make glsl work on ATI's newer drivers (which don't like #define on keywords)
[divverent/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadowstage_e
146 {
147         R_SHADOWSTAGE_NONE,
148         R_SHADOWSTAGE_STENCIL,
149         R_SHADOWSTAGE_STENCILTWOSIDE,
150         R_SHADOWSTAGE_LIGHT_VERTEX,
151         R_SHADOWSTAGE_LIGHT_DOT3,
152         R_SHADOWSTAGE_LIGHT_GLSL,
153         R_SHADOWSTAGE_VISIBLEVOLUMES,
154         R_SHADOWSTAGE_VISIBLELIGHTING,
155 }
156 r_shadowstage_t;
157
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
159
160 mempool_t *r_shadow_mempool;
161
162 int maxshadowelements;
163 int *shadowelements;
164
165 int maxshadowmark;
166 int numshadowmark;
167 int *shadowmark;
168 int *shadowmarklist;
169 int shadowmarkcount;
170
171 int maxvertexupdate;
172 int *vertexupdate;
173 int *vertexremap;
174 int vertexupdatenum;
175
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
179
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
183
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
187
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
190
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
193
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
234
235 float r_shadow_attenpower, r_shadow_attenscale;
236
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
242
243 rtexture_t *lighttextures[5];
244
245 extern int con_vislines;
246
247 typedef struct cubemapinfo_s
248 {
249         char basename[64];
250         rtexture_t *texture;
251 }
252 cubemapinfo_t;
253
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
257
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
265
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
267
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
278
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
282 "\n"
283 "uniform vec3 LightPosition;\n"
284 "\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
288 "\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
292 "#endif\n"
293 "\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
295 "\n"
296 "void main(void)\n"
297 "{\n"
298 "       // copy the surface texcoord\n"
299 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
300 "\n"
301 "       // transform vertex position into light attenuation/cubemap space\n"
302 "       // (-1 to +1 across the light box)\n"
303 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
304 "\n"
305 "       // transform unnormalized light direction into tangent space\n"
306 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 "       //  normalize it per pixel)\n"
308 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 "       LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 "       LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
312 "\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 "       // transform unnormalized eye direction into tangent space\n"
315 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 "       EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 "       EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
319 "#endif\n"
320 "\n"
321 "       // transform vertex to camera space, using ftransform to match non-VS\n"
322 "       // rendering\n"
323 "       gl_Position = ftransform();\n"
324 "}\n"
325 ;
326
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
330 "\n"
331 "// use half floats if available for math performance\n"
332 "#ifdef GEFORCEFX\n"
333 "#define myhalf half\n"
334 "#define myhvec2 hvec2\n"
335 "#define myhvec3 hvec3\n"
336 "#define myhvec4 hvec4\n"
337 "#else\n"
338 "#define myhalf float\n"
339 "#define myhvec2 vec2\n"
340 "#define myhvec3 vec3\n"
341 "#define myhvec4 vec4\n"
342 "#endif\n"
343 "\n"
344 "uniform myhvec3 LightColor;\n"
345 "#ifdef USEOFFSETMAPPING\n"
346 "uniform myhalf OffsetMapping_Scale;\n"
347 "uniform myhalf OffsetMapping_Bias;\n"
348 "#endif\n"
349 "#ifdef USESPECULAR\n"
350 "uniform myhalf SpecularPower;\n"
351 "#endif\n"
352 "#ifdef USEFOG\n"
353 "uniform myhalf FogRangeRecip;\n"
354 "#endif\n"
355 "uniform myhalf AmbientScale;\n"
356 "uniform myhalf DiffuseScale;\n"
357 "#ifdef USESPECULAR\n"
358 "uniform myhalf SpecularScale;\n"
359 "#endif\n"
360 "\n"
361 "uniform sampler2D Texture_Normal;\n"
362 "uniform sampler2D Texture_Color;\n"
363 "#ifdef USESPECULAR\n"
364 "uniform sampler2D Texture_Gloss;\n"
365 "#endif\n"
366 "#ifdef USECUBEFILTER\n"
367 "uniform samplerCube Texture_Cube;\n"
368 "#endif\n"
369 "#ifdef USEFOG\n"
370 "uniform sampler2D Texture_FogMask;\n"
371 "#endif\n"
372 "\n"
373 "varying vec2 TexCoord;\n"
374 "varying vec3 CubeVector;\n"
375 "varying vec3 LightVector;\n"
376 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
377 "varying vec3 EyeVector;\n"
378 "#endif\n"
379 "\n"
380 "void main(void)\n"
381 "{\n"
382 "       // attenuation\n"
383 "       //\n"
384 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
385 "       // center and sharp falloff at the edge, this is about the most efficient\n"
386 "       // we can get away with as far as providing illumination.\n"
387 "       //\n"
388 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
389 "       // provide significant illumination, large = slow = pain.\n"
390 "       myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
391 "\n"
392 "#ifdef USEFOG\n"
393 "       // apply fog\n"
394 "       colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
395 "#endif\n"
396 "\n"
397 "#ifdef USEOFFSETMAPPING\n"
398 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
399 "       myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
400 "       myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
401 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
402 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
403 "#define TexCoord TexCoordOffset\n"
404 "#endif\n"
405 "\n"
406 "       // get the surface normal\n"
407 "#ifdef SURFACENORMALIZE\n"
408 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
409 "#else\n"
410 "       myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
411 "#endif\n"
412 "\n"
413 "       // calculate shading\n"
414 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
415 "       myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
416 "#ifdef USESPECULAR\n"
417 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
418 "       color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
419 "#endif\n"
420 "\n"
421 "#ifdef USECUBEFILTER\n"
422 "       // apply light cubemap filter\n"
423 "       color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
424 "#endif\n"
425 "\n"
426 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
427 "       gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
428 "}\n"
429 ;
430
431 void r_shadow_start(void)
432 {
433         int i;
434         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
435         if (gl_support_half_float)
436                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
437         // allocate vertex processing arrays
438         numcubemaps = 0;
439         r_shadow_attenuation2dtexture = NULL;
440         r_shadow_attenuation3dtexture = NULL;
441         r_shadow_texturepool = NULL;
442         r_shadow_filters_texturepool = NULL;
443         R_Shadow_ValidateCvars();
444         R_Shadow_MakeTextures();
445         maxshadowelements = 0;
446         shadowelements = NULL;
447         maxvertexupdate = 0;
448         vertexupdate = NULL;
449         vertexremap = NULL;
450         vertexupdatenum = 0;
451         maxshadowmark = 0;
452         numshadowmark = 0;
453         shadowmark = NULL;
454         shadowmarklist = NULL;
455         shadowmarkcount = 0;
456         r_shadow_buffer_numleafpvsbytes = 0;
457         r_shadow_buffer_leafpvs = NULL;
458         r_shadow_buffer_leaflist = NULL;
459         r_shadow_buffer_numsurfacepvsbytes = 0;
460         r_shadow_buffer_surfacepvs = NULL;
461         r_shadow_buffer_surfacelist = NULL;
462         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
463                 r_shadow_program_light[i] = 0;
464         if (gl_support_fragment_shader)
465         {
466                 char *vertstring, *fragstring;
467                 int vertstrings_count;
468                 int fragstrings_count;
469                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
470                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
471                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
472                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
473                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
474                 {
475                         vertstrings_count = 0;
476                         fragstrings_count = 0;
477                         if (i & SHADERPERMUTATION_SPECULAR)
478                         {
479                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
480                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
481                         }
482                         if (i & SHADERPERMUTATION_FOG)
483                         {
484                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
485                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
486                         }
487                         if (i & SHADERPERMUTATION_CUBEFILTER)
488                         {
489                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
490                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
491                         }
492                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
493                         {
494                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
495                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
496                         }
497                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
498                         {
499                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
500                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
501                         }
502                         if (i & SHADERPERMUTATION_GEFORCEFX)
503                         {
504                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
505                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
506                         }
507                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
508                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
509                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
510                         if (!r_shadow_program_light[i])
511                         {
512                                 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
513                                 continue;
514                         }
515                         qglUseProgramObjectARB(r_shadow_program_light[i]);
516                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
517                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
518                         if (i & SHADERPERMUTATION_SPECULAR)
519                         {
520                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
521                         }
522                         if (i & SHADERPERMUTATION_CUBEFILTER)
523                         {
524                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
525                         }
526                         if (i & SHADERPERMUTATION_FOG)
527                         {
528                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
529                         }
530                 }
531                 qglUseProgramObjectARB(0);
532                 if (fragstring)
533                         Mem_Free(fragstring);
534                 if (vertstring)
535                         Mem_Free(vertstring);
536         }
537 }
538
539 void r_shadow_shutdown(void)
540 {
541         int i;
542         R_Shadow_UncompileWorldLights();
543         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
544         {
545                 if (r_shadow_program_light[i])
546                 {
547                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
548                         r_shadow_program_light[i] = 0;
549                 }
550         }
551         numcubemaps = 0;
552         r_shadow_attenuation2dtexture = NULL;
553         r_shadow_attenuation3dtexture = NULL;
554         R_FreeTexturePool(&r_shadow_texturepool);
555         R_FreeTexturePool(&r_shadow_filters_texturepool);
556         maxshadowelements = 0;
557         if (shadowelements)
558                 Mem_Free(shadowelements);
559         shadowelements = NULL;
560         maxvertexupdate = 0;
561         if (vertexupdate)
562                 Mem_Free(vertexupdate);
563         vertexupdate = NULL;
564         if (vertexremap)
565                 Mem_Free(vertexremap);
566         vertexremap = NULL;
567         vertexupdatenum = 0;
568         maxshadowmark = 0;
569         numshadowmark = 0;
570         if (shadowmark)
571                 Mem_Free(shadowmark);
572         shadowmark = NULL;
573         if (shadowmarklist)
574                 Mem_Free(shadowmarklist);
575         shadowmarklist = NULL;
576         shadowmarkcount = 0;
577         r_shadow_buffer_numleafpvsbytes = 0;
578         if (r_shadow_buffer_leafpvs)
579                 Mem_Free(r_shadow_buffer_leafpvs);
580         r_shadow_buffer_leafpvs = NULL;
581         if (r_shadow_buffer_leaflist)
582                 Mem_Free(r_shadow_buffer_leaflist);
583         r_shadow_buffer_leaflist = NULL;
584         r_shadow_buffer_numsurfacepvsbytes = 0;
585         if (r_shadow_buffer_surfacepvs)
586                 Mem_Free(r_shadow_buffer_surfacepvs);
587         r_shadow_buffer_surfacepvs = NULL;
588         if (r_shadow_buffer_surfacelist)
589                 Mem_Free(r_shadow_buffer_surfacelist);
590         r_shadow_buffer_surfacelist = NULL;
591 }
592
593 void r_shadow_newmap(void)
594 {
595 }
596
597 void R_Shadow_Help_f(void)
598 {
599         Con_Printf(
600 "Documentation on r_shadow system:\n"
601 "Settings:\n"
602 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
603 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
604 "r_shadow_debuglight : render only this light number (-1 = all)\n"
605 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
606 "r_shadow_gloss2intensity : brightness of forced gloss\n"
607 "r_shadow_glossintensity : brightness of textured gloss\n"
608 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
609 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
610 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
611 "r_shadow_portallight : use portal visibility for static light precomputation\n"
612 "r_shadow_projectdistance : shadow volume projection distance\n"
613 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
614 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
615 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
616 "r_shadow_realtime_world : use high quality world lighting mode\n"
617 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
618 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
619 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
620 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
621 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
622 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
623 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
624 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
625 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
626 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
627 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
628 "r_shadow_scissor : use scissor optimization\n"
629 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
630 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
631 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
632 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
633 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
634 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
635 "Commands:\n"
636 "r_shadow_help : this help\n"
637         );
638 }
639
640 void R_Shadow_Init(void)
641 {
642         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
643         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
644         Cvar_RegisterVariable(&r_shadow_debuglight);
645         Cvar_RegisterVariable(&r_shadow_gloss);
646         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
647         Cvar_RegisterVariable(&r_shadow_glossintensity);
648         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
649         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
650         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
651         Cvar_RegisterVariable(&r_shadow_portallight);
652         Cvar_RegisterVariable(&r_shadow_projectdistance);
653         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
654         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
655         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
656         Cvar_RegisterVariable(&r_shadow_realtime_world);
657         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
658         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
659         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
660         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
661         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
662         Cvar_RegisterVariable(&r_shadow_scissor);
663         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
664         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
665         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
666         Cvar_RegisterVariable(&r_shadow_texture3d);
667         Cvar_RegisterVariable(&r_shadow_visiblelighting);
668         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
669         Cvar_RegisterVariable(&r_shadow_glsl);
670         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
671         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
672         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
673         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
674         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
675         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
676         if (gamemode == GAME_TENEBRAE)
677         {
678                 Cvar_SetValue("r_shadow_gloss", 2);
679                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
680         }
681         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
682         R_Shadow_EditLights_Init();
683         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
684         r_shadow_worldlightchain = NULL;
685         maxshadowelements = 0;
686         shadowelements = NULL;
687         maxvertexupdate = 0;
688         vertexupdate = NULL;
689         vertexremap = NULL;
690         vertexupdatenum = 0;
691         maxshadowmark = 0;
692         numshadowmark = 0;
693         shadowmark = NULL;
694         shadowmarklist = NULL;
695         shadowmarkcount = 0;
696         r_shadow_buffer_numleafpvsbytes = 0;
697         r_shadow_buffer_leafpvs = NULL;
698         r_shadow_buffer_leaflist = NULL;
699         r_shadow_buffer_numsurfacepvsbytes = 0;
700         r_shadow_buffer_surfacepvs = NULL;
701         r_shadow_buffer_surfacelist = NULL;
702         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
703 }
704
705 matrix4x4_t matrix_attenuationxyz =
706 {
707         {
708                 {0.5, 0.0, 0.0, 0.5},
709                 {0.0, 0.5, 0.0, 0.5},
710                 {0.0, 0.0, 0.5, 0.5},
711                 {0.0, 0.0, 0.0, 1.0}
712         }
713 };
714
715 matrix4x4_t matrix_attenuationz =
716 {
717         {
718                 {0.0, 0.0, 0.5, 0.5},
719                 {0.0, 0.0, 0.0, 0.5},
720                 {0.0, 0.0, 0.0, 0.5},
721                 {0.0, 0.0, 0.0, 1.0}
722         }
723 };
724
725 int *R_Shadow_ResizeShadowElements(int numtris)
726 {
727         // make sure shadowelements is big enough for this volume
728         if (maxshadowelements < numtris * 24)
729         {
730                 maxshadowelements = numtris * 24;
731                 if (shadowelements)
732                         Mem_Free(shadowelements);
733                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
734         }
735         return shadowelements;
736 }
737
738 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
739 {
740         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
741         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
742         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
743         {
744                 if (r_shadow_buffer_leafpvs)
745                         Mem_Free(r_shadow_buffer_leafpvs);
746                 if (r_shadow_buffer_leaflist)
747                         Mem_Free(r_shadow_buffer_leaflist);
748                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
749                 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
750                 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
751         }
752         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
753         {
754                 if (r_shadow_buffer_surfacepvs)
755                         Mem_Free(r_shadow_buffer_surfacepvs);
756                 if (r_shadow_buffer_surfacelist)
757                         Mem_Free(r_shadow_buffer_surfacelist);
758                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
759                 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
760                 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
761         }
762 }
763
764 void R_Shadow_PrepareShadowMark(int numtris)
765 {
766         // make sure shadowmark is big enough for this volume
767         if (maxshadowmark < numtris)
768         {
769                 maxshadowmark = numtris;
770                 if (shadowmark)
771                         Mem_Free(shadowmark);
772                 if (shadowmarklist)
773                         Mem_Free(shadowmarklist);
774                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
775                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
776                 shadowmarkcount = 0;
777         }
778         shadowmarkcount++;
779         // if shadowmarkcount wrapped we clear the array and adjust accordingly
780         if (shadowmarkcount == 0)
781         {
782                 shadowmarkcount = 1;
783                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
784         }
785         numshadowmark = 0;
786 }
787
788 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
789 {
790         int i, j;
791         int outtriangles = 0, outvertices = 0;
792         const int *element;
793         const float *vertex;
794
795         if (maxvertexupdate < innumvertices)
796         {
797                 maxvertexupdate = innumvertices;
798                 if (vertexupdate)
799                         Mem_Free(vertexupdate);
800                 if (vertexremap)
801                         Mem_Free(vertexremap);
802                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
803                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
804                 vertexupdatenum = 0;
805         }
806         vertexupdatenum++;
807         if (vertexupdatenum == 0)
808         {
809                 vertexupdatenum = 1;
810                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
811                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
812         }
813
814         for (i = 0;i < numshadowmarktris;i++)
815                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
816
817         for (i = 0;i < numshadowmarktris;i++)
818         {
819                 element = inelement3i + shadowmarktris[i] * 3;
820                 // make sure the vertices are created
821                 for (j = 0;j < 3;j++)
822                 {
823                         if (vertexupdate[element[j]] != vertexupdatenum)
824                         {
825                                 float ratio, direction[3];
826                                 vertexupdate[element[j]] = vertexupdatenum;
827                                 vertexremap[element[j]] = outvertices;
828                                 vertex = invertex3f + element[j] * 3;
829                                 // project one copy of the vertex to the sphere radius of the light
830                                 // (FIXME: would projecting it to the light box be better?)
831                                 VectorSubtract(vertex, projectorigin, direction);
832                                 ratio = projectdistance / VectorLength(direction);
833                                 VectorCopy(vertex, outvertex3f);
834                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
835                                 outvertex3f += 6;
836                                 outvertices += 2;
837                         }
838                 }
839         }
840
841         for (i = 0;i < numshadowmarktris;i++)
842         {
843                 int remappedelement[3];
844                 int markindex;
845                 const int *neighbortriangle;
846
847                 markindex = shadowmarktris[i] * 3;
848                 element = inelement3i + markindex;
849                 neighbortriangle = inneighbor3i + markindex;
850                 // output the front and back triangles
851                 outelement3i[0] = vertexremap[element[0]];
852                 outelement3i[1] = vertexremap[element[1]];
853                 outelement3i[2] = vertexremap[element[2]];
854                 outelement3i[3] = vertexremap[element[2]] + 1;
855                 outelement3i[4] = vertexremap[element[1]] + 1;
856                 outelement3i[5] = vertexremap[element[0]] + 1;
857
858                 outelement3i += 6;
859                 outtriangles += 2;
860                 // output the sides (facing outward from this triangle)
861                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
862                 {
863                         remappedelement[0] = vertexremap[element[0]];
864                         remappedelement[1] = vertexremap[element[1]];
865                         outelement3i[0] = remappedelement[1];
866                         outelement3i[1] = remappedelement[0];
867                         outelement3i[2] = remappedelement[0] + 1;
868                         outelement3i[3] = remappedelement[1];
869                         outelement3i[4] = remappedelement[0] + 1;
870                         outelement3i[5] = remappedelement[1] + 1;
871
872                         outelement3i += 6;
873                         outtriangles += 2;
874                 }
875                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
876                 {
877                         remappedelement[1] = vertexremap[element[1]];
878                         remappedelement[2] = vertexremap[element[2]];
879                         outelement3i[0] = remappedelement[2];
880                         outelement3i[1] = remappedelement[1];
881                         outelement3i[2] = remappedelement[1] + 1;
882                         outelement3i[3] = remappedelement[2];
883                         outelement3i[4] = remappedelement[1] + 1;
884                         outelement3i[5] = remappedelement[2] + 1;
885
886                         outelement3i += 6;
887                         outtriangles += 2;
888                 }
889                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
890                 {
891                         remappedelement[0] = vertexremap[element[0]];
892                         remappedelement[2] = vertexremap[element[2]];
893                         outelement3i[0] = remappedelement[0];
894                         outelement3i[1] = remappedelement[2];
895                         outelement3i[2] = remappedelement[2] + 1;
896                         outelement3i[3] = remappedelement[0];
897                         outelement3i[4] = remappedelement[2] + 1;
898                         outelement3i[5] = remappedelement[0] + 1;
899
900                         outelement3i += 6;
901                         outtriangles += 2;
902                 }
903         }
904         if (outnumvertices)
905                 *outnumvertices = outvertices;
906         return outtriangles;
907 }
908
909 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
910 {
911         int tris, outverts;
912         if (projectdistance < 0.1)
913         {
914                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
915                 return;
916         }
917         if (!numverts || !nummarktris)
918                 return;
919         // make sure shadowelements is big enough for this volume
920         if (maxshadowelements < nummarktris * 24)
921                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
922         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
923         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
924 }
925
926 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
927 {
928         int t, tend;
929         const int *e;
930         const float *v[3];
931         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
932                 return;
933         tend = firsttriangle + numtris;
934         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
935          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
936          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
937         {
938                 // surface box entirely inside light box, no box cull
939                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
940                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
941                                 shadowmarklist[numshadowmark++] = t;
942         }
943         else
944         {
945                 // surface box not entirely inside light box, cull each triangle
946                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
947                 {
948                         v[0] = invertex3f + e[0] * 3;
949                         v[1] = invertex3f + e[1] * 3;
950                         v[2] = invertex3f + e[2] * 3;
951                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
952                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
953                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
954                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
955                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
956                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
957                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
958                                 shadowmarklist[numshadowmark++] = t;
959                 }
960         }
961 }
962
963 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
964 {
965         rmeshstate_t m;
966         if (r_shadow_compilingrtlight)
967         {
968                 // if we're compiling an rtlight, capture the mesh
969                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
970                 return;
971         }
972         memset(&m, 0, sizeof(m));
973         m.pointer_vertex = vertex3f;
974         R_Mesh_State(&m);
975         GL_LockArrays(0, numvertices);
976         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
977         {
978                 // decrement stencil if backface is behind depthbuffer
979                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
980                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
981                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
982                 c_rt_shadowmeshes++;
983                 c_rt_shadowtris += numtriangles;
984                 // increment stencil if frontface is behind depthbuffer
985                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
986                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
987         }
988         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
989         c_rt_shadowmeshes++;
990         c_rt_shadowtris += numtriangles;
991         GL_LockArrays(0, 0);
992 }
993
994 static void R_Shadow_MakeTextures(void)
995 {
996         int x, y, z, d;
997         float v[3], intensity;
998         qbyte *data;
999         R_FreeTexturePool(&r_shadow_texturepool);
1000         r_shadow_texturepool = R_AllocTexturePool();
1001         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1002         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1003 #define ATTEN2DSIZE 64
1004 #define ATTEN3DSIZE 32
1005         data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1006         for (y = 0;y < ATTEN2DSIZE;y++)
1007         {
1008                 for (x = 0;x < ATTEN2DSIZE;x++)
1009                 {
1010                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1011                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1012                         v[2] = 0;
1013                         intensity = 1.0f - sqrt(DotProduct(v, v));
1014                         if (intensity > 0)
1015                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1016                         d = bound(0, intensity, 255);
1017                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1018                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1019                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1020                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1021                 }
1022         }
1023         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1024         if (r_shadow_texture3d.integer)
1025         {
1026                 for (z = 0;z < ATTEN3DSIZE;z++)
1027                 {
1028                         for (y = 0;y < ATTEN3DSIZE;y++)
1029                         {
1030                                 for (x = 0;x < ATTEN3DSIZE;x++)
1031                                 {
1032                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1033                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1034                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1035                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1036                                         if (intensity > 0)
1037                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1038                                         d = bound(0, intensity, 255);
1039                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1040                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1041                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1042                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1043                                 }
1044                         }
1045                 }
1046                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1047         }
1048         Mem_Free(data);
1049 }
1050
1051 void R_Shadow_ValidateCvars(void)
1052 {
1053         if (r_shadow_texture3d.integer && !gl_texture3d)
1054                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1055         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1056                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1057 }
1058
1059 // light currently being rendered
1060 rtlight_t *r_shadow_rtlight;
1061 // light filter cubemap being used by the light
1062 static rtexture_t *r_shadow_lightcubemap;
1063
1064 // this is the location of the eye in entity space
1065 static vec3_t r_shadow_entityeyeorigin;
1066 // this is the location of the light in entity space
1067 static vec3_t r_shadow_entitylightorigin;
1068 // this transforms entity coordinates to light filter cubemap coordinates
1069 // (also often used for other purposes)
1070 static matrix4x4_t r_shadow_entitytolight;
1071 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1072 // of attenuation texturing in full 3D (Z result often ignored)
1073 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1074 // this transforms only the Z to S, and T is always 0.5
1075 static matrix4x4_t r_shadow_entitytoattenuationz;
1076 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1077 static vec3_t r_shadow_entitylightcolorbase;
1078 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
1079 static vec3_t r_shadow_entitylightcolorpants;
1080 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
1081 static vec3_t r_shadow_entitylightcolorshirt;
1082
1083 static int r_shadow_lightpermutation;
1084 static int r_shadow_lightprog;
1085
1086 void R_Shadow_Stage_Begin(void)
1087 {
1088         rmeshstate_t m;
1089
1090         R_Shadow_ValidateCvars();
1091
1092         if (!r_shadow_attenuation2dtexture
1093          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1094          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1095          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1096                 R_Shadow_MakeTextures();
1097
1098         memset(&m, 0, sizeof(m));
1099         GL_BlendFunc(GL_ONE, GL_ZERO);
1100         GL_DepthMask(false);
1101         GL_DepthTest(true);
1102         R_Mesh_State(&m);
1103         GL_Color(0, 0, 0, 1);
1104         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1105         qglEnable(GL_CULL_FACE);
1106         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1107         r_shadowstage = R_SHADOWSTAGE_NONE;
1108 }
1109
1110 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1111 {
1112         r_shadow_rtlight = rtlight;
1113 }
1114
1115 void R_Shadow_Stage_Reset(void)
1116 {
1117         rmeshstate_t m;
1118         if (gl_support_stenciltwoside)
1119                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1120         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1121         {
1122                 qglUseProgramObjectARB(0);
1123                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1124                 qglBegin(GL_TRIANGLES);
1125                 qglEnd();
1126                 CHECKGLERROR
1127         }
1128         memset(&m, 0, sizeof(m));
1129         R_Mesh_State(&m);
1130 }
1131
1132 void R_Shadow_Stage_StencilShadowVolumes(void)
1133 {
1134         R_Shadow_Stage_Reset();
1135         GL_Color(1, 1, 1, 1);
1136         GL_ColorMask(0, 0, 0, 0);
1137         GL_BlendFunc(GL_ONE, GL_ZERO);
1138         GL_DepthMask(false);
1139         GL_DepthTest(true);
1140         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1141         //if (r_shadow_shadow_polygonoffset.value != 0)
1142         //{
1143         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1144         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1145         //}
1146         //else
1147         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1148         qglDepthFunc(GL_LESS);
1149         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1150         qglEnable(GL_STENCIL_TEST);
1151         qglStencilFunc(GL_ALWAYS, 128, ~0);
1152         if (gl_ext_stenciltwoside.integer)
1153         {
1154                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1155                 qglDisable(GL_CULL_FACE);
1156                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1157                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1158                 qglStencilMask(~0);
1159                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1160                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1161                 qglStencilMask(~0);
1162                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1163         }
1164         else
1165         {
1166                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1167                 qglEnable(GL_CULL_FACE);
1168                 qglStencilMask(~0);
1169                 // this is changed by every shadow render so its value here is unimportant
1170                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1171         }
1172         GL_Clear(GL_STENCIL_BUFFER_BIT);
1173         c_rt_clears++;
1174 }
1175
1176 void R_Shadow_Stage_Lighting(int stenciltest)
1177 {
1178         rmeshstate_t m;
1179         R_Shadow_Stage_Reset();
1180         GL_BlendFunc(GL_ONE, GL_ONE);
1181         GL_DepthMask(false);
1182         GL_DepthTest(true);
1183         qglPolygonOffset(0, 0);
1184         //qglDisable(GL_POLYGON_OFFSET_FILL);
1185         GL_Color(1, 1, 1, 1);
1186         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1187         qglDepthFunc(GL_EQUAL);
1188         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1189         qglEnable(GL_CULL_FACE);
1190         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1191                 qglEnable(GL_STENCIL_TEST);
1192         else
1193                 qglDisable(GL_STENCIL_TEST);
1194         qglStencilMask(~0);
1195         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1196         // only draw light where this geometry was already rendered AND the
1197         // stencil is 128 (values other than this mean shadow)
1198         qglStencilFunc(GL_EQUAL, 128, ~0);
1199         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1200         {
1201                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1202                 memset(&m, 0, sizeof(m));
1203                 m.pointer_vertex = varray_vertex3f;
1204                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1205                 m.pointer_texcoord3f[1] = varray_svector3f;
1206                 m.pointer_texcoord3f[2] = varray_tvector3f;
1207                 m.pointer_texcoord3f[3] = varray_normal3f;
1208                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1209                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1210                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1211                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1212                 // TODO: support fog (after renderer is converted to texture fog)
1213                 m.tex[4] = R_GetTexture(r_texture_white); // fog
1214                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1215                 R_Mesh_State(&m);
1216                 GL_BlendFunc(GL_ONE, GL_ONE);
1217                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1218                 CHECKGLERROR
1219                 r_shadow_lightpermutation = 0;
1220                 // only add a feature to the permutation if that permutation exists
1221                 // (otherwise it might end up not using a shader at all, which looks
1222                 // worse than using less features)
1223                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1224                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1225                 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1226                 //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1227                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1228                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1229                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1230                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1231                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1232                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1233                 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1234                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1235                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1236                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1237                 // TODO: support fog (after renderer is converted to texture fog)
1238                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1239                 {
1240                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1241                 }
1242                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1243                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1244                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1245                 {
1246                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1247                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1248                 }
1249                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1250                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1251                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1252                 //{
1253                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1254                 //}
1255                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1256                 {
1257                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1258                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1259                 }
1260         }
1261         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1262                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1263         else
1264                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1265 }
1266
1267 void R_Shadow_Stage_VisibleShadowVolumes(void)
1268 {
1269         R_Shadow_Stage_Reset();
1270         GL_BlendFunc(GL_ONE, GL_ONE);
1271         GL_DepthMask(false);
1272         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1273         qglPolygonOffset(0, 0);
1274         GL_Color(0.0, 0.0125, 0.1, 1);
1275         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1276         qglDepthFunc(GL_GEQUAL);
1277         qglCullFace(GL_FRONT); // this culls back
1278         qglDisable(GL_CULL_FACE);
1279         qglDisable(GL_STENCIL_TEST);
1280         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1281 }
1282
1283 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1284 {
1285         R_Shadow_Stage_Reset();
1286         GL_BlendFunc(GL_ONE, GL_ONE);
1287         GL_DepthMask(false);
1288         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1289         qglPolygonOffset(0, 0);
1290         GL_Color(0.1, 0.0125, 0, 1);
1291         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1292         qglDepthFunc(GL_EQUAL);
1293         qglCullFace(GL_FRONT); // this culls back
1294         qglEnable(GL_CULL_FACE);
1295         if (stenciltest)
1296                 qglEnable(GL_STENCIL_TEST);
1297         else
1298                 qglDisable(GL_STENCIL_TEST);
1299         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1300 }
1301
1302 void R_Shadow_Stage_End(void)
1303 {
1304         R_Shadow_Stage_Reset();
1305         R_Shadow_Stage_ActiveLight(NULL);
1306         GL_BlendFunc(GL_ONE, GL_ZERO);
1307         GL_DepthMask(true);
1308         GL_DepthTest(true);
1309         qglPolygonOffset(0, 0);
1310         //qglDisable(GL_POLYGON_OFFSET_FILL);
1311         GL_Color(1, 1, 1, 1);
1312         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1313         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1314         qglDepthFunc(GL_LEQUAL);
1315         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1316         qglDisable(GL_STENCIL_TEST);
1317         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1318         if (gl_support_stenciltwoside)
1319                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1320         qglStencilMask(~0);
1321         qglStencilFunc(GL_ALWAYS, 128, ~0);
1322         r_shadowstage = R_SHADOWSTAGE_NONE;
1323 }
1324
1325 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1326 {
1327         int i, ix1, iy1, ix2, iy2;
1328         float x1, y1, x2, y2;
1329         vec4_t v, v2;
1330         rmesh_t mesh;
1331         mplane_t planes[11];
1332         float vertex3f[256*3];
1333
1334         // if view is inside the light box, just say yes it's visible
1335         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1336         {
1337                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1338                 return false;
1339         }
1340
1341         // create a temporary brush describing the area the light can affect in worldspace
1342         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1343         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1344         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1345         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1346         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1347         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1348         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1349         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1350         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1351         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1352         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1353
1354         // turn the brush into a mesh
1355         memset(&mesh, 0, sizeof(rmesh_t));
1356         mesh.maxvertices = 256;
1357         mesh.vertex3f = vertex3f;
1358         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1359         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1360
1361         // if that mesh is empty, the light is not visible at all
1362         if (!mesh.numvertices)
1363                 return true;
1364
1365         if (!r_shadow_scissor.integer)
1366                 return false;
1367
1368         // if that mesh is not empty, check what area of the screen it covers
1369         x1 = y1 = x2 = y2 = 0;
1370         v[3] = 1.0f;
1371         for (i = 0;i < mesh.numvertices;i++)
1372         {
1373                 VectorCopy(mesh.vertex3f + i * 3, v);
1374                 GL_TransformToScreen(v, v2);
1375                 //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]);
1376                 if (i)
1377                 {
1378                         if (x1 > v2[0]) x1 = v2[0];
1379                         if (x2 < v2[0]) x2 = v2[0];
1380                         if (y1 > v2[1]) y1 = v2[1];
1381                         if (y2 < v2[1]) y2 = v2[1];
1382                 }
1383                 else
1384                 {
1385                         x1 = x2 = v2[0];
1386                         y1 = y2 = v2[1];
1387                 }
1388         }
1389
1390         // now convert the scissor rectangle to integer screen coordinates
1391         ix1 = x1 - 1.0f;
1392         iy1 = y1 - 1.0f;
1393         ix2 = x2 + 1.0f;
1394         iy2 = y2 + 1.0f;
1395         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1396
1397         // clamp it to the screen
1398         if (ix1 < r_view_x) ix1 = r_view_x;
1399         if (iy1 < r_view_y) iy1 = r_view_y;
1400         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1401         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1402
1403         // if it is inside out, it's not visible
1404         if (ix2 <= ix1 || iy2 <= iy1)
1405                 return true;
1406
1407         // the light area is visible, set up the scissor rectangle
1408         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1409         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1410         //qglEnable(GL_SCISSOR_TEST);
1411         c_rt_scissored++;
1412         return false;
1413 }
1414
1415 extern float *rsurface_vertex3f;
1416 extern float *rsurface_svector3f;
1417 extern float *rsurface_tvector3f;
1418 extern float *rsurface_normal3f;
1419 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1420
1421 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1422 {
1423         int numverts = surface->num_vertices;
1424         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1425         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1426         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1427         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1428         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1429         {
1430                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1431                 if ((dist = DotProduct(v, v)) < 1)
1432                 {
1433                         dist = sqrt(dist);
1434                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1435                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1436                         if ((dot = DotProduct(n, v)) > 0)
1437                         {
1438                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1439                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1440                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1441                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1442                         }
1443                         else
1444                         {
1445                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1446                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1447                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1448                         }
1449                         color4f[0] = bound(0, color4f[0], 1);
1450                         color4f[1] = bound(0, color4f[1], 1);
1451                         color4f[2] = bound(0, color4f[2], 1);
1452                 }
1453                 else
1454                         VectorClear(color4f);
1455                 color4f[3] = 1;
1456         }
1457 }
1458
1459 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1460 {
1461         int numverts = surface->num_vertices;
1462         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1463         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1464         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1465         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1466         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1467         {
1468                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1469                 if ((dist = fabs(v[2])) < 1)
1470                 {
1471                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1472                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1473                         if ((dot = DotProduct(n, v)) > 0)
1474                         {
1475                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1476                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1477                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1478                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1479                         }
1480                         else
1481                         {
1482                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1483                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1484                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1485                         }
1486                         color4f[0] = bound(0, color4f[0], 1);
1487                         color4f[1] = bound(0, color4f[1], 1);
1488                         color4f[2] = bound(0, color4f[2], 1);
1489                 }
1490                 else
1491                         VectorClear(color4f);
1492                 color4f[3] = 1;
1493         }
1494 }
1495
1496 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1497 {
1498         int numverts = surface->num_vertices;
1499         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1500         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1501         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1502         float dot, shadeintensity, v[3], n[3];
1503         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1504         {
1505                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1506                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1507                 if ((dot = DotProduct(n, v)) > 0)
1508                 {
1509                         shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1510                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1511                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1512                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1513                         color4f[0] = bound(0, color4f[0], 1);
1514                         color4f[1] = bound(0, color4f[1], 1);
1515                         color4f[2] = bound(0, color4f[2], 1);
1516                 }
1517                 else
1518                         VectorClear(color4f);
1519                 color4f[3] = 1;
1520         }
1521 }
1522
1523 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1524 #define USETEXMATRIX
1525
1526 #ifndef USETEXMATRIX
1527 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1528 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1529 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1530 {
1531         do
1532         {
1533                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1534                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1535                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1536                 vertex3f += 3;
1537                 tc3f += 3;
1538         }
1539         while (--numverts);
1540 }
1541
1542 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1543 {
1544         do
1545         {
1546                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1547                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1548                 vertex3f += 3;
1549                 tc2f += 2;
1550         }
1551         while (--numverts);
1552 }
1553 #endif
1554
1555 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1556 {
1557         int i;
1558         float lightdir[3];
1559         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1560         {
1561                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1562                 // the cubemap normalizes this for us
1563                 out3f[0] = DotProduct(svector3f, lightdir);
1564                 out3f[1] = DotProduct(tvector3f, lightdir);
1565                 out3f[2] = DotProduct(normal3f, lightdir);
1566         }
1567 }
1568
1569 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1570 {
1571         int i;
1572         float lightdir[3], eyedir[3], halfdir[3];
1573         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1574         {
1575                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1576                 VectorNormalize(lightdir);
1577                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1578                 VectorNormalize(eyedir);
1579                 VectorAdd(lightdir, eyedir, halfdir);
1580                 // the cubemap normalizes this for us
1581                 out3f[0] = DotProduct(svector3f, halfdir);
1582                 out3f[1] = DotProduct(tvector3f, halfdir);
1583                 out3f[2] = DotProduct(normal3f, halfdir);
1584         }
1585 }
1586
1587 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1588 {
1589         // used to display how many times a surface is lit for level design purposes
1590         int surfacelistindex;
1591         rmeshstate_t m;
1592         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1593         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1594         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1595         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1596         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1597         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1598         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1599         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1600                 return;
1601         GL_Color(0.1, 0.025, 0, 1);
1602         memset(&m, 0, sizeof(m));
1603         R_Mesh_State(&m);
1604         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1605         {
1606                 const msurface_t *surface = surfacelist[surfacelistindex];
1607                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1608                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1609                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1610                 GL_LockArrays(0, 0);
1611         }
1612 }
1613
1614 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1615 {
1616         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1617         int surfacelistindex;
1618         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1619         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1620         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1621         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1622         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1623         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1624         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1625         // TODO: add direct pants/shirt rendering
1626         if (doambientpants || dodiffusepants)
1627                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1628         if (doambientshirt || dodiffuseshirt)
1629                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1630         if (!doambientbase && !dodiffusebase && !dospecular)
1631                 return;
1632         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1633         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1634         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1635         R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1636         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1637         {
1638                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1639         }
1640         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1641         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1642         {
1643                 const msurface_t *surface = surfacelist[surfacelistindex];
1644                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1645                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1646                 if (!rsurface_svector3f)
1647                 {
1648                         rsurface_svector3f = varray_svector3f;
1649                         rsurface_tvector3f = varray_tvector3f;
1650                         rsurface_normal3f = varray_normal3f;
1651                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1652                 }
1653                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1654                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1655                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1656                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1657                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1658                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1659                 c_rt_lightmeshes++;
1660                 c_rt_lighttris += surface->num_triangles;
1661                 GL_LockArrays(0, 0);
1662         }
1663 }
1664
1665 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1666 {
1667         // ARB path (any Geforce, any Radeon)
1668         int surfacelistindex;
1669         int renders;
1670         float color2[3], colorscale;
1671         rmeshstate_t m;
1672         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1673         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1674         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1675         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1676         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1677         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1678         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1679         // TODO: add direct pants/shirt rendering
1680         if (doambientpants || dodiffusepants)
1681                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1682         if (doambientshirt || dodiffuseshirt)
1683                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1684         if (!doambientbase && !dodiffusebase && !dospecular)
1685                 return;
1686         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1687         {
1688                 const msurface_t *surface = surfacelist[surfacelistindex];
1689                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1690                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1691                 if (!rsurface_svector3f)
1692                 {
1693                         rsurface_svector3f = varray_svector3f;
1694                         rsurface_tvector3f = varray_tvector3f;
1695                         rsurface_normal3f = varray_normal3f;
1696                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1697                 }
1698                 if (doambientbase)
1699                 {
1700                         GL_Color(1,1,1,1);
1701                         colorscale = r_shadow_rtlight->ambientscale;
1702                         // colorscale accounts for how much we multiply the brightness
1703                         // during combine.
1704                         //
1705                         // mult is how many times the final pass of the lighting will be
1706                         // performed to get more brightness than otherwise possible.
1707                         //
1708                         // Limit mult to 64 for sanity sake.
1709                         if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1710                         {
1711                                 // 3 3D combine path (Geforce3, Radeon 8500)
1712                                 memset(&m, 0, sizeof(m));
1713                                 m.pointer_vertex = rsurface_vertex3f;
1714                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1715 #ifdef USETEXMATRIX
1716                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1717                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1718 #else
1719                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1720                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1721 #endif
1722                                 m.tex[1] = R_GetTexture(basetexture);
1723                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1724                                 m.texmatrix[1] = texture->currenttexmatrix;
1725                                 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1726 #ifdef USETEXMATRIX
1727                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1728                                 m.texmatrix[2] = r_shadow_entitytolight;
1729 #else
1730                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1731                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1732 #endif
1733                                 GL_BlendFunc(GL_ONE, GL_ONE);
1734                         }
1735                         else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1736                         {
1737                                 // 2 3D combine path (Geforce3, original Radeon)
1738                                 memset(&m, 0, sizeof(m));
1739                                 m.pointer_vertex = rsurface_vertex3f;
1740                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1741 #ifdef USETEXMATRIX
1742                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1743                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1744 #else
1745                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1746                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1747 #endif
1748                                 m.tex[1] = R_GetTexture(basetexture);
1749                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1750                                 m.texmatrix[1] = texture->currenttexmatrix;
1751                                 GL_BlendFunc(GL_ONE, GL_ONE);
1752                         }
1753                         else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1754                         {
1755                                 // 4 2D combine path (Geforce3, Radeon 8500)
1756                                 memset(&m, 0, sizeof(m));
1757                                 m.pointer_vertex = rsurface_vertex3f;
1758                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1759 #ifdef USETEXMATRIX
1760                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1761                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1762 #else
1763                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1764                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1765 #endif
1766                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1767 #ifdef USETEXMATRIX
1768                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1769                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1770 #else
1771                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1772                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1773 #endif
1774                                 m.tex[2] = R_GetTexture(basetexture);
1775                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1776                                 m.texmatrix[2] = texture->currenttexmatrix;
1777                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1778                                 {
1779                                         m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1780 #ifdef USETEXMATRIX
1781                                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1782                                         m.texmatrix[3] = r_shadow_entitytolight;
1783 #else
1784                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1785                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1786 #endif
1787                                 }
1788                                 GL_BlendFunc(GL_ONE, GL_ONE);
1789                         }
1790                         else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1791                         {
1792                                 // 3 2D combine path (Geforce3, original Radeon)
1793                                 memset(&m, 0, sizeof(m));
1794                                 m.pointer_vertex = rsurface_vertex3f;
1795                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1796 #ifdef USETEXMATRIX
1797                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1798                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1799 #else
1800                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1801                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1802 #endif
1803                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1804 #ifdef USETEXMATRIX
1805                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1806                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1807 #else
1808                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1809                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1810 #endif
1811                                 m.tex[2] = R_GetTexture(basetexture);
1812                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1813                                 m.texmatrix[2] = texture->currenttexmatrix;
1814                                 GL_BlendFunc(GL_ONE, GL_ONE);
1815                         }
1816                         else
1817                         {
1818                                 // 2/2/2 2D combine path (any dot3 card)
1819                                 memset(&m, 0, sizeof(m));
1820                                 m.pointer_vertex = rsurface_vertex3f;
1821                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1822 #ifdef USETEXMATRIX
1823                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1824                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1825 #else
1826                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1827                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1828 #endif
1829                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1830 #ifdef USETEXMATRIX
1831                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1832                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1833 #else
1834                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1835                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1836 #endif
1837                                 R_Mesh_State(&m);
1838                                 GL_ColorMask(0,0,0,1);
1839                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1840                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1841                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1842                                 GL_LockArrays(0, 0);
1843                                 c_rt_lightmeshes++;
1844                                 c_rt_lighttris += surface->num_triangles;
1845
1846                                 memset(&m, 0, sizeof(m));
1847                                 m.pointer_vertex = rsurface_vertex3f;
1848                                 m.tex[0] = R_GetTexture(basetexture);
1849                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1850                                 m.texmatrix[0] = texture->currenttexmatrix;
1851                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1852                                 {
1853                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1854 #ifdef USETEXMATRIX
1855                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1856                                         m.texmatrix[1] = r_shadow_entitytolight;
1857 #else
1858                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1859                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1860 #endif
1861                                 }
1862                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1863                         }
1864                         // this final code is shared
1865                         R_Mesh_State(&m);
1866                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1867                         VectorScale(lightcolorbase, colorscale, color2);
1868                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1869                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1870                         {
1871                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1872                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1873                                 c_rt_lightmeshes++;
1874                                 c_rt_lighttris += surface->num_triangles;
1875                         }
1876                         GL_LockArrays(0, 0);
1877                 }
1878                 if (dodiffusebase)
1879                 {
1880                         GL_Color(1,1,1,1);
1881                         colorscale = r_shadow_rtlight->diffusescale;
1882                         // colorscale accounts for how much we multiply the brightness
1883                         // during combine.
1884                         //
1885                         // mult is how many times the final pass of the lighting will be
1886                         // performed to get more brightness than otherwise possible.
1887                         //
1888                         // Limit mult to 64 for sanity sake.
1889                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1890                         {
1891                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1892                                 memset(&m, 0, sizeof(m));
1893                                 m.pointer_vertex = rsurface_vertex3f;
1894                                 m.tex[0] = R_GetTexture(normalmaptexture);
1895                                 m.texcombinergb[0] = GL_REPLACE;
1896                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1897                                 m.texmatrix[0] = texture->currenttexmatrix;
1898                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1899                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1900                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1901                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1902                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1903 #ifdef USETEXMATRIX
1904                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1905                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1906 #else
1907                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1908                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1909 #endif
1910                                 R_Mesh_State(&m);
1911                                 GL_ColorMask(0,0,0,1);
1912                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1913                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1914                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1915                                 GL_LockArrays(0, 0);
1916                                 c_rt_lightmeshes++;
1917                                 c_rt_lighttris += surface->num_triangles;
1918
1919                                 memset(&m, 0, sizeof(m));
1920                                 m.pointer_vertex = rsurface_vertex3f;
1921                                 m.tex[0] = R_GetTexture(basetexture);
1922                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1923                                 m.texmatrix[0] = texture->currenttexmatrix;
1924                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1925                                 {
1926                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1927 #ifdef USETEXMATRIX
1928                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1929                                         m.texmatrix[1] = r_shadow_entitytolight;
1930 #else
1931                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1932                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1933 #endif
1934                                 }
1935                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1936                         }
1937                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1938                         {
1939                                 // 1/2/2 3D combine path (original Radeon)
1940                                 memset(&m, 0, sizeof(m));
1941                                 m.pointer_vertex = rsurface_vertex3f;
1942                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1943 #ifdef USETEXMATRIX
1944                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1945                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1946 #else
1947                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1948                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1949 #endif
1950                                 R_Mesh_State(&m);
1951                                 GL_ColorMask(0,0,0,1);
1952                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1953                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1954                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1955                                 GL_LockArrays(0, 0);
1956                                 c_rt_lightmeshes++;
1957                                 c_rt_lighttris += surface->num_triangles;
1958
1959                                 memset(&m, 0, sizeof(m));
1960                                 m.pointer_vertex = rsurface_vertex3f;
1961                                 m.tex[0] = R_GetTexture(normalmaptexture);
1962                                 m.texcombinergb[0] = GL_REPLACE;
1963                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1964                                 m.texmatrix[0] = texture->currenttexmatrix;
1965                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1966                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1967                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1968                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1969                                 R_Mesh_State(&m);
1970                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1971                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1972                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1973                                 GL_LockArrays(0, 0);
1974                                 c_rt_lightmeshes++;
1975                                 c_rt_lighttris += surface->num_triangles;
1976
1977                                 memset(&m, 0, sizeof(m));
1978                                 m.pointer_vertex = rsurface_vertex3f;
1979                                 m.tex[0] = R_GetTexture(basetexture);
1980                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1981                                 m.texmatrix[0] = texture->currenttexmatrix;
1982                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1983                                 {
1984                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1985 #ifdef USETEXMATRIX
1986                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1987                                         m.texmatrix[1] = r_shadow_entitytolight;
1988 #else
1989                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1990                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1991 #endif
1992                                 }
1993                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1994                         }
1995                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1996                         {
1997                                 // 2/2 3D combine path (original Radeon)
1998                                 memset(&m, 0, sizeof(m));
1999                                 m.pointer_vertex = rsurface_vertex3f;
2000                                 m.tex[0] = R_GetTexture(normalmaptexture);
2001                                 m.texcombinergb[0] = GL_REPLACE;
2002                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2003                                 m.texmatrix[0] = texture->currenttexmatrix;
2004                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2005                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2006                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2007                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2008                                 R_Mesh_State(&m);
2009                                 GL_ColorMask(0,0,0,1);
2010                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2011                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2012                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2013                                 GL_LockArrays(0, 0);
2014                                 c_rt_lightmeshes++;
2015                                 c_rt_lighttris += surface->num_triangles;
2016
2017                                 memset(&m, 0, sizeof(m));
2018                                 m.pointer_vertex = rsurface_vertex3f;
2019                                 m.tex[0] = R_GetTexture(basetexture);
2020                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2021                                 m.texmatrix[0] = texture->currenttexmatrix;
2022                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2023 #ifdef USETEXMATRIX
2024                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2025                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2026 #else
2027                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2028                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2029 #endif
2030                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2031                         }
2032                         else if (r_textureunits.integer >= 4)
2033                         {
2034                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2035                                 memset(&m, 0, sizeof(m));
2036                                 m.pointer_vertex = rsurface_vertex3f;
2037                                 m.tex[0] = R_GetTexture(normalmaptexture);
2038                                 m.texcombinergb[0] = GL_REPLACE;
2039                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2040                                 m.texmatrix[0] = texture->currenttexmatrix;
2041                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2042                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2043                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2044                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2045                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2046 #ifdef USETEXMATRIX
2047                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2048                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2049 #else
2050                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2051                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2052 #endif
2053                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2054 #ifdef USETEXMATRIX
2055                                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2056                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2057 #else
2058                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2059                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2060 #endif
2061                                 R_Mesh_State(&m);
2062                                 GL_ColorMask(0,0,0,1);
2063                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2064                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2065                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2066                                 GL_LockArrays(0, 0);
2067                                 c_rt_lightmeshes++;
2068                                 c_rt_lighttris += surface->num_triangles;
2069
2070                                 memset(&m, 0, sizeof(m));
2071                                 m.pointer_vertex = rsurface_vertex3f;
2072                                 m.tex[0] = R_GetTexture(basetexture);
2073                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2074                                 m.texmatrix[0] = texture->currenttexmatrix;
2075                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2076                                 {
2077                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2078 #ifdef USETEXMATRIX
2079                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2080                                         m.texmatrix[1] = r_shadow_entitytolight;
2081 #else
2082                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2083                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2084 #endif
2085                                 }
2086                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2087                         }
2088                         else
2089                         {
2090                                 // 2/2/2 2D combine path (any dot3 card)
2091                                 memset(&m, 0, sizeof(m));
2092                                 m.pointer_vertex = rsurface_vertex3f;
2093                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2094 #ifdef USETEXMATRIX
2095                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2096                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2097 #else
2098                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2099                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2100 #endif
2101                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2102 #ifdef USETEXMATRIX
2103                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2104                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2105 #else
2106                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2107                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2108 #endif
2109                                 R_Mesh_State(&m);
2110                                 GL_ColorMask(0,0,0,1);
2111                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2112                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2113                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2114                                 GL_LockArrays(0, 0);
2115                                 c_rt_lightmeshes++;
2116                                 c_rt_lighttris += surface->num_triangles;
2117
2118                                 memset(&m, 0, sizeof(m));
2119                                 m.pointer_vertex = rsurface_vertex3f;
2120                                 m.tex[0] = R_GetTexture(normalmaptexture);
2121                                 m.texcombinergb[0] = GL_REPLACE;
2122                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2123                                 m.texmatrix[0] = texture->currenttexmatrix;
2124                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2125                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2126                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2127                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2128                                 R_Mesh_State(&m);
2129                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2130                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2131                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2132                                 GL_LockArrays(0, 0);
2133                                 c_rt_lightmeshes++;
2134                                 c_rt_lighttris += surface->num_triangles;
2135
2136                                 memset(&m, 0, sizeof(m));
2137                                 m.pointer_vertex = rsurface_vertex3f;
2138                                 m.tex[0] = R_GetTexture(basetexture);
2139                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2140                                 m.texmatrix[0] = texture->currenttexmatrix;
2141                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2142                                 {
2143                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2144 #ifdef USETEXMATRIX
2145                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2146                                         m.texmatrix[1] = r_shadow_entitytolight;
2147 #else
2148                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2149                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2150 #endif
2151                                 }
2152                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2153                         }
2154                         // this final code is shared
2155                         R_Mesh_State(&m);
2156                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2157                         VectorScale(lightcolorbase, colorscale, color2);
2158                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2159                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2160                         {
2161                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2162                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2163                                 c_rt_lightmeshes++;
2164                                 c_rt_lighttris += surface->num_triangles;
2165                         }
2166                         GL_LockArrays(0, 0);
2167                 }
2168                 if (dospecular)
2169                 {
2170                         // FIXME: detect blendsquare!
2171                         //if (gl_support_blendsquare)
2172                         {
2173                                 colorscale = specularscale;
2174                                 GL_Color(1,1,1,1);
2175                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2176                                 {
2177                                         // 2/0/0/1/2 3D combine blendsquare path
2178                                         memset(&m, 0, sizeof(m));
2179                                         m.pointer_vertex = rsurface_vertex3f;
2180                                         m.tex[0] = R_GetTexture(normalmaptexture);
2181                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2182                                         m.texmatrix[0] = texture->currenttexmatrix;
2183                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2184                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2185                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2186                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2187                                         R_Mesh_State(&m);
2188                                         GL_ColorMask(0,0,0,1);
2189                                         // this squares the result
2190                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2191                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2192                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2193                                         GL_LockArrays(0, 0);
2194                                         c_rt_lightmeshes++;
2195                                         c_rt_lighttris += surface->num_triangles;
2196
2197                                         memset(&m, 0, sizeof(m));
2198                                         m.pointer_vertex = rsurface_vertex3f;
2199                                         R_Mesh_State(&m);
2200                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2201                                         // square alpha in framebuffer a few times to make it shiny
2202                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2203                                         // these comments are a test run through this math for intensity 0.5
2204                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2205                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2206                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2207                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2208                                         c_rt_lightmeshes++;
2209                                         c_rt_lighttris += surface->num_triangles;
2210                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2211                                         c_rt_lightmeshes++;
2212                                         c_rt_lighttris += surface->num_triangles;
2213                                         GL_LockArrays(0, 0);
2214
2215                                         memset(&m, 0, sizeof(m));
2216                                         m.pointer_vertex = rsurface_vertex3f;
2217                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2218 #ifdef USETEXMATRIX
2219                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2220                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2221 #else
2222                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2223                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2224 #endif
2225                                         R_Mesh_State(&m);
2226                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2227                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2228                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2229                                         GL_LockArrays(0, 0);
2230                                         c_rt_lightmeshes++;
2231                                         c_rt_lighttris += surface->num_triangles;
2232
2233                                         memset(&m, 0, sizeof(m));
2234                                         m.pointer_vertex = rsurface_vertex3f;
2235                                         m.tex[0] = R_GetTexture(glosstexture);
2236                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2237                                         m.texmatrix[0] = texture->currenttexmatrix;
2238                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2239                                         {
2240                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2241 #ifdef USETEXMATRIX
2242                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2243                                                 m.texmatrix[1] = r_shadow_entitytolight;
2244 #else
2245                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2246                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2247 #endif
2248                                         }
2249                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2250                                 }
2251                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2252                                 {
2253                                         // 2/0/0/2 3D combine blendsquare path
2254                                         memset(&m, 0, sizeof(m));
2255                                         m.pointer_vertex = rsurface_vertex3f;
2256                                         m.tex[0] = R_GetTexture(normalmaptexture);
2257                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2258                                         m.texmatrix[0] = texture->currenttexmatrix;
2259                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2260                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2261                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2262                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2263                                         R_Mesh_State(&m);
2264                                         GL_ColorMask(0,0,0,1);
2265                                         // this squares the result
2266                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2267                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2268                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2269                                         GL_LockArrays(0, 0);
2270                                         c_rt_lightmeshes++;
2271                                         c_rt_lighttris += surface->num_triangles;
2272
2273                                         memset(&m, 0, sizeof(m));
2274                                         m.pointer_vertex = rsurface_vertex3f;
2275                                         R_Mesh_State(&m);
2276                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2277                                         // square alpha in framebuffer a few times to make it shiny
2278                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2279                                         // these comments are a test run through this math for intensity 0.5
2280                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2281                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2282                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2283                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2284                                         c_rt_lightmeshes++;
2285                                         c_rt_lighttris += surface->num_triangles;
2286                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2287                                         c_rt_lightmeshes++;
2288                                         c_rt_lighttris += surface->num_triangles;
2289                                         GL_LockArrays(0, 0);
2290
2291                                         memset(&m, 0, sizeof(m));
2292                                         m.pointer_vertex = rsurface_vertex3f;
2293                                         m.tex[0] = R_GetTexture(glosstexture);
2294                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2295                                         m.texmatrix[0] = texture->currenttexmatrix;
2296                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2297 #ifdef USETEXMATRIX
2298                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2299                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2300 #else
2301                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2302                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2303 #endif
2304                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2305                                 }
2306                                 else
2307                                 {
2308                                         // 2/0/0/2/2 2D combine blendsquare path
2309                                         memset(&m, 0, sizeof(m));
2310                                         m.pointer_vertex = rsurface_vertex3f;
2311                                         m.tex[0] = R_GetTexture(normalmaptexture);
2312                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2313                                         m.texmatrix[0] = texture->currenttexmatrix;
2314                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2315                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2316                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2317                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2318                                         R_Mesh_State(&m);
2319                                         GL_ColorMask(0,0,0,1);
2320                                         // this squares the result
2321                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2322                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2323                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2324                                         GL_LockArrays(0, 0);
2325                                         c_rt_lightmeshes++;
2326                                         c_rt_lighttris += surface->num_triangles;
2327
2328                                         memset(&m, 0, sizeof(m));
2329                                         m.pointer_vertex = rsurface_vertex3f;
2330                                         R_Mesh_State(&m);
2331                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2332                                         // square alpha in framebuffer a few times to make it shiny
2333                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2334                                         // these comments are a test run through this math for intensity 0.5
2335                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2336                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2337                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2338                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2339                                         c_rt_lightmeshes++;
2340                                         c_rt_lighttris += surface->num_triangles;
2341                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2342                                         c_rt_lightmeshes++;
2343                                         c_rt_lighttris += surface->num_triangles;
2344                                         GL_LockArrays(0, 0);
2345
2346                                         memset(&m, 0, sizeof(m));
2347                                         m.pointer_vertex = rsurface_vertex3f;
2348                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2349 #ifdef USETEXMATRIX
2350                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2351                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2352 #else
2353                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2354                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2355 #endif
2356                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2357 #ifdef USETEXMATRIX
2358                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2359                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2360 #else
2361                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2362                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2363 #endif
2364                                         R_Mesh_State(&m);
2365                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2366                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2367                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2368                                         GL_LockArrays(0, 0);
2369                                         c_rt_lightmeshes++;
2370                                         c_rt_lighttris += surface->num_triangles;
2371
2372                                         memset(&m, 0, sizeof(m));
2373                                         m.pointer_vertex = rsurface_vertex3f;
2374                                         m.tex[0] = R_GetTexture(glosstexture);
2375                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2376                                         m.texmatrix[0] = texture->currenttexmatrix;
2377                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2378                                         {
2379                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2380 #ifdef USETEXMATRIX
2381                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2382                                                 m.texmatrix[1] = r_shadow_entitytolight;
2383 #else
2384                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2385                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2386 #endif
2387                                         }
2388                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2389                                 }
2390                                 R_Mesh_State(&m);
2391                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2392                                 VectorScale(lightcolorbase, colorscale, color2);
2393                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2394                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2395                                 {
2396                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2397                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2398                                         c_rt_lightmeshes++;
2399                                         c_rt_lighttris += surface->num_triangles;
2400                                 }
2401                                 GL_LockArrays(0, 0);
2402                         }
2403                 }
2404         }
2405 }
2406
2407 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2408 {
2409         int surfacelistindex;
2410         int renders;
2411         float ambientcolor2[3], diffusecolor2[3];
2412         rmeshstate_t m;
2413         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2414         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2415         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2416         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2417         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2418         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2419         //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2420         // TODO: add direct pants/shirt rendering
2421         if (doambientpants || dodiffusepants)
2422                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2423         if (doambientshirt || dodiffuseshirt)
2424                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2425         if (!doambientbase && !dodiffusebase)
2426                 return;
2427         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2428         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2429         GL_BlendFunc(GL_ONE, GL_ONE);
2430         memset(&m, 0, sizeof(m));
2431         m.tex[0] = R_GetTexture(basetexture);
2432         if (r_textureunits.integer >= 2)
2433         {
2434                 // voodoo2
2435                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2436 #ifdef USETEXMATRIX
2437                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2438 #else
2439                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2440                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2441 #endif
2442                 if (r_textureunits.integer >= 3)
2443                 {
2444                         // Geforce3/Radeon class but not using dot3
2445                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2446 #ifdef USETEXMATRIX
2447                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2448 #else
2449                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2450                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2451 #endif
2452                 }
2453         }
2454         m.pointer_color = varray_color4f;
2455         R_Mesh_State(&m);
2456         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2457         {
2458                 const msurface_t *surface = surfacelist[surfacelistindex];
2459                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2460                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2461                 if (!rsurface_svector3f)
2462                 {
2463                         rsurface_svector3f = varray_svector3f;
2464                         rsurface_tvector3f = varray_tvector3f;
2465                         rsurface_normal3f = varray_normal3f;
2466                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2467                 }
2468                 // OpenGL 1.1 path (anything)
2469                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2470                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2471                 if (r_textureunits.integer >= 2)
2472                 {
2473                         // voodoo2 or TNT
2474 #ifdef USETEXMATRIX
2475                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2476 #else
2477                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2478 #endif
2479                         if (r_textureunits.integer >= 3)
2480                         {
2481                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2482 #ifdef USETEXMATRIX
2483                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2484 #else
2485                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2486 #endif
2487                         }
2488                 }
2489                 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2490                 {
2491                         if (r_textureunits.integer >= 3)
2492                                 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2493                         else if (r_textureunits.integer >= 2)
2494                                 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2495                         else
2496                                 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2497                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2498                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2499                         GL_LockArrays(0, 0);
2500                         c_rt_lightmeshes++;
2501                         c_rt_lighttris += surface->num_triangles;
2502                 }
2503         }
2504 }
2505
2506 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2507 {
2508         // FIXME: support MATERIALFLAG_NODEPTHTEST
2509         switch (r_shadowstage)
2510         {
2511         case R_SHADOWSTAGE_VISIBLELIGHTING:
2512                 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2513                 break;
2514         case R_SHADOWSTAGE_LIGHT_GLSL:
2515                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2516                 break;
2517         case R_SHADOWSTAGE_LIGHT_DOT3:
2518                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2519                 break;
2520         case R_SHADOWSTAGE_LIGHT_VERTEX:
2521                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2522                 break;
2523         default:
2524                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2525                 break;
2526         }
2527 }
2528
2529 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2530 {
2531         int j, k;
2532         float scale;
2533         R_RTLight_Uncompile(rtlight);
2534         memset(rtlight, 0, sizeof(*rtlight));
2535
2536         VectorCopy(light->origin, rtlight->shadoworigin);
2537         VectorCopy(light->color, rtlight->color);
2538         rtlight->radius = light->radius;
2539         //rtlight->cullradius = rtlight->radius;
2540         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2541         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2542         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2543         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2544         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2545         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2546         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2547         rtlight->cubemapname[0] = 0;
2548         if (light->cubemapname[0])
2549                 strcpy(rtlight->cubemapname, light->cubemapname);
2550         else if (light->cubemapnum > 0)
2551                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2552         rtlight->shadow = light->shadow;
2553         rtlight->corona = light->corona;
2554         rtlight->style = light->style;
2555         rtlight->isstatic = isstatic;
2556         rtlight->coronasizescale = light->coronasizescale;
2557         rtlight->ambientscale = light->ambientscale;
2558         rtlight->diffusescale = light->diffusescale;
2559         rtlight->specularscale = light->specularscale;
2560         rtlight->flags = light->flags;
2561         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2562         // ConcatScale won't work here because this needs to scale rotate and
2563         // translate, not just rotate
2564         scale = 1.0f / rtlight->radius;
2565         for (k = 0;k < 3;k++)
2566                 for (j = 0;j < 4;j++)
2567                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2568
2569         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2570         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2571         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2572         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2573 }
2574
2575 // compiles rtlight geometry
2576 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2577 void R_RTLight_Compile(rtlight_t *rtlight)
2578 {
2579         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2580         entity_render_t *ent = r_refdef.worldentity;
2581         model_t *model = r_refdef.worldmodel;
2582         qbyte *data;
2583
2584         // compile the light
2585         rtlight->compiled = true;
2586         rtlight->static_numleafs = 0;
2587         rtlight->static_numleafpvsbytes = 0;
2588         rtlight->static_leaflist = NULL;
2589         rtlight->static_leafpvs = NULL;
2590         rtlight->static_numsurfaces = 0;
2591         rtlight->static_surfacelist = NULL;
2592         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2593         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2594         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2595         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2596         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2597         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2598
2599         if (model && model->GetLightInfo)
2600         {
2601                 // this variable must be set for the CompileShadowVolume code
2602                 r_shadow_compilingrtlight = rtlight;
2603                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2604                 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);
2605                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2606                 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2607                 rtlight->static_numleafs = numleafs;
2608                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2609                 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2610                 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2611                 rtlight->static_numsurfaces = numsurfaces;
2612                 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2613                 if (numleafs)
2614                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2615                 if (numleafpvsbytes)
2616                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2617                 if (numsurfaces)
2618                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2619                 if (model->CompileShadowVolume && rtlight->shadow)
2620                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2621                 // now we're done compiling the rtlight
2622                 r_shadow_compilingrtlight = NULL;
2623         }
2624
2625
2626         // use smallest available cullradius - box radius or light radius
2627         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2628         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2629
2630         shadowmeshes = 0;
2631         shadowtris = 0;
2632         if (rtlight->static_meshchain_shadow)
2633         {
2634                 shadowmesh_t *mesh;
2635                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2636                 {
2637                         shadowmeshes++;
2638                         shadowtris += mesh->numtriangles;
2639                 }
2640         }
2641
2642         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2643 }
2644
2645 void R_RTLight_Uncompile(rtlight_t *rtlight)
2646 {
2647         if (rtlight->compiled)
2648         {
2649                 if (rtlight->static_meshchain_shadow)
2650                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2651                 rtlight->static_meshchain_shadow = NULL;
2652                 // these allocations are grouped
2653                 if (rtlight->static_leaflist)
2654                         Mem_Free(rtlight->static_leaflist);
2655                 rtlight->static_numleafs = 0;
2656                 rtlight->static_numleafpvsbytes = 0;
2657                 rtlight->static_leaflist = NULL;
2658                 rtlight->static_leafpvs = NULL;
2659                 rtlight->static_numsurfaces = 0;
2660                 rtlight->static_surfacelist = NULL;
2661                 rtlight->compiled = false;
2662         }
2663 }
2664
2665 void R_Shadow_UncompileWorldLights(void)
2666 {
2667         dlight_t *light;
2668         for (light = r_shadow_worldlightchain;light;light = light->next)
2669                 R_RTLight_Uncompile(&light->rtlight);
2670 }
2671
2672 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2673 {
2674         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2675         vec_t relativeshadowradius;
2676         if (ent == r_refdef.worldentity)
2677         {
2678                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2679                 {
2680                         shadowmesh_t *mesh;
2681                         R_Mesh_Matrix(&ent->matrix);
2682                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2683                         {
2684                                 R_Mesh_VertexPointer(mesh->vertex3f);
2685                                 GL_LockArrays(0, mesh->numverts);
2686                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2687                                 {
2688                                         // decrement stencil if backface is behind depthbuffer
2689                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2690                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2691                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2692                                         c_rtcached_shadowmeshes++;
2693                                         c_rtcached_shadowtris += mesh->numtriangles;
2694                                         // increment stencil if frontface is behind depthbuffer
2695                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2696                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2697                                 }
2698                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2699                                 c_rtcached_shadowmeshes++;
2700                                 c_rtcached_shadowtris += mesh->numtriangles;
2701                                 GL_LockArrays(0, 0);
2702                         }
2703                 }
2704                 else if (numsurfaces)
2705                 {
2706                         R_Mesh_Matrix(&ent->matrix);
2707                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2708                 }
2709         }
2710         else
2711         {
2712                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2713                 relativeshadowradius = rtlight->radius / ent->scale;
2714                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2715                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2716                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2717                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2718                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2719                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2720                 R_Mesh_Matrix(&ent->matrix);
2721                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2722         }
2723 }
2724
2725 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2726 {
2727         // set up properties for rendering light onto this entity
2728         r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2729         r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2730         r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2731         r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
2732         r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
2733         r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
2734         r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
2735         r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
2736         r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
2737         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2738         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2739         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2740         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2741         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2742         R_Mesh_Matrix(&ent->matrix);
2743         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2744         {
2745                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2746                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2747                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2748                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2749                 {
2750                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2751                 }
2752         }
2753         if (ent == r_refdef.worldentity)
2754                 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
2755         else
2756                 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
2757 }
2758
2759 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2760 {
2761         int i, usestencil;
2762         float f;
2763         vec3_t lightcolor;
2764         int numleafs, numsurfaces;
2765         int *leaflist, *surfacelist;
2766         qbyte *leafpvs;
2767         int numlightentities;
2768         int numshadowentities;
2769         entity_render_t *lightentities[MAX_EDICTS];
2770         entity_render_t *shadowentities[MAX_EDICTS];
2771
2772         // skip lights that don't light (corona only lights)
2773         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2774                 return;
2775
2776         f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2777         VectorScale(rtlight->color, f, lightcolor);
2778         if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2779                 return;
2780         /*
2781         if (rtlight->selected)
2782         {
2783                 f = 2 + sin(realtime * M_PI * 4.0);
2784                 VectorScale(lightcolor, f, lightcolor);
2785         }
2786         */
2787
2788         // loading is done before visibility checks because loading should happen
2789         // all at once at the start of a level, not when it stalls gameplay.
2790         // (especially important to benchmarks)
2791         // compile light
2792         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2793                 R_RTLight_Compile(rtlight);
2794         // load cubemap
2795         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2796
2797         // if the light box is offscreen, skip it
2798         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2799                 return;
2800
2801         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2802         {
2803                 // compiled light, world available and can receive realtime lighting
2804                 // retrieve leaf information
2805                 numleafs = rtlight->static_numleafs;
2806                 leaflist = rtlight->static_leaflist;
2807                 leafpvs = rtlight->static_leafpvs;
2808                 numsurfaces = rtlight->static_numsurfaces;
2809                 surfacelist = rtlight->static_surfacelist;
2810         }
2811         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2812         {
2813                 // dynamic light, world available and can receive realtime lighting
2814                 // calculate lit surfaces and leafs
2815                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2816                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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);
2817                 leaflist = r_shadow_buffer_leaflist;
2818                 leafpvs = r_shadow_buffer_leafpvs;
2819                 surfacelist = r_shadow_buffer_surfacelist;
2820                 // if the reduced leaf bounds are offscreen, skip it
2821                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2822                         return;
2823         }
2824         else
2825         {
2826                 // no world
2827                 numleafs = 0;
2828                 leaflist = NULL;
2829                 leafpvs = NULL;
2830                 numsurfaces = 0;
2831                 surfacelist = NULL;
2832         }
2833         // check if light is illuminating any visible leafs
2834         if (numleafs)
2835         {
2836                 for (i = 0;i < numleafs;i++)
2837                         if (r_worldleafvisible[leaflist[i]])
2838                                 break;
2839                 if (i == numleafs)
2840                         return;
2841         }
2842         // set up a scissor rectangle for this light
2843         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2844                 return;
2845
2846         numlightentities = 0;
2847         if (numsurfaces)
2848                 lightentities[numlightentities++] = r_refdef.worldentity;
2849         numshadowentities = 0;
2850         if (numsurfaces)
2851                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2852         if (r_drawentities.integer)
2853         {
2854                 for (i = 0;i < r_refdef.numentities;i++)
2855                 {
2856                         entity_render_t *ent = r_refdef.entities[i];
2857                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2858                          && ent->model
2859                          && !(ent->flags & RENDER_TRANSPARENT)
2860                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2861                         {
2862                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2863                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2864                                         shadowentities[numshadowentities++] = ent;
2865                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2866                                         lightentities[numlightentities++] = ent;
2867                         }
2868                 }
2869         }
2870
2871         // return if there's nothing at all to light
2872         if (!numlightentities)
2873                 return;
2874
2875         R_Shadow_Stage_ActiveLight(rtlight);
2876         c_rt_lights++;
2877
2878         usestencil = false;
2879         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2880         {
2881                 usestencil = true;
2882                 R_Shadow_Stage_StencilShadowVolumes();
2883                 for (i = 0;i < numshadowentities;i++)
2884                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2885         }
2886
2887         if (numlightentities && !visible)
2888         {
2889                 R_Shadow_Stage_Lighting(usestencil);
2890                 for (i = 0;i < numlightentities;i++)
2891                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2892         }
2893
2894         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2895         {
2896                 R_Shadow_Stage_VisibleShadowVolumes();
2897                 for (i = 0;i < numshadowentities;i++)
2898                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2899         }
2900
2901         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2902         {
2903                 R_Shadow_Stage_VisibleLighting(usestencil);
2904                 for (i = 0;i < numlightentities;i++)
2905                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2906         }
2907 }
2908
2909 void R_ShadowVolumeLighting(qboolean visible)
2910 {
2911         int lnum, flag;
2912         dlight_t *light;
2913
2914         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2915                 R_Shadow_EditLights_Reload_f();
2916
2917         R_Shadow_Stage_Begin();
2918
2919         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2920         if (r_shadow_debuglight.integer >= 0)
2921         {
2922                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2923                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2924                                 R_DrawRTLight(&light->rtlight, visible);
2925         }
2926         else
2927                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2928                         if (light->flags & flag)
2929                                 R_DrawRTLight(&light->rtlight, visible);