shadow_usingdeferredprepass = false;
4027                                 }
4028                         }
4029
4030                         // set up the lighting pass fbo (diffuse + specular)
4031                         r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4032                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4033                         // render diffuse into one texture and specular into another,
4034                         // with depth and normalmap bound as textures,
4035                         // with depth bound as attachment as well
4036                         if (qglDrawBuffersARB)
4037                         {
4038                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4039                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4040                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4041                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4042                                 {
4043                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4044                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4045                                         r_shadow_usingdeferredprepass = false;
4046                                 }
4047                         }
4048                 }
4049                 break;
4050         case RENDERPATH_GL13:
4051         case RENDERPATH_GL11:
4052                 r_shadow_usingdeferredprepass = false;
4053                 break;
4054         }
4055
4056         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);
4057
4058         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4059         if (r_shadow_debuglight.integer >= 0)
4060         {
4061                 lightindex = r_shadow_debuglight.integer;
4062                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4063                 if (light && (light->flags & flag))
4064                         R_Shadow_PrepareLight(&light->rtlight);
4065         }
4066         else
4067         {
4068                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4069                 for (lightindex = 0;lightindex < range;lightindex++)
4070                 {
4071                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4072                         if (light && (light->flags & flag))
4073                                 R_Shadow_PrepareLight(&light->rtlight);
4074                 }
4075         }
4076         if (r_refdef.scene.rtdlight)
4077         {
4078                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4079                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4080         }
4081         else if(gl_flashblend.integer)
4082         {
4083                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4084                 {
4085                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4086                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4087                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4088                 }
4089         }
4090
4091         if (r_editlights.integer)
4092                 R_Shadow_DrawLightSprites();
4093 }
4094
4095 void R_Shadow_DrawLights(void)
4096 {
4097         int flag;
4098         int lnum;
4099         size_t lightindex;
4100         dlight_t *light;
4101         size_t range;
4102
4103         R_Shadow_RenderMode_Begin();
4104
4105         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4106         if (r_shadow_debuglight.integer >= 0)
4107         {
4108                 lightindex = r_shadow_debuglight.integer;
4109                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4110                 if (light && (light->flags & flag))
4111                         R_Shadow_DrawLight(&light->rtlight);
4112         }
4113         else
4114         {
4115                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4116                 for (lightindex = 0;lightindex < range;lightindex++)
4117                 {
4118                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4119                         if (light && (light->flags & flag))
4120                                 R_Shadow_DrawLight(&light->rtlight);
4121                 }
4122         }
4123         if (r_refdef.scene.rtdlight)
4124                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4125                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4126
4127         R_Shadow_RenderMode_End();
4128 }
4129
4130 extern const float r_screenvertex3f[12];
4131 extern void R_SetupView(qboolean allowwaterclippingplane);
4132 extern void R_ResetViewRendering3D(void);
4133 extern void R_ResetViewRendering2D(void);
4134 extern cvar_t r_shadows;
4135 extern cvar_t r_shadows_darken;
4136 extern cvar_t r_shadows_drawafterrtlighting;
4137 extern cvar_t r_shadows_castfrombmodels;
4138 extern cvar_t r_shadows_throwdistance;
4139 extern cvar_t r_shadows_throwdirection;
4140 extern cvar_t r_shadows_focus;
4141 extern cvar_t r_shadows_shadowmapscale;
4142
4143 void R_Shadow_PrepareModelShadows(void)
4144 {
4145         int i;
4146         float scale, size, radius, dot1, dot2;
4147         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4148         entity_render_t *ent;
4149
4150         if (!r_refdef.scene.numentities)
4151                 return;
4152
4153         switch (r_shadow_shadowmode)
4154         {
4155         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4156                 if (r_shadows.integer >= 2) 
4157                         break;
4158                 // fall through
4159         case R_SHADOW_SHADOWMODE_STENCIL:
4160                 for (i = 0;i < r_refdef.scene.numentities;i++)
4161                 {
4162                         ent = r_refdef.scene.entities[i];
4163                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4164                                 R_AnimCache_GetEntity(ent, false, false);
4165                 }
4166                 return;
4167         default:
4168                 return;
4169         }
4170
4171         size = 2*r_shadow_shadowmapmaxsize;
4172         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4173         radius = 0.5f * size / scale;
4174
4175         Math_atov(r_shadows_throwdirection.string, shadowdir);
4176         VectorNormalize(shadowdir);
4177         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4178         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4179         if (fabs(dot1) <= fabs(dot2))
4180                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4181         else
4182                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4183         VectorNormalize(shadowforward);
4184         CrossProduct(shadowdir, shadowforward, shadowright);
4185         Math_atov(r_shadows_focus.string, shadowfocus);
4186         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4187         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4188         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4189         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4190         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4191                 dot1 = 1;
4192         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4193
4194         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4195         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4196         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4197         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4198         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4199         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4200
4201         for (i = 0;i < r_refdef.scene.numentities;i++)
4202         {
4203                 ent = r_refdef.scene.entities[i];
4204                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4205                         continue;
4206                 // cast shadows from anything of the map (submodels are optional)
4207                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4208                         R_AnimCache_GetEntity(ent, false, false);
4209         }
4210 }
4211
4212 void R_DrawModelShadowMaps(void)
4213 {
4214         int i;
4215         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4216         entity_render_t *ent;
4217         vec3_t relativelightorigin;
4218         vec3_t relativelightdirection, relativeforward, relativeright;
4219         vec3_t relativeshadowmins, relativeshadowmaxs;
4220         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4221         float m[12];
4222         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4223         r_viewport_t viewport;
4224         GLuint fbo = 0;
4225         float clearcolor[4];
4226
4227         if (!r_refdef.scene.numentities)
4228                 return;
4229
4230         switch (r_shadow_shadowmode)
4231         {
4232         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4233                 break;
4234         default:
4235                 return;
4236         }
4237
4238         R_ResetViewRendering3D();
4239         R_Shadow_RenderMode_Begin();
4240         R_Shadow_RenderMode_ActiveLight(NULL);
4241
4242         switch (r_shadow_shadowmode)
4243         {
4244         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4245                 if (!r_shadow_shadowmap2dtexture)
4246                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4247                 fbo = r_shadow_fbo2d;
4248                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4249                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4250                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4251                 break;
4252         default:
4253                 break;
4254         }
4255
4256         size = 2*r_shadow_shadowmapmaxsize;
4257         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4258         radius = 0.5f / scale;
4259         nearclip = -r_shadows_throwdistance.value;
4260         farclip = r_shadows_throwdistance.value;
4261         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4262
4263         r_shadow_shadowmap_parameters[0] = size;
4264         r_shadow_shadowmap_parameters[1] = size;
4265         r_shadow_shadowmap_parameters[2] = 1.0;
4266         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4267
4268         Math_atov(r_shadows_throwdirection.string, shadowdir);
4269         VectorNormalize(shadowdir);
4270         Math_atov(r_shadows_focus.string, shadowfocus);
4271         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4272         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4273         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4274         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4275         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4276         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4277         if (fabs(dot1) <= fabs(dot2)) 
4278                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4279         else
4280                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4281         VectorNormalize(shadowforward);
4282         VectorM(scale, shadowforward, &m[0]);
4283         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4284                 dot1 = 1;
4285         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4286         CrossProduct(shadowdir, shadowforward, shadowright);
4287         VectorM(scale, shadowright, &m[4]);
4288         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4289         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4290         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4291         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4292         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4293         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4294
4295         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4296
4297         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4298         R_SetupShader_DepthOrShadow();
4299         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4300         GL_DepthMask(true);
4301         GL_DepthTest(true);
4302         R_SetViewport(&viewport);
4303         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4304         Vector4Set(clearcolor, 1,1,1,1);
4305         // in D3D9 we have to render to a color texture shadowmap
4306         // in GL we render directly to a depth texture only
4307         if (r_shadow_shadowmap2dtexture)
4308                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4309         else
4310                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4311         // render into a slightly restricted region so that the borders of the
4312         // shadowmap area fade away, rather than streaking across everything
4313         // outside the usable area
4314         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4315
4316 #if 0
4317         // debugging
4318         R_Mesh_ResetRenderTargets();
4319         R_SetupShader_ShowDepth();
4320         GL_ColorMask(1,1,1,1);
4321         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4322 #endif
4323
4324         for (i = 0;i < r_refdef.scene.numentities;i++)
4325         {
4326                 ent = r_refdef.scene.entities[i];
4327
4328                 // cast shadows from anything of the map (submodels are optional)
4329                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4330                 {
4331                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4332                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4333                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4334                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4335                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4336                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4337                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4338                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4339                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4340                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4341                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4342                         RSurf_ActiveModelEntity(ent, false, false, false);
4343                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4344                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4345                 }
4346         }
4347
4348 #if 0
4349         if (r_test.integer)
4350         {
4351                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4352                 CHECKGLERROR
4353                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4354                 CHECKGLERROR
4355                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4356                 Cvar_SetValueQuick(&r_test, 0);
4357                 Z_Free(rawpixels);
4358         }
4359 #endif
4360
4361         R_Shadow_RenderMode_End();
4362
4363         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4364         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4365         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4366         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4367         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4368         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4369
4370         switch (vid.renderpath)
4371         {
4372                 case RENDERPATH_D3D9:
4373                 case RENDERPATH_D3D10:
4374                 case RENDERPATH_D3D11:
4375 #ifdef OPENGL_ORIENTATION
4376                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4377                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4378                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4379                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4380 #else
4381                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4382                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4383                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4384                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4385 #endif
4386                 break;
4387         }
4388
4389         r_shadow_usingshadowmaportho = true;
4390         switch (r_shadow_shadowmode)
4391         {
4392         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4393                 r_shadow_usingshadowmap2d = true;
4394                 break;
4395         default:
4396                 break;
4397         }
4398 }
4399
4400 void R_DrawModelShadows(void)
4401 {
4402         int i;
4403         float relativethrowdistance;
4404         entity_render_t *ent;
4405         vec3_t relativelightorigin;
4406         vec3_t relativelightdirection;
4407         vec3_t relativeshadowmins, relativeshadowmaxs;
4408         vec3_t tmp, shadowdir;
4409
4410         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4411                 return;
4412
4413         R_ResetViewRendering3D();
4414         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4415         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4416         R_Shadow_RenderMode_Begin();
4417         R_Shadow_RenderMode_ActiveLight(NULL);
4418         r_shadow_lightscissor[0] = r_refdef.view.x;
4419         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4420         r_shadow_lightscissor[2] = r_refdef.view.width;
4421         r_shadow_lightscissor[3] = r_refdef.view.height;
4422         R_Shadow_RenderMode_StencilShadowVolumes(false);
4423
4424         // get shadow dir
4425         if (r_shadows.integer == 2)
4426         {
4427                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4428                 VectorNormalize(shadowdir);
4429         }
4430
4431         R_Shadow_ClearStencil();
4432
4433         for (i = 0;i < r_refdef.scene.numentities;i++)
4434         {
4435                 ent = r_refdef.scene.entities[i];
4436
4437                 // cast shadows from anything of the map (submodels are optional)
4438                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4439                 {
4440                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4441                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4442                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4443                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4444                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4445                         else
4446                         {
4447                                 if(ent->entitynumber != 0)
4448                                 {
4449                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4450                                         {
4451                                                 // FIXME handle this
4452                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4453                                         }
4454                                         else
4455                                         {
4456                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4457                                                 int entnum, entnum2, recursion;
4458                                                 entnum = entnum2 = ent->entitynumber;
4459                                                 for(recursion = 32; recursion > 0; --recursion)
4460                                                 {
4461                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
4462                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4463                                                                 entnum = entnum2;
4464                                                         else
4465                                                                 break;
4466                                                 }
4467                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4468                                                 {
4469                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4470                                                         // transform into modelspace of OUR entity
4471                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4472                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4473                                                 }
4474                                                 else
4475                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4476                                         }
4477                                 }
4478                                 else
4479                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4480                         }
4481
4482                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4483                         RSurf_ActiveModelEntity(ent, false, false, false);
4484                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4485                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4486                 }
4487         }
4488
4489         // not really the right mode, but this will disable any silly stencil features
4490         R_Shadow_RenderMode_End();
4491
4492         // set up ortho view for rendering this pass
4493         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4494         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4495         //GL_ScissorTest(true);
4496         //R_EntityMatrix(&identitymatrix);
4497         //R_Mesh_ResetTextureState();
4498         R_ResetViewRendering2D();
4499
4500         // set up a darkening blend on shadowed areas
4501         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4502         //GL_DepthRange(0, 1);
4503         //GL_DepthTest(false);
4504         //GL_DepthMask(false);
4505         //GL_PolygonOffset(0, 0);CHECKGLERROR
4506         GL_Color(0, 0, 0, r_shadows_darken.value);
4507         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4508         //GL_DepthFunc(GL_ALWAYS);
4509         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
4510
4511         // apply the blend to the shadowed areas
4512         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
4513         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4514         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4515
4516         // restore the viewport
4517         R_SetViewport(&r_refdef.view.viewport);
4518
4519         // restore other state to normal
4520         //R_Shadow_RenderMode_End();
4521 }
4522
4523 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4524 {
4525         float zdist;
4526         vec3_t centerorigin;
4527         float vertex3f[12];
4528         // if it's too close, skip it
4529         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4530                 return;
4531         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4532         if (zdist < 32)
4533                 return;
4534         if (usequery && r_numqueries + 2 <= r_maxqueries)
4535         {
4536                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4537                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4538                 // 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
4539                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4540
4541                 switch(vid.renderpath)
4542                 {
4543                 case RENDERPATH_GL20:
4544                 case RENDERPATH_GL13:
4545                 case RENDERPATH_GL11:
4546                 case RENDERPATH_CGGL:
4547                         CHECKGLERROR
4548                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
4549                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4550                         GL_DepthFunc(GL_ALWAYS);
4551                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4552                         R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
4553                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4554                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4555                         GL_DepthFunc(GL_LEQUAL);
4556                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4557                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4558                         R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
4559                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4560                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4561                         CHECKGLERROR
4562                         break;
4563                 case RENDERPATH_D3D9:
4564                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4565                         break;
4566                 case RENDERPATH_D3D10:
4567                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4568                         break;
4569                 case RENDERPATH_D3D11:
4570                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4571                         break;
4572                 }
4573         }
4574         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4575 }
4576
4577 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4578
4579 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4580 {
4581         vec3_t color;
4582         GLint allpixels = 0, visiblepixels = 0;
4583         // now we have to check the query result
4584         if (rtlight->corona_queryindex_visiblepixels)
4585         {
4586                 switch(vid.renderpath)
4587                 {
4588                 case RENDERPATH_GL20:
4589                 case RENDERPATH_GL13:
4590                 case RENDERPATH_GL11:
4591                 case RENDERPATH_CGGL:
4592                         CHECKGLERROR
4593                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4594                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4595                         CHECKGLERROR
4596                         break;
4597                 case RENDERPATH_D3D9:
4598                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4599                         break;
4600                 case RENDERPATH_D3D10:
4601                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4602                         break;
4603                 case RENDERPATH_D3D11:
4604                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4605                         break;
4606                 }
4607                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4608                 if (visiblepixels < 1 || allpixels < 1)
4609                         return;
4610                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4611                 cscale *= rtlight->corona_visibility;
4612         }
4613         else
4614         {
4615                 // FIXME: these traces should scan all render entities instead of cl.world
4616                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4617                         return;
4618         }
4619         VectorScale(rtlight->currentcolor, cscale, color);
4620         if (VectorLength(color) > (1.0f / 256.0f))
4621         {
4622                 float vertex3f[12];
4623                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4624                 if(negated)
4625                 {
4626                         VectorNegate(color, color);
4627                         switch(vid.renderpath)
4628                         {
4629                         case RENDERPATH_GL11:
4630                         case RENDERPATH_GL13:
4631                         case RENDERPATH_GL20:
4632                         case RENDERPATH_CGGL:
4633                                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4634                                 break;
4635                         case RENDERPATH_D3D9:
4636 #ifdef SUPPORTD3D
4637                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4638 #endif
4639                                 break;
4640                         case RENDERPATH_D3D10:
4641                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4642                                 break;
4643                         case RENDERPATH_D3D11:
4644                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4645                                 break;
4646                         }
4647                 }
4648                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4649                 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);
4650                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4651                 if(negated)
4652                 {
4653                         switch(vid.renderpath)
4654                         {
4655                         case RENDERPATH_GL11:
4656                         case RENDERPATH_GL13:
4657                         case RENDERPATH_GL20:
4658                         case RENDERPATH_CGGL:
4659                                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4660                                 break;
4661                         case RENDERPATH_D3D9:
4662 #ifdef SUPPORTD3D
4663                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4664 #endif
4665                                 break;
4666                         case RENDERPATH_D3D10:
4667                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4668                                 break;
4669                         case RENDERPATH_D3D11:
4670                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4671                                 break;
4672                         }
4673                 }
4674         }
4675 }
4676
4677 void R_Shadow_DrawCoronas(void)
4678 {
4679         int i, flag;
4680         qboolean usequery = false;
4681         size_t lightindex;
4682         dlight_t *light;
4683         rtlight_t *rtlight;
4684         size_t range;
4685         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4686                 return;
4687         if (r_waterstate.renderingscene)
4688                 return;
4689         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4690         R_EntityMatrix(&identitymatrix);
4691
4692         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4693
4694         // check occlusion of coronas
4695         // use GL_ARB_occlusion_query if available
4696         // otherwise use raytraces
4697         r_numqueries = 0;
4698         switch (vid.renderpath)
4699         {
4700         case RENDERPATH_GL11:
4701         case RENDERPATH_GL13:
4702         case RENDERPATH_GL20:
4703         case RENDERPATH_CGGL:
4704                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4705                 if (usequery)
4706                 {
4707                         GL_ColorMask(0,0,0,0);
4708                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4709                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4710                         {
4711                                 i = r_maxqueries;
4712                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4713                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4714                                 CHECKGLERROR
4715                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4716                                 CHECKGLERROR
4717                         }
4718                         RSurf_ActiveWorldEntity();
4719                         GL_BlendFunc(GL_ONE, GL_ZERO);
4720                         GL_CullFace(GL_NONE);
4721                         GL_DepthMask(false);
4722                         GL_DepthRange(0, 1);
4723                         GL_PolygonOffset(0, 0);
4724                         GL_DepthTest(true);
4725                         R_Mesh_ResetTextureState();
4726                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4727                 }
4728                 break;
4729         case RENDERPATH_D3D9:
4730                 usequery = false;
4731                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4732                 break;
4733         case RENDERPATH_D3D10:
4734                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4735                 break;
4736         case RENDERPATH_D3D11:
4737                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4738                 break;
4739         }
4740         for (lightindex = 0;lightindex < range;lightindex++)
4741         {
4742                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4743                 if (!light)
4744                         continue;
4745                 rtlight = &light->rtlight;
4746                 rtlight->corona_visibility = 0;
4747                 rtlight->corona_queryindex_visiblepixels = 0;
4748                 rtlight->corona_queryindex_allpixels = 0;
4749                 if (!(rtlight->flags & flag))
4750                         continue;
4751                 if (rtlight->corona <= 0)
4752                         continue;
4753                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4754                         continue;
4755                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4756         }
4757         for (i = 0;i < r_refdef.scene.numlights;i++)
4758         {
4759                 rtlight = r_refdef.scene.lights[i];
4760                 rtlight->corona_visibility = 0;
4761                 rtlight->corona_queryindex_visiblepixels = 0;
4762                 rtlight->corona_queryindex_allpixels = 0;
4763                 if (!(rtlight->flags & flag))
4764                         continue;
4765                 if (rtlight->corona <= 0)
4766                         continue;
4767                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4768         }
4769         if (usequery)
4770                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4771
4772         // now draw the coronas using the query data for intensity info
4773         for (lightindex = 0;lightindex < range;lightindex++)
4774         {
4775                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4776                 if (!light)
4777                         continue;
4778                 rtlight = &light->rtlight;
4779                 if (rtlight->corona_visibility <= 0)
4780                         continue;
4781                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4782         }
4783         for (i = 0;i < r_refdef.scene.numlights;i++)
4784         {
4785                 rtlight = r_refdef.scene.lights[i];
4786                 if (rtlight->corona_visibility <= 0)
4787                         continue;
4788                 if (gl_flashblend.integer)
4789                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4790                 else
4791                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4792         }
4793 }
4794
4795
4796
4797 dlight_t *R_Shadow_NewWorldLight(void)
4798 {
4799         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4800 }
4801
4802 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)
4803 {
4804         matrix4x4_t matrix;
4805         // validate parameters
4806         if (style < 0 || style >= MAX_LIGHTSTYLES)
4807         {
4808                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4809                 style = 0;
4810         }
4811         if (!cubemapname)
4812                 cubemapname = "";
4813
4814         // copy to light properties
4815         VectorCopy(origin, light->origin);
4816         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4817         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4818         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4819         /*
4820         light->color[0] = max(color[0], 0);
4821         light->color[1] = max(color[1], 0);
4822         light->color[2] = max(color[2], 0);
4823         */
4824         light->color[0] = color[0];
4825         light->color[1] = color[1];
4826         light->color[2] = color[2];
4827         light->radius = max(radius, 0);
4828         light->style = style;
4829         light->shadow = shadowenable;
4830         light->corona = corona;
4831         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4832         light->coronasizescale = coronasizescale;
4833         light->ambientscale = ambientscale;
4834         light->diffusescale = diffusescale;
4835         light->specularscale = specularscale;
4836         light->flags = flags;
4837
4838         // update renderable light data
4839         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4840         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);
4841 }
4842
4843 void R_Shadow_FreeWorldLight(dlight_t *light)
4844 {
4845         if (r_shadow_selectedlight == light)
4846                 r_shadow_selectedlight = NULL;
4847         R_RTLight_Uncompile(&light->rtlight);
4848         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4849 }
4850
4851 void R_Shadow_ClearWorldLights(void)
4852 {
4853         size_t lightindex;
4854         dlight_t *light;
4855         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4856         for (lightindex = 0;lightindex < range;lightindex++)
4857         {
4858                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4859                 if (light)
4860                         R_Shadow_FreeWorldLight(light);
4861         }
4862         r_shadow_selectedlight = NULL;
4863 }
4864
4865 void R_Shadow_SelectLight(dlight_t *light)
4866 {
4867         if (r_shadow_selectedlight)
4868                 r_shadow_selectedlight->selected = false;
4869         r_shadow_selectedlight = light;
4870         if (r_shadow_selectedlight)
4871                 r_shadow_selectedlight->selected = true;
4872 }
4873
4874 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4875 {
4876         // this is never batched (there can be only one)
4877         float vertex3f[12];
4878         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4879         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4880         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4881 }
4882
4883 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4884 {
4885         float intensity;
4886         float s;
4887         vec3_t spritecolor;
4888         skinframe_t *skinframe;
4889         float vertex3f[12];
4890
4891         // this is never batched (due to the ent parameter changing every time)
4892         // so numsurfaces == 1 and surfacelist[0] == lightnumber
4893         const dlight_t *light = (dlight_t *)ent;
4894         s = EDLIGHTSPRSIZE;
4895
4896         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4897
4898         intensity = 0.5f;
4899         VectorScale(light->color, intensity, spritecolor);
4900         if (VectorLength(spritecolor) < 0.1732f)
4901                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4902         if (VectorLength(spritecolor) > 1.0f)
4903                 VectorNormalize(spritecolor);
4904
4905         // draw light sprite
4906         if (light->cubemapname[0] && !light->shadow)
4907                 skinframe = r_editlights_sprcubemapnoshadowlight;
4908         else if (light->cubemapname[0])
4909                 skinframe = r_editlights_sprcubemaplight;
4910         else if (!light->shadow)
4911                 skinframe = r_editlights_sprnoshadowlight;
4912         else
4913                 skinframe = r_editlights_sprlight;
4914
4915         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);
4916         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4917
4918         // draw selection sprite if light is selected
4919         if (light->selected)
4920         {
4921                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4922                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4923                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4924         }
4925 }
4926
4927 void R_Shadow_DrawLightSprites(void)
4928 {
4929         size_t lightindex;
4930         dlight_t *light;
4931         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4932         for (lightindex = 0;lightindex < range;lightindex++)
4933         {
4934                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4935                 if (light)
4936                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4937         }
4938         if (!r_editlights_lockcursor)
4939                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4940 }
4941
4942 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4943 {
4944         unsigned int range;
4945         dlight_t *light;
4946         rtlight_t *rtlight;
4947         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4948         if (lightindex >= range)
4949                 return -1;
4950         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4951         if (!light)
4952                 return 0;
4953         rtlight = &light->rtlight;
4954         //if (!(rtlight->flags & flag))
4955         //      return 0;
4956         VectorCopy(rtlight->shadoworigin, origin);
4957         *radius = rtlight->radius;
4958         VectorCopy(rtlight->color, color);
4959         return 1;
4960 }
4961
4962 void R_Shadow_SelectLightInView(void)
4963 {
4964         float bestrating, rating, temp[3];
4965         dlight_t *best;
4966         size_t lightindex;
4967         dlight_t *light;
4968         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4969         best = NULL;
4970         bestrating = 0;
4971
4972         if (r_editlights_lockcursor)
4973                 return;
4974         for (lightindex = 0;lightindex < range;lightindex++)
4975         {
4976                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4977                 if (!light)
4978                         continue;
4979                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4980                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4981                 if (rating >= 0.95)
4982                 {
4983                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4984                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4985                         {
4986                                 bestrating = rating;
4987                                 best = light;
4988                         }
4989                 }
4990         }
4991         R_Shadow_SelectLight(best);
4992 }
4993
4994 void R_Shadow_LoadWorldLights(void)
4995 {
4996         int n, a, style, shadow, flags;
4997         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4998         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4999         if (cl.worldmodel == NULL)
5000         {
5001                 Con_Print("No map loaded.\n");
5002                 return;
5003         }
5004         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5005         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5006         if (lightsstring)
5007         {
5008                 s = lightsstring;
5009                 n = 0;
5010                 while (*s)
5011                 {
5012                         t = s;
5013                         /*
5014                         shadow = true;
5015                         for (;COM_Parse(t, true) && strcmp(
5016                         if (COM_Parse(t, true))
5017                         {
5018                                 if (com_token[0] == '!')
5019                                 {
5020                                         shadow = false;
5021                                         origin[0] = atof(com_token+1);
5022                                 }
5023                                 else
5024                                         origin[0] = atof(com_token);
5025                                 if (Com_Parse(t
5026                         }
5027                         */
5028                         t = s;
5029                         while (*s && *s != '\n' && *s != '\r')
5030                                 s++;
5031                         if (!*s)
5032                                 break;
5033                         tempchar = *s;
5034                         shadow = true;
5035                         // check for modifier flags
5036                         if (*t == '!')
5037                         {
5038                                 shadow = false;
5039                                 t++;
5040                         }
5041                         *s = 0;
5042 #if _MSC_VER >= 1400
5043 #define sscanf sscanf_s
5044 #endif
5045                         cubemapname[sizeof(cubemapname)-1] = 0;
5046 #if MAX_QPATH != 128
5047 #error update this code if MAX_QPATH changes
5048 #endif
5049                         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
5050 #if _MSC_VER >= 1400
5051 , sizeof(cubemapname)
5052 #endif
5053 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5054                         *s = tempchar;
5055                         if (a < 18)
5056                                 flags = LIGHTFLAG_REALTIMEMODE;
5057                         if (a < 17)
5058                                 specularscale = 1;
5059                         if (a < 16)
5060                                 diffusescale = 1;
5061                         if (a < 15)
5062                                 ambientscale = 0;
5063                         if (a < 14)
5064                                 coronasizescale = 0.25f;
5065                         if (a < 13)
5066                                 VectorClear(angles);
5067                         if (a < 10)
5068                                 corona = 0;
5069                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5070                                 cubemapname[0] = 0;
5071                         // remove quotes on cubemapname
5072                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5073                         {
5074                                 size_t namelen;
5075                                 namelen = strlen(cubemapname) - 2;
5076                                 memmove(cubemapname, cubemapname + 1, namelen);
5077                                 cubemapname[namelen] = '\0';
5078                         }
5079                         if (a < 8)
5080                         {
5081                                 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);
5082                                 break;
5083                         }
5084                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5085                         if (*s == '\r')
5086                                 s++;
5087                         if (*s == '\n')
5088                                 s++;
5089                         n++;
5090                 }
5091                 if (*s)
5092                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5093                 Mem_Free(lightsstring);
5094         }
5095 }
5096
5097 void R_Shadow_SaveWorldLights(void)
5098 {
5099         size_t lightindex;
5100         dlight_t *light;
5101         size_t bufchars, bufmaxchars;
5102         char *buf, *oldbuf;
5103         char name[MAX_QPATH];
5104         char line[MAX_INPUTLINE];
5105         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5106         // I hate lines which are 3 times my screen size :( --blub
5107         if (!range)
5108                 return;
5109         if (cl.worldmodel == NULL)
5110         {
5111                 Con_Print("No map loaded.\n");
5112                 return;
5113         }
5114         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5115         bufchars = bufmaxchars = 0;
5116         buf = NULL;
5117         for (lightindex = 0;lightindex < range;lightindex++)
5118         {
5119                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5120                 if (!light)
5121                         continue;
5122                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5123                         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);
5124                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5125                         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]);
5126                 else
5127                         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);
5128                 if (bufchars + strlen(line) > bufmaxchars)
5129                 {
5130                         bufmaxchars = bufchars + strlen(line) + 2048;
5131                         oldbuf = buf;
5132                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5133                         if (oldbuf)
5134                         {
5135                                 if (bufchars)
5136                                         memcpy(buf, oldbuf, bufchars);
5137                                 Mem_Free(oldbuf);
5138                         }
5139                 }
5140                 if (strlen(line))
5141                 {
5142                         memcpy(buf + bufchars, line, strlen(line));
5143                         bufchars += strlen(line);
5144                 }
5145         }
5146         if (bufchars)
5147                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5148         if (buf)
5149                 Mem_Free(buf);
5150 }
5151
5152 void R_Shadow_LoadLightsFile(void)
5153 {
5154         int n, a, style;
5155         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5156         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5157         if (cl.worldmodel == NULL)
5158         {
5159                 Con_Print("No map loaded.\n");
5160                 return;
5161         }
5162         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5163         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5164         if (lightsstring)
5165         {
5166                 s = lightsstring;
5167                 n = 0;
5168                 while (*s)
5169                 {
5170                         t = s;
5171                         while (*s && *s != '\n' && *s != '\r')
5172                                 s++;
5173                         if (!*s)
5174                                 break;
5175                         tempchar = *s;
5176                         *s = 0;
5177                         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);
5178                         *s = tempchar;
5179                         if (a < 14)
5180                         {
5181                                 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);
5182                                 break;
5183                         }
5184                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5185                         radius = bound(15, radius, 4096);
5186                         VectorScale(color, (2.0f / (8388608.0f)), color);
5187                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5188                         if (*s == '\r')
5189                                 s++;
5190                         if (*s == '\n')
5191                                 s++;
5192                         n++;
5193                 }
5194                 if (*s)
5195                         Con_Printf("invalid lights file \"%s\"\n", name);
5196                 Mem_Free(lightsstring);
5197         }
5198 }
5199
5200 // tyrlite/hmap2 light types in the delay field
5201 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5202
5203 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5204 {
5205         int entnum;
5206         int style;
5207         int islight;
5208         int skin;
5209         int pflags;
5210         //int effects;
5211         int type;
5212         int n;
5213         char *entfiledata;
5214         const char *data;
5215         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5216         char key[256], value[MAX_INPUTLINE];
5217
5218         if (cl.worldmodel == NULL)
5219         {
5220                 Con_Print("No map loaded.\n");
5221                 return;
5222         }
5223         // try to load a .ent file first
5224         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5225         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5226         // and if that is not found, fall back to the bsp file entity string
5227         if (!data)
5228                 data = cl.worldmodel->brush.entities;
5229         if (!data)
5230                 return;
5231         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5232         {
5233                 type = LIGHTTYPE_MINUSX;
5234                 origin[0] = origin[1] = origin[2] = 0;
5235                 originhack[0] = originhack[1] = originhack[2] = 0;
5236                 angles[0] = angles[1] = angles[2] = 0;
5237                 color[0] = color[1] = color[2] = 1;
5238                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5239                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5240                 fadescale = 1;
5241                 lightscale = 1;
5242                 style = 0;
5243                 skin = 0;
5244                 pflags = 0;
5245                 //effects = 0;
5246                 islight = false;
5247                 while (1)
5248                 {
5249                         if (!COM_ParseToken_Simple(&data, false, false))
5250                                 break; // error
5251                         if (com_token[0] == '}')
5252                                 break; // end of entity
5253                         if (com_token[0] == '_')
5254                                 strlcpy(key, com_token + 1, sizeof(key));
5255                         else
5256                                 strlcpy(key, com_token, sizeof(key));
5257                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5258                                 key[strlen(key)-1] = 0;
5259                         if (!COM_ParseToken_Simple(&data, false, false))
5260                                 break; // error
5261                         strlcpy(value, com_token, sizeof(value));
5262
5263                         // now that we have the key pair worked out...
5264                         if (!strcmp("light", key))
5265                         {
5266                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5267                                 if (n == 1)
5268                                 {
5269                                         // quake
5270                                         light[0] = vec[0] * (1.0f / 256.0f);
5271                                         light[1] = vec[0] * (1.0f / 256.0f);
5272                                         light[2] = vec[0] * (1.0f / 256.0f);
5273                                         light[3] = vec[0];
5274                                 }
5275                                 else if (n == 4)
5276                                 {
5277                                         // halflife
5278                                         light[0] = vec[0] * (1.0f / 255.0f);
5279                                         light[1] = vec[1] * (1.0f / 255.0f);
5280                                         light[2] = vec[2] * (1.0f / 255.0f);
5281                                         light[3] = vec[3];
5282                                 }
5283                         }
5284                         else if (!strcmp("delay", key))
5285                                 type = atoi(value);
5286                         else if (!strcmp("origin", key))
5287                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5288                         else if (!strcmp("angle", key))
5289                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5290                         else if (!strcmp("angles", key))
5291                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5292                         else if (!strcmp("color", key))
5293                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5294                         else if (!strcmp("wait", key))
5295                                 fadescale = atof(value);
5296                         else if (!strcmp("classname", key))
5297                         {
5298                                 if (!strncmp(value, "light", 5))
5299                                 {
5300                                         islight = true;
5301                                         if (!strcmp(value, "light_fluoro"))
5302                                         {
5303                                                 originhack[0] = 0;
5304                                                 originhack[1] = 0;
5305                                                 originhack[2] = 0;
5306                                                 overridecolor[0] = 1;
5307                                                 overridecolor[1] = 1;
5308                                                 overridecolor[2] = 1;
5309                                         }
5310                                         if (!strcmp(value, "light_fluorospark"))
5311                                         {
5312                                                 originhack[0] = 0;
5313                                                 originhack[1] = 0;
5314                                                 originhack[2] = 0;
5315                                                 overridecolor[0] = 1;
5316                                                 overridecolor[1] = 1;
5317                                                 overridecolor[2] = 1;
5318                                         }
5319                                         if (!strcmp(value, "light_globe"))
5320                                         {
5321                                                 originhack[0] = 0;
5322                                                 originhack[1] = 0;
5323                                                 originhack[2] = 0;
5324                                                 overridecolor[0] = 1;
5325                                                 overridecolor[1] = 0.8;
5326                                                 overridecolor[2] = 0.4;
5327                                         }
5328                                         if (!strcmp(value, "light_flame_large_yellow"))
5329                                         {
5330                                                 originhack[0] = 0;
5331                                                 originhack[1] = 0;
5332                                                 originhack[2] = 0;
5333                                                 overridecolor[0] = 1;
5334                                                 overridecolor[1] = 0.5;
5335                                                 overridecolor[2] = 0.1;
5336                                         }
5337                                         if (!strcmp(value, "light_flame_small_yellow"))
5338                                         {
5339                                                 originhack[0] = 0;
5340                                                 originhack[1] = 0;
5341                                                 originhack[2] = 0;
5342                                                 overridecolor[0] = 1;
5343                                                 overridecolor[1] = 0.5;
5344                                                 overridecolor[2] = 0.1;
5345                                         }
5346                                         if (!strcmp(value, "light_torch_small_white"))
5347                                         {
5348                                                 originhack[0] = 0;
5349                                                 originhack[1] = 0;
5350                                                 originhack[2] = 0;
5351                                                 overridecolor[0] = 1;
5352                                                 overridecolor[1] = 0.5;
5353                                                 overridecolor[2] = 0.1;
5354                                         }
5355                                         if (!strcmp(value, "light_torch_small_walltorch"))
5356                                         {
5357                                                 originhack[0] = 0;
5358                                                 originhack[1] = 0;
5359                                                 originhack[2] = 0;
5360                                                 overridecolor[0] = 1;
5361                                                 overridecolor[1] = 0.5;
5362                                                 overridecolor[2] = 0.1;
5363                                         }
5364                                 }
5365                         }
5366                         else if (!strcmp("style", key))
5367                                 style = atoi(value);
5368                         else if (!strcmp("skin", key))
5369                                 skin = (int)atof(value);
5370                         else if (!strcmp("pflags", key))
5371                                 pflags = (int)atof(value);
5372                         //else if (!strcmp("effects", key))
5373                         //      effects = (int)atof(value);
5374                         else if (cl.worldmodel->type == mod_brushq3)
5375                         {
5376                                 if (!strcmp("scale", key))
5377                                         lightscale = atof(value);
5378                                 if (!strcmp("fade", key))
5379                                         fadescale = atof(value);
5380                         }
5381                 }
5382                 if (!islight)
5383                         continue;
5384                 if (lightscale <= 0)
5385                         lightscale = 1;
5386                 if (fadescale <= 0)
5387                         fadescale = 1;
5388                 if (color[0] == color[1] && color[0] == color[2])
5389                 {
5390                         color[0] *= overridecolor[0];
5391                         color[1] *= overridecolor[1];
5392                         color[2] *= overridecolor[2];
5393                 }
5394                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5395                 color[0] = color[0] * light[0];
5396                 color[1] = color[1] * light[1];
5397                 color[2] = color[2] * light[2];
5398                 switch (type)
5399                 {
5400                 case LIGHTTYPE_MINUSX:
5401                         break;
5402                 case LIGHTTYPE_RECIPX:
5403                         radius *= 2;
5404                         VectorScale(color, (1.0f / 16.0f), color);
5405                         break;
5406                 case LIGHTTYPE_RECIPXX:
5407                         radius *= 2;
5408                         VectorScale(color, (1.0f / 16.0f), color);
5409                         break;
5410                 default:
5411                 case LIGHTTYPE_NONE:
5412                         break;
5413                 case LIGHTTYPE_SUN:
5414                         break;
5415                 case LIGHTTYPE_MINUSXX:
5416                         break;
5417                 }
5418                 VectorAdd(origin, originhack, origin);
5419                 if (radius >= 1)
5420                         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);
5421         }
5422         if (entfiledata)
5423                 Mem_Free(entfiledata);
5424 }
5425
5426
5427 void R_Shadow_SetCursorLocationForView(void)
5428 {
5429         vec_t dist, push;
5430         vec3_t dest, endpos;
5431         trace_t trace;
5432         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5433         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5434         if (trace.fraction < 1)
5435         {
5436                 dist = trace.fraction * r_editlights_cursordistance.value;
5437                 push = r_editlights_cursorpushback.value;
5438                 if (push > dist)
5439                         push = dist;
5440                 push = -push;
5441                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5442                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5443         }
5444         else
5445         {
5446                 VectorClear( endpos );
5447         }
5448         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5449         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5450         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5451 }
5452
5453 void R_Shadow_UpdateWorldLightSelection(void)
5454 {
5455         if (r_editlights.integer)
5456         {
5457                 R_Shadow_SetCursorLocationForView();
5458                 R_Shadow_SelectLightInView();
5459         }
5460         else
5461                 R_Shadow_SelectLight(NULL);
5462 }
5463
5464 void R_Shadow_EditLights_Clear_f(void)
5465 {
5466         R_Shadow_ClearWorldLights();
5467 }
5468
5469 void R_Shadow_EditLights_Reload_f(void)
5470 {
5471         if (!cl.worldmodel)
5472                 return;
5473         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5474         R_Shadow_ClearWorldLights();
5475         R_Shadow_LoadWorldLights();
5476         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5477         {
5478                 R_Shadow_LoadLightsFile();
5479                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5480                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5481         }
5482 }
5483
5484 void R_Shadow_EditLights_Save_f(void)
5485 {
5486         if (!cl.worldmodel)
5487                 return;
5488         R_Shadow_SaveWorldLights();
5489 }
5490
5491 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5492 {
5493         R_Shadow_ClearWorldLights();
5494         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5495 }
5496
5497 void R_Shadow_EditLights_ImportLightsFile_f(void)
5498 {
5499         R_Shadow_ClearWorldLights();
5500         R_Shadow_LoadLightsFile();
5501 }
5502
5503 void R_Shadow_EditLights_Spawn_f(void)
5504 {
5505         vec3_t color;
5506         if (!r_editlights.integer)
5507         {
5508                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5509                 return;
5510         }
5511         if (Cmd_Argc() != 1)
5512         {
5513                 Con_Print("r_editlights_spawn does not take parameters\n");
5514                 return;
5515         }
5516         color[0] = color[1] = color[2] = 1;
5517         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5518 }
5519
5520 void R_Shadow_EditLights_Edit_f(void)
5521 {
5522         vec3_t origin, angles, color;
5523         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5524         int style, shadows, flags, normalmode, realtimemode;
5525         char cubemapname[MAX_INPUTLINE];
5526         if (!r_editlights.integer)
5527         {
5528                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5529                 return;
5530         }
5531         if (!r_shadow_selectedlight)
5532         {
5533                 Con_Print("No selected light.\n");
5534                 return;
5535         }
5536         VectorCopy(r_shadow_selectedlight->origin, origin);
5537         VectorCopy(r_shadow_selectedlight->angles, angles);
5538         VectorCopy(r_shadow_selectedlight->color, color);
5539         radius = r_shadow_selectedlight->radius;
5540         style = r_shadow_selectedlight->style;
5541         if (r_shadow_selectedlight->cubemapname)
5542                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5543         else
5544                 cubemapname[0] = 0;
5545         shadows = r_shadow_selectedlight->shadow;
5546         corona = r_shadow_selectedlight->corona;
5547         coronasizescale = r_shadow_selectedlight->coronasizescale;
5548         ambientscale = r_shadow_selectedlight->ambientscale;
5549         diffusescale = r_shadow_selectedlight->diffusescale;
5550         specularscale = r_shadow_selectedlight->specularscale;
5551         flags = r_shadow_selectedlight->flags;
5552         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5553         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5554         if (!strcmp(Cmd_Argv(1), "origin"))
5555         {
5556                 if (Cmd_Argc() != 5)
5557                 {
5558                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5559                         return;
5560                 }
5561                 origin[0] = atof(Cmd_Argv(2));
5562                 origin[1] = atof(Cmd_Argv(3));
5563                 origin[2] = atof(Cmd_Argv(4));
5564         }
5565         else if (!strcmp(Cmd_Argv(1), "originx"))
5566         {
5567                 if (Cmd_Argc() != 3)
5568                 {
5569                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5570                         return;
5571                 }
5572                 origin[0] = atof(Cmd_Argv(2));
5573         }
5574         else if (!strcmp(Cmd_Argv(1), "originy"))
5575         {
5576                 if (Cmd_Argc() != 3)
5577                 {
5578                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5579                         return;
5580                 }
5581                 origin[1] = atof(Cmd_Argv(2));
5582         }
5583         else if (!strcmp(Cmd_Argv(1), "originz"))
5584         {
5585                 if (Cmd_Argc() != 3)
5586                 {
5587                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5588                         return;
5589                 }
5590                 origin[2] = atof(Cmd_Argv(2));
5591         }
5592         else if (!strcmp(Cmd_Argv(1), "move"))
5593         {
5594                 if (Cmd_Argc() != 5)
5595                 {
5596                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5597                         return;
5598                 }
5599                 origin[0] += atof(Cmd_Argv(2));
5600                 origin[1] += atof(Cmd_Argv(3));
5601                 origin[2] += atof(Cmd_Argv(4));
5602         }
5603         else if (!strcmp(Cmd_Argv(1), "movex"))
5604         {
5605                 if (Cmd_Argc() != 3)
5606                 {
5607                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5608                         return;
5609                 }
5610                 origin[0] += atof(Cmd_Argv(2));
5611         }
5612         else if (!strcmp(Cmd_Argv(1), "movey"))
5613         {
5614                 if (Cmd_Argc() != 3)
5615                 {
5616                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5617                         return;
5618                 }
5619                 origin[1] += atof(Cmd_Argv(2));
5620         }
5621         else if (!strcmp(Cmd_Argv(1), "movez"))
5622         {
5623                 if (Cmd_Argc() != 3)
5624                 {
5625                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5626                         return;
5627                 }
5628                 origin[2] += atof(Cmd_Argv(2));
5629         }
5630         else if (!strcmp(Cmd_Argv(1), "angles"))
5631         {
5632                 if (Cmd_Argc() != 5)
5633                 {
5634                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5635                         return;
5636                 }
5637                 angles[0] = atof(Cmd_Argv(2));
5638                 angles[1] = atof(Cmd_Argv(3));
5639                 angles[2] = atof(Cmd_Argv(4));
5640         }
5641         else if (!strcmp(Cmd_Argv(1), "anglesx"))
5642         {
5643                 if (Cmd_Argc() != 3)
5644                 {
5645                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5646                         return;
5647                 }
5648                 angles[0] = atof(Cmd_Argv(2));
5649         }
5650         else if (!strcmp(Cmd_Argv(1), "anglesy"))
5651         {
5652                 if (Cmd_Argc() != 3)
5653                 {
5654                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5655                         return;
5656                 }
5657                 angles[1] = atof(Cmd_Argv(2));
5658         }
5659         else if (!strcmp(Cmd_Argv(1), "anglesz"))
5660         {
5661                 if (Cmd_Argc() != 3)
5662                 {
5663                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5664                         return;
5665                 }
5666                 angles[2] = atof(Cmd_Argv(2));
5667         }
5668         else if (!strcmp(Cmd_Argv(1), "color"))
5669         {
5670                 if (Cmd_Argc() != 5)
5671                 {
5672                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5673                         return;
5674                 }
5675                 color[0] = atof(Cmd_Argv(2));
5676                 color[1] = atof(Cmd_Argv(3));
5677                 color[2] = atof(Cmd_Argv(4));
5678         }
5679         else if (!strcmp(Cmd_Argv(1), "radius"))
5680         {
5681                 if (Cmd_Argc() != 3)
5682                 {
5683                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5684                         return;
5685                 }
5686                 radius = atof(Cmd_Argv(2));
5687         }
5688         else if (!strcmp(Cmd_Argv(1), "colorscale"))
5689         {
5690                 if (Cmd_Argc() == 3)
5691                 {
5692                         double scale = atof(Cmd_Argv(2));
5693                         color[0] *= scale;
5694                         color[1] *= scale;
5695                         color[2] *= scale;
5696                 }
5697                 else
5698                 {
5699                         if (Cmd_Argc() != 5)
5700                         {
5701                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
5702                                 return;
5703                         }
5704                         color[0] *= atof(Cmd_Argv(2));
5705                         color[1] *= atof(Cmd_Argv(3));
5706                         color[2] *= atof(Cmd_Argv(4));
5707                 }
5708         }
5709         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5710         {
5711                 if (Cmd_Argc() != 3)
5712                 {
5713                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5714                         return;
5715                 }
5716                 radius *= atof(Cmd_Argv(2));
5717         }
5718         else if (!strcmp(Cmd_Argv(1), "style"))
5719         {
5720                 if (Cmd_Argc() != 3)
5721                 {
5722                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5723                         return;
5724                 }
5725                 style = atoi(Cmd_Argv(2));
5726         }
5727         else if (!strcmp(Cmd_Argv(1), "cubemap"))
5728         {
5729                 if (Cmd_Argc() > 3)
5730                 {
5731                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5732                         return;
5733                 }
5734                 if (Cmd_Argc() == 3)
5735                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5736                 else
5737                         cubemapname[0] = 0;
5738         }
5739         else if (!strcmp(Cmd_Argv(1), "shadows"))
5740         {
5741                 if (Cmd_Argc() != 3)
5742                 {
5743                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5744                         return;
5745                 }
5746                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5747         }
5748         else if (!strcmp(Cmd_Argv(1), "corona"))
5749         {
5750                 if (Cmd_Argc() != 3)
5751                 {
5752                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5753                         return;
5754                 }
5755                 corona = atof(Cmd_Argv(2));
5756         }
5757         else if (!strcmp(Cmd_Argv(1), "coronasize"))
5758         {
5759                 if (Cmd_Argc() != 3)
5760                 {
5761                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5762                         return;
5763                 }
5764                 coronasizescale = atof(Cmd_Argv(2));
5765         }
5766         else if (!strcmp(Cmd_Argv(1), "ambient"))
5767         {
5768                 if (Cmd_Argc() != 3)
5769                 {
5770                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5771                         return;
5772                 }
5773                 ambientscale = atof(Cmd_Argv(2));
5774         }
5775         else if (!strcmp(Cmd_Argv(1), "diffuse"))
5776         {
5777                 if (Cmd_Argc() != 3)
5778                 {
5779                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5780                         return;
5781                 }
5782                 diffusescale = atof(Cmd_Argv(2));
5783         }
5784         else if (!strcmp(Cmd_Argv(1), "specular"))
5785         {
5786                 if (Cmd_Argc() != 3)
5787                 {
5788                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5789                         return;
5790                 }
5791                 specularscale = atof(Cmd_Argv(2));
5792         }
5793         else if (!strcmp(Cmd_Argv(1), "normalmode"))
5794         {
5795                 if (Cmd_Argc() != 3)
5796                 {
5797                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5798                         return;
5799                 }
5800                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5801         }
5802         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5803         {
5804                 if (Cmd_Argc() != 3)
5805                 {
5806                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5807                         return;
5808                 }
5809                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5810         }
5811         else
5812         {
5813                 Con_Print("usage: r_editlights_edit [property] [value]\n");
5814                 Con_Print("Selected light's properties:\n");
5815                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5816                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5817                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5818                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
5819                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
5820                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
5821                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5822                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
5823                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
5824                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
5825                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
5826                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
5827                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5828                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5829                 return;
5830         }
5831         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5832         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5833 }
5834
5835 void R_Shadow_EditLights_EditAll_f(void)
5836 {
5837         size_t lightindex;
5838         dlight_t *light, *oldselected;
5839         size_t range;
5840
5841         if (!r_editlights.integer)
5842         {
5843                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5844                 return;
5845         }
5846
5847         oldselected = r_shadow_selectedlight;
5848         // EditLights doesn't seem to have a "remove" command or something so:
5849         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5850         for (lightindex = 0;lightindex < range;lightindex++)
5851         {
5852                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5853                 if (!light)
5854                         continue;
5855                 R_Shadow_SelectLight(light);
5856                 R_Shadow_EditLights_Edit_f();
5857         }
5858         // return to old selected (to not mess editing once selection is locked)
5859         R_Shadow_SelectLight(oldselected);
5860 }
5861
5862 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5863 {
5864         int lightnumber, lightcount;
5865         size_t lightindex, range;
5866         dlight_t *light;
5867         float x, y;
5868         char temp[256];
5869         if (!r_editlights.integer)
5870                 return;
5871         x = vid_conwidth.value - 240;
5872         y = 5;
5873         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5874         lightnumber = -1;
5875         lightcount = 0;
5876         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5877         for (lightindex = 0;lightindex < range;lightindex++)
5878         {
5879                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5880                 if (!light)
5881                         continue;
5882                 if (light == r_shadow_selectedlight)
5883                         lightnumber = lightindex;
5884                 lightcount++;
5885         }
5886         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;
5887         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;
5888         y += 8;
5889         if (r_shadow_selectedlight == NULL)
5890                 return;
5891         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;
5892         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;
5893         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;
5894         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;
5895         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;
5896         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;
5897         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;
5898         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;
5899         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;
5900         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;
5901         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;
5902         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;
5903         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;
5904         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;
5905         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;
5906 }
5907
5908 void R_Shadow_EditLights_ToggleShadow_f(void)
5909 {
5910         if (!r_editlights.integer)
5911         {
5912                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5913                 return;
5914         }
5915         if (!r_shadow_selectedlight)
5916         {
5917                 Con_Print("No selected light.\n");
5918                 return;
5919         }
5920         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);
5921 }
5922
5923 void R_Shadow_EditLights_ToggleCorona_f(void)
5924 {
5925         if (!r_editlights.integer)
5926         {
5927                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5928                 return;
5929         }
5930         if (!r_shadow_selectedlight)
5931         {
5932                 Con_Print("No selected light.\n");
5933                 return;
5934         }
5935         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);
5936 }
5937
5938 void R_Shadow_EditLights_Remove_f(void)
5939 {
5940         if (!r_editlights.integer)
5941         {
5942                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
5943                 return;
5944         }
5945         if (!r_shadow_selectedlight)
5946         {
5947                 Con_Print("No selected light.\n");
5948                 return;
5949         }
5950         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5951         r_shadow_selectedlight = NULL;
5952 }
5953
5954 void R_Shadow_EditLights_Help_f(void)
5955 {
5956         Con_Print(
5957 "Documentation on r_editlights system:\n"
5958 "Settings:\n"
5959 "r_editlights : enable/disable editing mode\n"
5960 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5961 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5962 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5963 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5964 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5965 "Commands:\n"
5966 "r_editlights_help : this help\n"
5967 "r_editlights_clear : remove all lights\n"
5968 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5969 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
5970 "r_editlights_save : save to .rtlights file\n"
5971 "r_editlights_spawn : create a light with default settings\n"
5972 "r_editlights_edit command : edit selected light - more documentation below\n"
5973 "r_editlights_remove : remove selected light\n"
5974 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5975 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5976 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5977 "Edit commands:\n"
5978 "origin x y z : set light location\n"
5979 "originx x: set x component of light location\n"
5980 "originy y: set y component of light location\n"
5981 "originz z: set z component of light location\n"
5982 "move x y z : adjust light location\n"
5983 "movex x: adjust x component of light location\n"
5984 "movey y: adjust y component of light location\n"
5985 "movez z: adjust z component of light location\n"
5986 "angles x y z : set light angles\n"
5987 "anglesx x: set x component of light angles\n"
5988 "anglesy y: set y component of light angles\n"
5989 "anglesz z: set z component of light angles\n"
5990 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5991 "radius radius : set radius (size) of light\n"
5992 "colorscale grey : multiply color of light (1 does nothing)\n"
5993 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5994 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5995 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5996 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5997 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5998 "shadows 1/0 : turn on/off shadows\n"
5999 "corona n : set corona intensity\n"
6000 "coronasize n : set corona size (0-1)\n"
6001 "ambient n : set ambient intensity (0-1)\n"
6002 "diffuse n : set diffuse intensity (0-1)\n"
6003 "specular n : set specular intensity (0-1)\n"
6004 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6005 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6006 "<nothing> : print light properties to console\n"
6007         );
6008 }
6009
6010 void R_Shadow_EditLights_CopyInfo_f(void)
6011 {
6012         if (!r_editlights.integer)
6013         {
6014                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6015                 return;
6016         }
6017         if (!r_shadow_selectedlight)
6018         {
6019                 Con_Print("No selected light.\n");
6020                 return;
6021         }
6022         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6023         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6024         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6025         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6026         if (r_shadow_selectedlight->cubemapname)
6027                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6028         else
6029                 r_shadow_bufferlight.cubemapname[0] = 0;
6030         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6031         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6032         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6033         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6034         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6035         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6036         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6037 }
6038
6039 void R_Shadow_EditLights_PasteInfo_f(void)
6040 {
6041         if (!r_editlights.integer)
6042         {
6043                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6044                 return;
6045         }
6046         if (!r_shadow_selectedlight)
6047         {
6048                 Con_Print("No selected light.\n");
6049                 return;
6050         }
6051         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);
6052 }
6053
6054 void R_Shadow_EditLights_Lock_f(void)
6055 {
6056         if (!r_editlights.integer)
6057         {
6058                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6059                 return;
6060         }
6061         if (r_editlights_lockcursor)
6062         {
6063                 r_editlights_lockcursor = false;
6064                 return;
6065         }
6066         if (!r_shadow_selectedlight)
6067         {
6068                 Con_Print("No selected light to lock on.\n");
6069                 return;
6070         }
6071         r_editlights_lockcursor = true;
6072 }
6073
6074 void R_Shadow_EditLights_Init(void)
6075 {
6076         Cvar_RegisterVariable(&r_editlights);
6077         Cvar_RegisterVariable(&r_editlights_cursordistance);
6078         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6079         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6080         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6081         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6082         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6083         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6084         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)");
6085         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6086         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6087         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6088         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)");
6089         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6090         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6091         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6092         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6093         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6094         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6095         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)");
6096         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6097 }
6098
6099
6100
6101 /*
6102 =============================================================================
6103
6104 LIGHT SAMPLING
6105
6106 =============================================================================
6107 */
6108
6109 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
6110 {
6111         VectorClear(diffusecolor);
6112         VectorClear(diffusenormal);
6113
6114         if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6115         {
6116                 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
6117                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6118         }
6119         else
6120                 VectorSet(ambientcolor, 1, 1, 1);
6121
6122         if (dynamic)
6123         {
6124                 int i;
6125                 float f, v[3];
6126                 rtlight_t *light;
6127                 for (i = 0;i < r_refdef.scene.numlights;i++)
6128                 {
6129                         light = r_refdef.scene.lights[i];
6130                         Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
6131                         f = 1 - VectorLength2(v);
6132                         if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6133                                 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
6134                 }
6135         }
6136 }