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fixed a flaw in Mod_Q1BSP_RecursiveRecalcNodeBBox, it was merging bounding boxes...
[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                                 // if the extension does not exist, don't try to compile it
505                                 if (!gl_support_half_float)
506                                         continue;
507                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
508                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
509                         }
510                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
511                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
512                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
513                         if (!r_shadow_program_light[i])
514                         {
515                                 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");
516                                 continue;
517                         }
518                         qglUseProgramObjectARB(r_shadow_program_light[i]);
519                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
520                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
521                         if (i & SHADERPERMUTATION_SPECULAR)
522                         {
523                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
524                         }
525                         if (i & SHADERPERMUTATION_CUBEFILTER)
526                         {
527                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
528                         }
529                         if (i & SHADERPERMUTATION_FOG)
530                         {
531                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
532                         }
533                 }
534                 qglUseProgramObjectARB(0);
535                 if (fragstring)
536                         Mem_Free(fragstring);
537                 if (vertstring)
538                         Mem_Free(vertstring);
539         }
540 }
541
542 void r_shadow_shutdown(void)
543 {
544         int i;
545         R_Shadow_UncompileWorldLights();
546         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
547         {
548                 if (r_shadow_program_light[i])
549                 {
550                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
551                         r_shadow_program_light[i] = 0;
552                 }
553         }
554         numcubemaps = 0;
555         r_shadow_attenuation2dtexture = NULL;
556         r_shadow_attenuation3dtexture = NULL;
557         R_FreeTexturePool(&r_shadow_texturepool);
558         R_FreeTexturePool(&r_shadow_filters_texturepool);
559         maxshadowelements = 0;
560         if (shadowelements)
561                 Mem_Free(shadowelements);
562         shadowelements = NULL;
563         maxvertexupdate = 0;
564         if (vertexupdate)
565                 Mem_Free(vertexupdate);
566         vertexupdate = NULL;
567         if (vertexremap)
568                 Mem_Free(vertexremap);
569         vertexremap = NULL;
570         vertexupdatenum = 0;
571         maxshadowmark = 0;
572         numshadowmark = 0;
573         if (shadowmark)
574                 Mem_Free(shadowmark);
575         shadowmark = NULL;
576         if (shadowmarklist)
577                 Mem_Free(shadowmarklist);
578         shadowmarklist = NULL;
579         shadowmarkcount = 0;
580         r_shadow_buffer_numleafpvsbytes = 0;
581         if (r_shadow_buffer_leafpvs)
582                 Mem_Free(r_shadow_buffer_leafpvs);
583         r_shadow_buffer_leafpvs = NULL;
584         if (r_shadow_buffer_leaflist)
585                 Mem_Free(r_shadow_buffer_leaflist);
586         r_shadow_buffer_leaflist = NULL;
587         r_shadow_buffer_numsurfacepvsbytes = 0;
588         if (r_shadow_buffer_surfacepvs)
589                 Mem_Free(r_shadow_buffer_surfacepvs);
590         r_shadow_buffer_surfacepvs = NULL;
591         if (r_shadow_buffer_surfacelist)
592                 Mem_Free(r_shadow_buffer_surfacelist);
593         r_shadow_buffer_surfacelist = NULL;
594 }
595
596 void r_shadow_newmap(void)
597 {
598 }
599
600 void R_Shadow_Help_f(void)
601 {
602         Con_Printf(
603 "Documentation on r_shadow system:\n"
604 "Settings:\n"
605 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
606 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
607 "r_shadow_debuglight : render only this light number (-1 = all)\n"
608 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
609 "r_shadow_gloss2intensity : brightness of forced gloss\n"
610 "r_shadow_glossintensity : brightness of textured gloss\n"
611 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
612 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
613 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
614 "r_shadow_portallight : use portal visibility for static light precomputation\n"
615 "r_shadow_projectdistance : shadow volume projection distance\n"
616 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
617 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
618 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
619 "r_shadow_realtime_world : use high quality world lighting mode\n"
620 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
621 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
622 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
623 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
624 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
625 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
626 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
627 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
628 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
629 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
630 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
631 "r_shadow_scissor : use scissor optimization\n"
632 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
633 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
634 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
635 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
636 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
637 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
638 "Commands:\n"
639 "r_shadow_help : this help\n"
640         );
641 }
642
643 void R_Shadow_Init(void)
644 {
645         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
646         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
647         Cvar_RegisterVariable(&r_shadow_debuglight);
648         Cvar_RegisterVariable(&r_shadow_gloss);
649         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
650         Cvar_RegisterVariable(&r_shadow_glossintensity);
651         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
652         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
653         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
654         Cvar_RegisterVariable(&r_shadow_portallight);
655         Cvar_RegisterVariable(&r_shadow_projectdistance);
656         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
657         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
658         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
659         Cvar_RegisterVariable(&r_shadow_realtime_world);
660         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
661         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
662         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
663         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
664         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
665         Cvar_RegisterVariable(&r_shadow_scissor);
666         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
667         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
668         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
669         Cvar_RegisterVariable(&r_shadow_texture3d);
670         Cvar_RegisterVariable(&r_shadow_visiblelighting);
671         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
672         Cvar_RegisterVariable(&r_shadow_glsl);
673         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
674         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
675         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
676         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
677         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
678         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
679         if (gamemode == GAME_TENEBRAE)
680         {
681                 Cvar_SetValue("r_shadow_gloss", 2);
682                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
683         }
684         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
685         R_Shadow_EditLights_Init();
686         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
687         r_shadow_worldlightchain = NULL;
688         maxshadowelements = 0;
689         shadowelements = NULL;
690         maxvertexupdate = 0;
691         vertexupdate = NULL;
692         vertexremap = NULL;
693         vertexupdatenum = 0;
694         maxshadowmark = 0;
695         numshadowmark = 0;
696         shadowmark = NULL;
697         shadowmarklist = NULL;
698         shadowmarkcount = 0;
699         r_shadow_buffer_numleafpvsbytes = 0;
700         r_shadow_buffer_leafpvs = NULL;
701         r_shadow_buffer_leaflist = NULL;
702         r_shadow_buffer_numsurfacepvsbytes = 0;
703         r_shadow_buffer_surfacepvs = NULL;
704         r_shadow_buffer_surfacelist = NULL;
705         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
706 }
707
708 matrix4x4_t matrix_attenuationxyz =
709 {
710         {
711                 {0.5, 0.0, 0.0, 0.5},
712                 {0.0, 0.5, 0.0, 0.5},
713                 {0.0, 0.0, 0.5, 0.5},
714                 {0.0, 0.0, 0.0, 1.0}
715         }
716 };
717
718 matrix4x4_t matrix_attenuationz =
719 {
720         {
721                 {0.0, 0.0, 0.5, 0.5},
722                 {0.0, 0.0, 0.0, 0.5},
723                 {0.0, 0.0, 0.0, 0.5},
724                 {0.0, 0.0, 0.0, 1.0}
725         }
726 };
727
728 int *R_Shadow_ResizeShadowElements(int numtris)
729 {
730         // make sure shadowelements is big enough for this volume
731         if (maxshadowelements < numtris * 24)
732         {
733                 maxshadowelements = numtris * 24;
734                 if (shadowelements)
735                         Mem_Free(shadowelements);
736                 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
737         }
738         return shadowelements;
739 }
740
741 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
742 {
743         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
744         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
745         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
746         {
747                 if (r_shadow_buffer_leafpvs)
748                         Mem_Free(r_shadow_buffer_leafpvs);
749                 if (r_shadow_buffer_leaflist)
750                         Mem_Free(r_shadow_buffer_leaflist);
751                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
752                 r_shadow_buffer_leafpvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
753                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
754         }
755         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
756         {
757                 if (r_shadow_buffer_surfacepvs)
758                         Mem_Free(r_shadow_buffer_surfacepvs);
759                 if (r_shadow_buffer_surfacelist)
760                         Mem_Free(r_shadow_buffer_surfacelist);
761                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
762                 r_shadow_buffer_surfacepvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
763                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
764         }
765 }
766
767 void R_Shadow_PrepareShadowMark(int numtris)
768 {
769         // make sure shadowmark is big enough for this volume
770         if (maxshadowmark < numtris)
771         {
772                 maxshadowmark = numtris;
773                 if (shadowmark)
774                         Mem_Free(shadowmark);
775                 if (shadowmarklist)
776                         Mem_Free(shadowmarklist);
777                 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
778                 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
779                 shadowmarkcount = 0;
780         }
781         shadowmarkcount++;
782         // if shadowmarkcount wrapped we clear the array and adjust accordingly
783         if (shadowmarkcount == 0)
784         {
785                 shadowmarkcount = 1;
786                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
787         }
788         numshadowmark = 0;
789 }
790
791 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)
792 {
793         int i, j;
794         int outtriangles = 0, outvertices = 0;
795         const int *element;
796         const float *vertex;
797
798         if (maxvertexupdate < innumvertices)
799         {
800                 maxvertexupdate = innumvertices;
801                 if (vertexupdate)
802                         Mem_Free(vertexupdate);
803                 if (vertexremap)
804                         Mem_Free(vertexremap);
805                 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
806                 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
807                 vertexupdatenum = 0;
808         }
809         vertexupdatenum++;
810         if (vertexupdatenum == 0)
811         {
812                 vertexupdatenum = 1;
813                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
814                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
815         }
816
817         for (i = 0;i < numshadowmarktris;i++)
818                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
819
820         for (i = 0;i < numshadowmarktris;i++)
821         {
822                 element = inelement3i + shadowmarktris[i] * 3;
823                 // make sure the vertices are created
824                 for (j = 0;j < 3;j++)
825                 {
826                         if (vertexupdate[element[j]] != vertexupdatenum)
827                         {
828                                 float ratio, direction[3];
829                                 vertexupdate[element[j]] = vertexupdatenum;
830                                 vertexremap[element[j]] = outvertices;
831                                 vertex = invertex3f + element[j] * 3;
832                                 // project one copy of the vertex to the sphere radius of the light
833                                 // (FIXME: would projecting it to the light box be better?)
834                                 VectorSubtract(vertex, projectorigin, direction);
835                                 ratio = projectdistance / VectorLength(direction);
836                                 VectorCopy(vertex, outvertex3f);
837                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
838                                 outvertex3f += 6;
839                                 outvertices += 2;
840                         }
841                 }
842         }
843
844         for (i = 0;i < numshadowmarktris;i++)
845         {
846                 int remappedelement[3];
847                 int markindex;
848                 const int *neighbortriangle;
849
850                 markindex = shadowmarktris[i] * 3;
851                 element = inelement3i + markindex;
852                 neighbortriangle = inneighbor3i + markindex;
853                 // output the front and back triangles
854                 outelement3i[0] = vertexremap[element[0]];
855                 outelement3i[1] = vertexremap[element[1]];
856                 outelement3i[2] = vertexremap[element[2]];
857                 outelement3i[3] = vertexremap[element[2]] + 1;
858                 outelement3i[4] = vertexremap[element[1]] + 1;
859                 outelement3i[5] = vertexremap[element[0]] + 1;
860
861                 outelement3i += 6;
862                 outtriangles += 2;
863                 // output the sides (facing outward from this triangle)
864                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
865                 {
866                         remappedelement[0] = vertexremap[element[0]];
867                         remappedelement[1] = vertexremap[element[1]];
868                         outelement3i[0] = remappedelement[1];
869                         outelement3i[1] = remappedelement[0];
870                         outelement3i[2] = remappedelement[0] + 1;
871                         outelement3i[3] = remappedelement[1];
872                         outelement3i[4] = remappedelement[0] + 1;
873                         outelement3i[5] = remappedelement[1] + 1;
874
875                         outelement3i += 6;
876                         outtriangles += 2;
877                 }
878                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
879                 {
880                         remappedelement[1] = vertexremap[element[1]];
881                         remappedelement[2] = vertexremap[element[2]];
882                         outelement3i[0] = remappedelement[2];
883                         outelement3i[1] = remappedelement[1];
884                         outelement3i[2] = remappedelement[1] + 1;
885                         outelement3i[3] = remappedelement[2];
886                         outelement3i[4] = remappedelement[1] + 1;
887                         outelement3i[5] = remappedelement[2] + 1;
888
889                         outelement3i += 6;
890                         outtriangles += 2;
891                 }
892                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
893                 {
894                         remappedelement[0] = vertexremap[element[0]];
895                         remappedelement[2] = vertexremap[element[2]];
896                         outelement3i[0] = remappedelement[0];
897                         outelement3i[1] = remappedelement[2];
898                         outelement3i[2] = remappedelement[2] + 1;
899                         outelement3i[3] = remappedelement[0];
900                         outelement3i[4] = remappedelement[2] + 1;
901                         outelement3i[5] = remappedelement[0] + 1;
902
903                         outelement3i += 6;
904                         outtriangles += 2;
905                 }
906         }
907         if (outnumvertices)
908                 *outnumvertices = outvertices;
909         return outtriangles;
910 }
911
912 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)
913 {
914         int tris, outverts;
915         if (projectdistance < 0.1)
916         {
917                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
918                 return;
919         }
920         if (!numverts || !nummarktris)
921                 return;
922         // make sure shadowelements is big enough for this volume
923         if (maxshadowelements < nummarktris * 24)
924                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
925         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
926         renderstats.lights_dynamicshadowtriangles += tris;
927         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
928 }
929
930 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)
931 {
932         int t, tend;
933         const int *e;
934         const float *v[3];
935         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
936                 return;
937         tend = firsttriangle + numtris;
938         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
939          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
940          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
941         {
942                 // surface box entirely inside light box, no box cull
943                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
944                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
945                                 shadowmarklist[numshadowmark++] = t;
946         }
947         else
948         {
949                 // surface box not entirely inside light box, cull each triangle
950                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
951                 {
952                         v[0] = invertex3f + e[0] * 3;
953                         v[1] = invertex3f + e[1] * 3;
954                         v[2] = invertex3f + e[2] * 3;
955                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
956                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
957                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
958                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
959                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
960                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
961                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
962                                 shadowmarklist[numshadowmark++] = t;
963                 }
964         }
965 }
966
967 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
968 {
969         rmeshstate_t m;
970         if (r_shadow_compilingrtlight)
971         {
972                 // if we're compiling an rtlight, capture the mesh
973                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
974                 return;
975         }
976         renderstats.lights_shadowtriangles += numtriangles;
977         memset(&m, 0, sizeof(m));
978         m.pointer_vertex = vertex3f;
979         R_Mesh_State(&m);
980         GL_LockArrays(0, numvertices);
981         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
982         {
983                 // decrement stencil if backface is behind depthbuffer
984                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
985                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
986                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
987                 // increment stencil if frontface is behind depthbuffer
988                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
989                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
990         }
991         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
992         GL_LockArrays(0, 0);
993 }
994
995 static void R_Shadow_MakeTextures(void)
996 {
997         int x, y, z, d;
998         float v[3], intensity;
999         qbyte *data;
1000         R_FreeTexturePool(&r_shadow_texturepool);
1001         r_shadow_texturepool = R_AllocTexturePool();
1002         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1003         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1004 #define ATTEN2DSIZE 64
1005 #define ATTEN3DSIZE 32
1006         data = (qbyte *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1007         for (y = 0;y < ATTEN2DSIZE;y++)
1008         {
1009                 for (x = 0;x < ATTEN2DSIZE;x++)
1010                 {
1011                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1012                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1013                         v[2] = 0;
1014                         intensity = 1.0f - sqrt(DotProduct(v, v));
1015                         if (intensity > 0)
1016                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1017                         d = bound(0, intensity, 255);
1018                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1019                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1020                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1021                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1022                 }
1023         }
1024         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1025         if (r_shadow_texture3d.integer)
1026         {
1027                 for (z = 0;z < ATTEN3DSIZE;z++)
1028                 {
1029                         for (y = 0;y < ATTEN3DSIZE;y++)
1030                         {
1031                                 for (x = 0;x < ATTEN3DSIZE;x++)
1032                                 {
1033                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1034                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1035                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1036                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1037                                         if (intensity > 0)
1038                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1039                                         d = bound(0, intensity, 255);
1040                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1041                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1042                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1043                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1044                                 }
1045                         }
1046                 }
1047                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1048         }
1049         Mem_Free(data);
1050 }
1051
1052 void R_Shadow_ValidateCvars(void)
1053 {
1054         if (r_shadow_texture3d.integer && !gl_texture3d)
1055                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1056         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1057                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1058 }
1059
1060 // light currently being rendered
1061 rtlight_t *r_shadow_rtlight;
1062 // light filter cubemap being used by the light
1063 static rtexture_t *r_shadow_lightcubemap;
1064
1065 // this is the location of the eye in entity space
1066 static vec3_t r_shadow_entityeyeorigin;
1067 // this is the location of the light in entity space
1068 static vec3_t r_shadow_entitylightorigin;
1069 // this transforms entity coordinates to light filter cubemap coordinates
1070 // (also often used for other purposes)
1071 static matrix4x4_t r_shadow_entitytolight;
1072 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1073 // of attenuation texturing in full 3D (Z result often ignored)
1074 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1075 // this transforms only the Z to S, and T is always 0.5
1076 static matrix4x4_t r_shadow_entitytoattenuationz;
1077 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1078 static vec3_t r_shadow_entitylightcolorbase;
1079 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
1080 static vec3_t r_shadow_entitylightcolorpants;
1081 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
1082 static vec3_t r_shadow_entitylightcolorshirt;
1083
1084 static int r_shadow_lightpermutation;
1085 static int r_shadow_lightprog;
1086
1087 void R_Shadow_Stage_Begin(void)
1088 {
1089         rmeshstate_t m;
1090
1091         R_Shadow_ValidateCvars();
1092
1093         if (!r_shadow_attenuation2dtexture
1094          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1095          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1096          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1097                 R_Shadow_MakeTextures();
1098
1099         memset(&m, 0, sizeof(m));
1100         GL_BlendFunc(GL_ONE, GL_ZERO);
1101         GL_DepthMask(false);
1102         GL_DepthTest(true);
1103         R_Mesh_State(&m);
1104         GL_Color(0, 0, 0, 1);
1105         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1106         qglEnable(GL_CULL_FACE);
1107         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1108         r_shadowstage = R_SHADOWSTAGE_NONE;
1109 }
1110
1111 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1112 {
1113         r_shadow_rtlight = rtlight;
1114 }
1115
1116 void R_Shadow_Stage_Reset(void)
1117 {
1118         rmeshstate_t m;
1119         if (gl_support_stenciltwoside)
1120                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1121         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1122         {
1123                 qglUseProgramObjectARB(0);
1124                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1125                 qglBegin(GL_TRIANGLES);
1126                 qglEnd();
1127                 CHECKGLERROR
1128         }
1129         memset(&m, 0, sizeof(m));
1130         R_Mesh_State(&m);
1131 }
1132
1133 void R_Shadow_Stage_StencilShadowVolumes(void)
1134 {
1135         R_Shadow_Stage_Reset();
1136         GL_Color(1, 1, 1, 1);
1137         GL_ColorMask(0, 0, 0, 0);
1138         GL_BlendFunc(GL_ONE, GL_ZERO);
1139         GL_DepthMask(false);
1140         GL_DepthTest(true);
1141         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1142         //if (r_shadow_shadow_polygonoffset.value != 0)
1143         //{
1144         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1145         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1146         //}
1147         //else
1148         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1149         qglDepthFunc(GL_LESS);
1150         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1151         qglEnable(GL_STENCIL_TEST);
1152         qglStencilFunc(GL_ALWAYS, 128, ~0);
1153         if (gl_ext_stenciltwoside.integer)
1154         {
1155                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1156                 qglDisable(GL_CULL_FACE);
1157                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1158                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1159                 qglStencilMask(~0);
1160                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1161                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1162                 qglStencilMask(~0);
1163                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1164         }
1165         else
1166         {
1167                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1168                 qglEnable(GL_CULL_FACE);
1169                 qglStencilMask(~0);
1170                 // this is changed by every shadow render so its value here is unimportant
1171                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1172         }
1173         GL_Clear(GL_STENCIL_BUFFER_BIT);
1174         renderstats.lights_clears++;
1175 }
1176
1177 void R_Shadow_Stage_Lighting(int stenciltest)
1178 {
1179         rmeshstate_t m;
1180         R_Shadow_Stage_Reset();
1181         GL_BlendFunc(GL_ONE, GL_ONE);
1182         GL_DepthMask(false);
1183         GL_DepthTest(true);
1184         qglPolygonOffset(0, 0);
1185         //qglDisable(GL_POLYGON_OFFSET_FILL);
1186         GL_Color(1, 1, 1, 1);
1187         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1188         qglDepthFunc(GL_EQUAL);
1189         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1190         qglEnable(GL_CULL_FACE);
1191         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1192                 qglEnable(GL_STENCIL_TEST);
1193         else
1194                 qglDisable(GL_STENCIL_TEST);
1195         qglStencilMask(~0);
1196         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1197         // only draw light where this geometry was already rendered AND the
1198         // stencil is 128 (values other than this mean shadow)
1199         qglStencilFunc(GL_EQUAL, 128, ~0);
1200         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1201         {
1202                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1203                 memset(&m, 0, sizeof(m));
1204                 m.pointer_vertex = varray_vertex3f;
1205                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1206                 m.pointer_texcoord3f[1] = varray_svector3f;
1207                 m.pointer_texcoord3f[2] = varray_tvector3f;
1208                 m.pointer_texcoord3f[3] = varray_normal3f;
1209                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1210                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1211                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1212                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1213                 // TODO: support fog (after renderer is converted to texture fog)
1214                 m.tex[4] = R_GetTexture(r_texture_white); // fog
1215                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1216                 R_Mesh_State(&m);
1217                 GL_BlendFunc(GL_ONE, GL_ONE);
1218                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1219                 CHECKGLERROR
1220                 r_shadow_lightpermutation = 0;
1221                 // only add a feature to the permutation if that permutation exists
1222                 // (otherwise it might end up not using a shader at all, which looks
1223                 // worse than using less features)
1224                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1225                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1226                 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1227                 //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1228                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1229                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1230                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1231                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1232                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1233                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1234                 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1235                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1236                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1237                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1238                 // TODO: support fog (after renderer is converted to texture fog)
1239                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1240                 {
1241                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1242                 }
1243                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1244                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1245                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1246                 {
1247                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1248                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1249                 }
1250                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1251                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1252                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1253                 //{
1254                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1255                 //}
1256                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1257                 {
1258                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1259                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1260                 }
1261         }
1262         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1263                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1264         else
1265                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1266 }
1267
1268 void R_Shadow_Stage_VisibleShadowVolumes(void)
1269 {
1270         R_Shadow_Stage_Reset();
1271         GL_BlendFunc(GL_ONE, GL_ONE);
1272         GL_DepthMask(false);
1273         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1274         qglPolygonOffset(0, 0);
1275         GL_Color(0.0, 0.0125, 0.1, 1);
1276         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1277         qglDepthFunc(GL_GEQUAL);
1278         qglCullFace(GL_FRONT); // this culls back
1279         qglDisable(GL_CULL_FACE);
1280         qglDisable(GL_STENCIL_TEST);
1281         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1282 }
1283
1284 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1285 {
1286         R_Shadow_Stage_Reset();
1287         GL_BlendFunc(GL_ONE, GL_ONE);
1288         GL_DepthMask(false);
1289         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1290         qglPolygonOffset(0, 0);
1291         GL_Color(0.1, 0.0125, 0, 1);
1292         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1293         qglDepthFunc(GL_EQUAL);
1294         qglCullFace(GL_FRONT); // this culls back
1295         qglEnable(GL_CULL_FACE);
1296         if (stenciltest)
1297                 qglEnable(GL_STENCIL_TEST);
1298         else
1299                 qglDisable(GL_STENCIL_TEST);
1300         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1301 }
1302
1303 void R_Shadow_Stage_End(void)
1304 {
1305         R_Shadow_Stage_Reset();
1306         R_Shadow_Stage_ActiveLight(NULL);
1307         GL_BlendFunc(GL_ONE, GL_ZERO);
1308         GL_DepthMask(true);
1309         GL_DepthTest(true);
1310         qglPolygonOffset(0, 0);
1311         //qglDisable(GL_POLYGON_OFFSET_FILL);
1312         GL_Color(1, 1, 1, 1);
1313         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1314         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1315         qglDepthFunc(GL_LEQUAL);
1316         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1317         qglDisable(GL_STENCIL_TEST);
1318         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1319         if (gl_support_stenciltwoside)
1320                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1321         qglStencilMask(~0);
1322         qglStencilFunc(GL_ALWAYS, 128, ~0);
1323         r_shadowstage = R_SHADOWSTAGE_NONE;
1324 }
1325
1326 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1327 {
1328         int i, ix1, iy1, ix2, iy2;
1329         float x1, y1, x2, y2;
1330         vec4_t v, v2;
1331         rmesh_t mesh;
1332         mplane_t planes[11];
1333         float vertex3f[256*3];
1334
1335         // if view is inside the light box, just say yes it's visible
1336         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1337         {
1338                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1339                 return false;
1340         }
1341
1342         // create a temporary brush describing the area the light can affect in worldspace
1343         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1344         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1345         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1346         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1347         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1348         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1349         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1350         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1351         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1352         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1353         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1354
1355         // turn the brush into a mesh
1356         memset(&mesh, 0, sizeof(rmesh_t));
1357         mesh.maxvertices = 256;
1358         mesh.vertex3f = vertex3f;
1359         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1360         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1361
1362         // if that mesh is empty, the light is not visible at all
1363         if (!mesh.numvertices)
1364                 return true;
1365
1366         if (!r_shadow_scissor.integer)
1367                 return false;
1368
1369         // if that mesh is not empty, check what area of the screen it covers
1370         x1 = y1 = x2 = y2 = 0;
1371         v[3] = 1.0f;
1372         for (i = 0;i < mesh.numvertices;i++)
1373         {
1374                 VectorCopy(mesh.vertex3f + i * 3, v);
1375                 GL_TransformToScreen(v, v2);
1376                 //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]);
1377                 if (i)
1378                 {
1379                         if (x1 > v2[0]) x1 = v2[0];
1380                         if (x2 < v2[0]) x2 = v2[0];
1381                         if (y1 > v2[1]) y1 = v2[1];
1382                         if (y2 < v2[1]) y2 = v2[1];
1383                 }
1384                 else
1385                 {
1386                         x1 = x2 = v2[0];
1387                         y1 = y2 = v2[1];
1388                 }
1389         }
1390
1391         // now convert the scissor rectangle to integer screen coordinates
1392         ix1 = x1 - 1.0f;
1393         iy1 = y1 - 1.0f;
1394         ix2 = x2 + 1.0f;
1395         iy2 = y2 + 1.0f;
1396         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1397
1398         // clamp it to the screen
1399         if (ix1 < r_view_x) ix1 = r_view_x;
1400         if (iy1 < r_view_y) iy1 = r_view_y;
1401         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1402         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1403
1404         // if it is inside out, it's not visible
1405         if (ix2 <= ix1 || iy2 <= iy1)
1406                 return true;
1407
1408         // the light area is visible, set up the scissor rectangle
1409         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1410         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1411         //qglEnable(GL_SCISSOR_TEST);
1412         renderstats.lights_scissored++;
1413         return false;
1414 }
1415
1416 extern float *rsurface_vertex3f;
1417 extern float *rsurface_svector3f;
1418 extern float *rsurface_tvector3f;
1419 extern float *rsurface_normal3f;
1420 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1421
1422 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1423 {
1424         int numverts = surface->num_vertices;
1425         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1426         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1427         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1428         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1429         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1430         {
1431                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1432                 if ((dist = DotProduct(v, v)) < 1)
1433                 {
1434                         dist = sqrt(dist);
1435                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1436                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1437                         if ((dot = DotProduct(n, v)) > 0)
1438                         {
1439                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1440                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1441                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1442                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1443                         }
1444                         else
1445                         {
1446                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1447                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1448                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1449                         }
1450                         color4f[0] = bound(0, color4f[0], 1);
1451                         color4f[1] = bound(0, color4f[1], 1);
1452                         color4f[2] = bound(0, color4f[2], 1);
1453                 }
1454                 else
1455                         VectorClear(color4f);
1456                 color4f[3] = 1;
1457         }
1458 }
1459
1460 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1461 {
1462         int numverts = surface->num_vertices;
1463         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1464         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1465         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1466         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1467         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1468         {
1469                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1470                 if ((dist = fabs(v[2])) < 1)
1471                 {
1472                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1473                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1474                         if ((dot = DotProduct(n, v)) > 0)
1475                         {
1476                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1477                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1478                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1479                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1480                         }
1481                         else
1482                         {
1483                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1484                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1485                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1486                         }
1487                         color4f[0] = bound(0, color4f[0], 1);
1488                         color4f[1] = bound(0, color4f[1], 1);
1489                         color4f[2] = bound(0, color4f[2], 1);
1490                 }
1491                 else
1492                         VectorClear(color4f);
1493                 color4f[3] = 1;
1494         }
1495 }
1496
1497 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1498 {
1499         int numverts = surface->num_vertices;
1500         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1501         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1502         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1503         float dot, shadeintensity, v[3], n[3];
1504         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1505         {
1506                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1507                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1508                 if ((dot = DotProduct(n, v)) > 0)
1509                 {
1510                         shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1511                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1512                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1513                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1514                         color4f[0] = bound(0, color4f[0], 1);
1515                         color4f[1] = bound(0, color4f[1], 1);
1516                         color4f[2] = bound(0, color4f[2], 1);
1517                 }
1518                 else
1519                         VectorClear(color4f);
1520                 color4f[3] = 1;
1521         }
1522 }
1523
1524 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1525 #define USETEXMATRIX
1526
1527 #ifndef USETEXMATRIX
1528 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1529 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1530 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1531 {
1532         do
1533         {
1534                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1535                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1536                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1537                 vertex3f += 3;
1538                 tc3f += 3;
1539         }
1540         while (--numverts);
1541 }
1542
1543 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1544 {
1545         do
1546         {
1547                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1548                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1549                 vertex3f += 3;
1550                 tc2f += 2;
1551         }
1552         while (--numverts);
1553 }
1554 #endif
1555
1556 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)
1557 {
1558         int i;
1559         float lightdir[3];
1560         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1561         {
1562                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1563                 // the cubemap normalizes this for us
1564                 out3f[0] = DotProduct(svector3f, lightdir);
1565                 out3f[1] = DotProduct(tvector3f, lightdir);
1566                 out3f[2] = DotProduct(normal3f, lightdir);
1567         }
1568 }
1569
1570 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)
1571 {
1572         int i;
1573         float lightdir[3], eyedir[3], halfdir[3];
1574         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1575         {
1576                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1577                 VectorNormalize(lightdir);
1578                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1579                 VectorNormalize(eyedir);
1580                 VectorAdd(lightdir, eyedir, halfdir);
1581                 // the cubemap normalizes this for us
1582                 out3f[0] = DotProduct(svector3f, halfdir);
1583                 out3f[1] = DotProduct(tvector3f, halfdir);
1584                 out3f[2] = DotProduct(normal3f, halfdir);
1585         }
1586 }
1587
1588 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)
1589 {
1590         // used to display how many times a surface is lit for level design purposes
1591         int surfacelistindex;
1592         rmeshstate_t m;
1593         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1594         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1595         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1596         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1597         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1598         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1599         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1600         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1601                 return;
1602         GL_Color(0.1, 0.025, 0, 1);
1603         memset(&m, 0, sizeof(m));
1604         R_Mesh_State(&m);
1605         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1606         {
1607                 const msurface_t *surface = surfacelist[surfacelistindex];
1608                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1609                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1610                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1611                 GL_LockArrays(0, 0);
1612         }
1613 }
1614
1615 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)
1616 {
1617         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1618         int surfacelistindex;
1619         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1620         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1621         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1622         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1623         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1624         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1625         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1626         // TODO: add direct pants/shirt rendering
1627         if (doambientpants || dodiffusepants)
1628                 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);
1629         if (doambientshirt || dodiffuseshirt)
1630                 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);
1631         if (!doambientbase && !dodiffusebase && !dospecular)
1632                 return;
1633         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1634         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1635         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1636         R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1637         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1638         {
1639                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1640         }
1641         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1642         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1643         {
1644                 const msurface_t *surface = surfacelist[surfacelistindex];
1645                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1646                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1647                 if (!rsurface_svector3f)
1648                 {
1649                         rsurface_svector3f = varray_svector3f;
1650                         rsurface_tvector3f = varray_tvector3f;
1651                         rsurface_normal3f = varray_normal3f;
1652                         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);
1653                 }
1654                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1655                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1656                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1657                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1658                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1659                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1660                 GL_LockArrays(0, 0);
1661         }
1662 }
1663
1664 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)
1665 {
1666         // ARB path (any Geforce, any Radeon)
1667         int surfacelistindex;
1668         int renders;
1669         float color2[3], colorscale;
1670         rmeshstate_t m;
1671         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1672         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1673         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1674         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1675         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1676         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1677         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1678         // TODO: add direct pants/shirt rendering
1679         if (doambientpants || dodiffusepants)
1680                 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);
1681         if (doambientshirt || dodiffuseshirt)
1682                 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);
1683         if (!doambientbase && !dodiffusebase && !dospecular)
1684                 return;
1685         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1686         {
1687                 const msurface_t *surface = surfacelist[surfacelistindex];
1688                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1689                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1690                 if (!rsurface_svector3f)
1691                 {
1692                         rsurface_svector3f = varray_svector3f;
1693                         rsurface_tvector3f = varray_tvector3f;
1694                         rsurface_normal3f = varray_normal3f;
1695                         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);
1696                 }
1697                 if (doambientbase)
1698                 {
1699                         GL_Color(1,1,1,1);
1700                         colorscale = r_shadow_rtlight->ambientscale;
1701                         // colorscale accounts for how much we multiply the brightness
1702                         // during combine.
1703                         //
1704                         // mult is how many times the final pass of the lighting will be
1705                         // performed to get more brightness than otherwise possible.
1706                         //
1707                         // Limit mult to 64 for sanity sake.
1708                         if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1709                         {
1710                                 // 3 3D combine path (Geforce3, Radeon 8500)
1711                                 memset(&m, 0, sizeof(m));
1712                                 m.pointer_vertex = rsurface_vertex3f;
1713                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1714 #ifdef USETEXMATRIX
1715                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1716                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1717 #else
1718                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1719                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1720 #endif
1721                                 m.tex[1] = R_GetTexture(basetexture);
1722                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1723                                 m.texmatrix[1] = texture->currenttexmatrix;
1724                                 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1725 #ifdef USETEXMATRIX
1726                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1727                                 m.texmatrix[2] = r_shadow_entitytolight;
1728 #else
1729                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1730                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1731 #endif
1732                                 GL_BlendFunc(GL_ONE, GL_ONE);
1733                         }
1734                         else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1735                         {
1736                                 // 2 3D combine path (Geforce3, original Radeon)
1737                                 memset(&m, 0, sizeof(m));
1738                                 m.pointer_vertex = rsurface_vertex3f;
1739                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1740 #ifdef USETEXMATRIX
1741                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1742                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1743 #else
1744                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1745                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1746 #endif
1747                                 m.tex[1] = R_GetTexture(basetexture);
1748                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1749                                 m.texmatrix[1] = texture->currenttexmatrix;
1750                                 GL_BlendFunc(GL_ONE, GL_ONE);
1751                         }
1752                         else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1753                         {
1754                                 // 4 2D combine path (Geforce3, Radeon 8500)
1755                                 memset(&m, 0, sizeof(m));
1756                                 m.pointer_vertex = rsurface_vertex3f;
1757                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1758 #ifdef USETEXMATRIX
1759                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1760                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1761 #else
1762                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1763                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1764 #endif
1765                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1766 #ifdef USETEXMATRIX
1767                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1768                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1769 #else
1770                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1771                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1772 #endif
1773                                 m.tex[2] = R_GetTexture(basetexture);
1774                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1775                                 m.texmatrix[2] = texture->currenttexmatrix;
1776                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1777                                 {
1778                                         m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1779 #ifdef USETEXMATRIX
1780                                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1781                                         m.texmatrix[3] = r_shadow_entitytolight;
1782 #else
1783                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1784                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1785 #endif
1786                                 }
1787                                 GL_BlendFunc(GL_ONE, GL_ONE);
1788                         }
1789                         else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1790                         {
1791                                 // 3 2D combine path (Geforce3, original Radeon)
1792                                 memset(&m, 0, sizeof(m));
1793                                 m.pointer_vertex = rsurface_vertex3f;
1794                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1795 #ifdef USETEXMATRIX
1796                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1797                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1798 #else
1799                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1800                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1801 #endif
1802                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1803 #ifdef USETEXMATRIX
1804                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1805                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1806 #else
1807                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1808                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1809 #endif
1810                                 m.tex[2] = R_GetTexture(basetexture);
1811                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1812                                 m.texmatrix[2] = texture->currenttexmatrix;
1813                                 GL_BlendFunc(GL_ONE, GL_ONE);
1814                         }
1815                         else
1816                         {
1817                                 // 2/2/2 2D combine path (any dot3 card)
1818                                 memset(&m, 0, sizeof(m));
1819                                 m.pointer_vertex = rsurface_vertex3f;
1820                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1821 #ifdef USETEXMATRIX
1822                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1823                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1824 #else
1825                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1826                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1827 #endif
1828                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1829 #ifdef USETEXMATRIX
1830                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1831                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1832 #else
1833                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1834                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1835 #endif
1836                                 R_Mesh_State(&m);
1837                                 GL_ColorMask(0,0,0,1);
1838                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1839                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1840                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1841                                 GL_LockArrays(0, 0);
1842
1843                                 memset(&m, 0, sizeof(m));
1844                                 m.pointer_vertex = rsurface_vertex3f;
1845                                 m.tex[0] = R_GetTexture(basetexture);
1846                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1847                                 m.texmatrix[0] = texture->currenttexmatrix;
1848                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1849                                 {
1850                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1851 #ifdef USETEXMATRIX
1852                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1853                                         m.texmatrix[1] = r_shadow_entitytolight;
1854 #else
1855                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1856                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1857 #endif
1858                                 }
1859                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1860                         }
1861                         // this final code is shared
1862                         R_Mesh_State(&m);
1863                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1864                         VectorScale(lightcolorbase, colorscale, color2);
1865                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1866                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1867                         {
1868                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1869                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1870                         }
1871                         GL_LockArrays(0, 0);
1872                 }
1873                 if (dodiffusebase)
1874                 {
1875                         GL_Color(1,1,1,1);
1876                         colorscale = r_shadow_rtlight->diffusescale;
1877                         // colorscale accounts for how much we multiply the brightness
1878                         // during combine.
1879                         //
1880                         // mult is how many times the final pass of the lighting will be
1881                         // performed to get more brightness than otherwise possible.
1882                         //
1883                         // Limit mult to 64 for sanity sake.
1884                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1885                         {
1886                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1887                                 memset(&m, 0, sizeof(m));
1888                                 m.pointer_vertex = rsurface_vertex3f;
1889                                 m.tex[0] = R_GetTexture(normalmaptexture);
1890                                 m.texcombinergb[0] = GL_REPLACE;
1891                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1892                                 m.texmatrix[0] = texture->currenttexmatrix;
1893                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1894                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1895                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1896                                 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);
1897                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1898 #ifdef USETEXMATRIX
1899                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1900                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1901 #else
1902                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1903                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1904 #endif
1905                                 R_Mesh_State(&m);
1906                                 GL_ColorMask(0,0,0,1);
1907                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1908                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1909                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1910                                 GL_LockArrays(0, 0);
1911
1912                                 memset(&m, 0, sizeof(m));
1913                                 m.pointer_vertex = rsurface_vertex3f;
1914                                 m.tex[0] = R_GetTexture(basetexture);
1915                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1916                                 m.texmatrix[0] = texture->currenttexmatrix;
1917                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1918                                 {
1919                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1920 #ifdef USETEXMATRIX
1921                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1922                                         m.texmatrix[1] = r_shadow_entitytolight;
1923 #else
1924                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1925                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1926 #endif
1927                                 }
1928                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1929                         }
1930                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1931                         {
1932                                 // 1/2/2 3D combine path (original Radeon)
1933                                 memset(&m, 0, sizeof(m));
1934                                 m.pointer_vertex = rsurface_vertex3f;
1935                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1936 #ifdef USETEXMATRIX
1937                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1938                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1939 #else
1940                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1941                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1942 #endif
1943                                 R_Mesh_State(&m);
1944                                 GL_ColorMask(0,0,0,1);
1945                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1946                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1947                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1948                                 GL_LockArrays(0, 0);
1949
1950                                 memset(&m, 0, sizeof(m));
1951                                 m.pointer_vertex = rsurface_vertex3f;
1952                                 m.tex[0] = R_GetTexture(normalmaptexture);
1953                                 m.texcombinergb[0] = GL_REPLACE;
1954                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1955                                 m.texmatrix[0] = texture->currenttexmatrix;
1956                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1957                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1958                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1959                                 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);
1960                                 R_Mesh_State(&m);
1961                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1962                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1963                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1964                                 GL_LockArrays(0, 0);
1965
1966                                 memset(&m, 0, sizeof(m));
1967                                 m.pointer_vertex = rsurface_vertex3f;
1968                                 m.tex[0] = R_GetTexture(basetexture);
1969                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1970                                 m.texmatrix[0] = texture->currenttexmatrix;
1971                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1972                                 {
1973                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1974 #ifdef USETEXMATRIX
1975                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1976                                         m.texmatrix[1] = r_shadow_entitytolight;
1977 #else
1978                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1979                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1980 #endif
1981                                 }
1982                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1983                         }
1984                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1985                         {
1986                                 // 2/2 3D combine path (original Radeon)
1987                                 memset(&m, 0, sizeof(m));
1988                                 m.pointer_vertex = rsurface_vertex3f;
1989                                 m.tex[0] = R_GetTexture(normalmaptexture);
1990                                 m.texcombinergb[0] = GL_REPLACE;
1991                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1992                                 m.texmatrix[0] = texture->currenttexmatrix;
1993                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1994                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1995                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1996                                 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);
1997                                 R_Mesh_State(&m);
1998                                 GL_ColorMask(0,0,0,1);
1999                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2000                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2001                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2002                                 GL_LockArrays(0, 0);
2003
2004                                 memset(&m, 0, sizeof(m));
2005                                 m.pointer_vertex = rsurface_vertex3f;
2006                                 m.tex[0] = R_GetTexture(basetexture);
2007                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2008                                 m.texmatrix[0] = texture->currenttexmatrix;
2009                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2010 #ifdef USETEXMATRIX
2011                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2012                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2013 #else
2014                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2015                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2016 #endif
2017                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2018                         }
2019                         else if (r_textureunits.integer >= 4)
2020                         {
2021                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2022                                 memset(&m, 0, sizeof(m));
2023                                 m.pointer_vertex = rsurface_vertex3f;
2024                                 m.tex[0] = R_GetTexture(normalmaptexture);
2025                                 m.texcombinergb[0] = GL_REPLACE;
2026                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2027                                 m.texmatrix[0] = texture->currenttexmatrix;
2028                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2029                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2030                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2031                                 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);
2032                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2033 #ifdef USETEXMATRIX
2034                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2035                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2036 #else
2037                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2038                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2039 #endif
2040                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2041 #ifdef USETEXMATRIX
2042                                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2043                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2044 #else
2045                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2046                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2047 #endif
2048                                 R_Mesh_State(&m);
2049                                 GL_ColorMask(0,0,0,1);
2050                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2051                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2052                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2053                                 GL_LockArrays(0, 0);
2054
2055                                 memset(&m, 0, sizeof(m));
2056                                 m.pointer_vertex = rsurface_vertex3f;
2057                                 m.tex[0] = R_GetTexture(basetexture);
2058                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2059                                 m.texmatrix[0] = texture->currenttexmatrix;
2060                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2061                                 {
2062                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2063 #ifdef USETEXMATRIX
2064                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2065                                         m.texmatrix[1] = r_shadow_entitytolight;
2066 #else
2067                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2068                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2069 #endif
2070                                 }
2071                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2072                         }
2073                         else
2074                         {
2075                                 // 2/2/2 2D combine path (any dot3 card)
2076                                 memset(&m, 0, sizeof(m));
2077                                 m.pointer_vertex = rsurface_vertex3f;
2078                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2079 #ifdef USETEXMATRIX
2080                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2081                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2082 #else
2083                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2084                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2085 #endif
2086                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2087 #ifdef USETEXMATRIX
2088                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2089                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2090 #else
2091                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2092                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2093 #endif
2094                                 R_Mesh_State(&m);
2095                                 GL_ColorMask(0,0,0,1);
2096                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2097                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2098                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2099                                 GL_LockArrays(0, 0);
2100
2101                                 memset(&m, 0, sizeof(m));
2102                                 m.pointer_vertex = rsurface_vertex3f;
2103                                 m.tex[0] = R_GetTexture(normalmaptexture);
2104                                 m.texcombinergb[0] = GL_REPLACE;
2105                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2106                                 m.texmatrix[0] = texture->currenttexmatrix;
2107                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2108                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2109                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2110                                 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);
2111                                 R_Mesh_State(&m);
2112                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2113                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2114                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2115                                 GL_LockArrays(0, 0);
2116
2117                                 memset(&m, 0, sizeof(m));
2118                                 m.pointer_vertex = rsurface_vertex3f;
2119                                 m.tex[0] = R_GetTexture(basetexture);
2120                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2121                                 m.texmatrix[0] = texture->currenttexmatrix;
2122                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2123                                 {
2124                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2125 #ifdef USETEXMATRIX
2126                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2127                                         m.texmatrix[1] = r_shadow_entitytolight;
2128 #else
2129                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2130                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2131 #endif
2132                                 }
2133                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2134                         }
2135                         // this final code is shared
2136                         R_Mesh_State(&m);
2137                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2138                         VectorScale(lightcolorbase, colorscale, color2);
2139                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2140                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2141                         {
2142                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2143                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2144                         }
2145                         GL_LockArrays(0, 0);
2146                 }
2147                 if (dospecular)
2148                 {
2149                         // FIXME: detect blendsquare!
2150                         //if (gl_support_blendsquare)
2151                         {
2152                                 colorscale = specularscale;
2153                                 GL_Color(1,1,1,1);
2154                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2155                                 {
2156                                         // 2/0/0/1/2 3D combine blendsquare path
2157                                         memset(&m, 0, sizeof(m));
2158                                         m.pointer_vertex = rsurface_vertex3f;
2159                                         m.tex[0] = R_GetTexture(normalmaptexture);
2160                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2161                                         m.texmatrix[0] = texture->currenttexmatrix;
2162                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2163                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2164                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2165                                         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);
2166                                         R_Mesh_State(&m);
2167                                         GL_ColorMask(0,0,0,1);
2168                                         // this squares the result
2169                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2170                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2171                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2172                                         GL_LockArrays(0, 0);
2173
2174                                         memset(&m, 0, sizeof(m));
2175                                         m.pointer_vertex = rsurface_vertex3f;
2176                                         R_Mesh_State(&m);
2177                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2178                                         // square alpha in framebuffer a few times to make it shiny
2179                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2180                                         // these comments are a test run through this math for intensity 0.5
2181                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2182                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2183                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2184                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2185                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2186                                         GL_LockArrays(0, 0);
2187
2188                                         memset(&m, 0, sizeof(m));
2189                                         m.pointer_vertex = rsurface_vertex3f;
2190                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2191 #ifdef USETEXMATRIX
2192                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2193                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2194 #else
2195                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2196                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2197 #endif
2198                                         R_Mesh_State(&m);
2199                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2200                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2201                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2202                                         GL_LockArrays(0, 0);
2203
2204                                         memset(&m, 0, sizeof(m));
2205                                         m.pointer_vertex = rsurface_vertex3f;
2206                                         m.tex[0] = R_GetTexture(glosstexture);
2207                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2208                                         m.texmatrix[0] = texture->currenttexmatrix;
2209                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2210                                         {
2211                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2212 #ifdef USETEXMATRIX
2213                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2214                                                 m.texmatrix[1] = r_shadow_entitytolight;
2215 #else
2216                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2217                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2218 #endif
2219                                         }
2220                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2221                                 }
2222                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2223                                 {
2224                                         // 2/0/0/2 3D combine blendsquare path
2225                                         memset(&m, 0, sizeof(m));
2226                                         m.pointer_vertex = rsurface_vertex3f;
2227                                         m.tex[0] = R_GetTexture(normalmaptexture);
2228                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2229                                         m.texmatrix[0] = texture->currenttexmatrix;
2230                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2231                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2232                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2233                                         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);
2234                                         R_Mesh_State(&m);
2235                                         GL_ColorMask(0,0,0,1);
2236                                         // this squares the result
2237                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2238                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2239                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2240                                         GL_LockArrays(0, 0);
2241
2242                                         memset(&m, 0, sizeof(m));
2243                                         m.pointer_vertex = rsurface_vertex3f;
2244                                         R_Mesh_State(&m);
2245                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2246                                         // square alpha in framebuffer a few times to make it shiny
2247                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2248                                         // these comments are a test run through this math for intensity 0.5
2249                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2250                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2251                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2252                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2253                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2254                                         GL_LockArrays(0, 0);
2255
2256                                         memset(&m, 0, sizeof(m));
2257                                         m.pointer_vertex = rsurface_vertex3f;
2258                                         m.tex[0] = R_GetTexture(glosstexture);
2259                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2260                                         m.texmatrix[0] = texture->currenttexmatrix;
2261                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2262 #ifdef USETEXMATRIX
2263                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2264                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2265 #else
2266                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2267                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2268 #endif
2269                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2270                                 }
2271                                 else
2272                                 {
2273                                         // 2/0/0/2/2 2D combine blendsquare path
2274                                         memset(&m, 0, sizeof(m));
2275                                         m.pointer_vertex = rsurface_vertex3f;
2276                                         m.tex[0] = R_GetTexture(normalmaptexture);
2277                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2278                                         m.texmatrix[0] = texture->currenttexmatrix;
2279                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2280                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2281                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2282                                         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);
2283                                         R_Mesh_State(&m);
2284                                         GL_ColorMask(0,0,0,1);
2285                                         // this squares the result
2286                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2287                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2288                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2289                                         GL_LockArrays(0, 0);
2290
2291                                         memset(&m, 0, sizeof(m));
2292                                         m.pointer_vertex = rsurface_vertex3f;
2293                                         R_Mesh_State(&m);
2294                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2295                                         // square alpha in framebuffer a few times to make it shiny
2296                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2297                                         // these comments are a test run through this math for intensity 0.5
2298                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2299                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2300                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2301                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2302                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2303                                         GL_LockArrays(0, 0);
2304
2305                                         memset(&m, 0, sizeof(m));
2306                                         m.pointer_vertex = rsurface_vertex3f;
2307                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2308 #ifdef USETEXMATRIX
2309                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2310                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2311 #else
2312                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2313                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2314 #endif
2315                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2316 #ifdef USETEXMATRIX
2317                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2318                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2319 #else
2320                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2321                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2322 #endif
2323                                         R_Mesh_State(&m);
2324                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2325                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2326                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2327                                         GL_LockArrays(0, 0);
2328
2329                                         memset(&m, 0, sizeof(m));
2330                                         m.pointer_vertex = rsurface_vertex3f;
2331                                         m.tex[0] = R_GetTexture(glosstexture);
2332                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2333                                         m.texmatrix[0] = texture->currenttexmatrix;
2334                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2335                                         {
2336                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2337 #ifdef USETEXMATRIX
2338                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2339                                                 m.texmatrix[1] = r_shadow_entitytolight;
2340 #else
2341                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2342                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2343 #endif
2344                                         }
2345                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2346                                 }
2347                                 R_Mesh_State(&m);
2348                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2349                                 VectorScale(lightcolorbase, colorscale, color2);
2350                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2351                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2352                                 {
2353                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2354                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2355                                 }
2356                                 GL_LockArrays(0, 0);
2357                         }
2358                 }
2359         }
2360 }
2361
2362 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)
2363 {
2364         int surfacelistindex;
2365         int renders;
2366         float ambientcolor2[3], diffusecolor2[3];
2367         rmeshstate_t m;
2368         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2369         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2370         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2371         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2372         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2373         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2374         //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2375         // TODO: add direct pants/shirt rendering
2376         if (doambientpants || dodiffusepants)
2377                 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);
2378         if (doambientshirt || dodiffuseshirt)
2379                 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);
2380         if (!doambientbase && !dodiffusebase)
2381                 return;
2382         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2383         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2384         GL_BlendFunc(GL_ONE, GL_ONE);
2385         memset(&m, 0, sizeof(m));
2386         m.tex[0] = R_GetTexture(basetexture);
2387         if (r_textureunits.integer >= 2)
2388         {
2389                 // voodoo2
2390                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2391 #ifdef USETEXMATRIX
2392                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2393 #else
2394                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2395                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2396 #endif
2397                 if (r_textureunits.integer >= 3)
2398                 {
2399                         // Geforce3/Radeon class but not using dot3
2400                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2401 #ifdef USETEXMATRIX
2402                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2403 #else
2404                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2405                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2406 #endif
2407                 }
2408         }
2409         m.pointer_color = varray_color4f;
2410         R_Mesh_State(&m);
2411         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2412         {
2413                 const msurface_t *surface = surfacelist[surfacelistindex];
2414                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2415                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2416                 if (!rsurface_svector3f)
2417                 {
2418                         rsurface_svector3f = varray_svector3f;
2419                         rsurface_tvector3f = varray_tvector3f;
2420                         rsurface_normal3f = varray_normal3f;
2421                         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);
2422                 }
2423                 // OpenGL 1.1 path (anything)
2424                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2425                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2426                 if (r_textureunits.integer >= 2)
2427                 {
2428                         // voodoo2 or TNT
2429 #ifdef USETEXMATRIX
2430                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2431 #else
2432                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2433 #endif
2434                         if (r_textureunits.integer >= 3)
2435                         {
2436                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2437 #ifdef USETEXMATRIX
2438                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2439 #else
2440                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2441 #endif
2442                         }
2443                 }
2444                 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2445                 {
2446                         if (r_textureunits.integer >= 3)
2447                                 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2448                         else if (r_textureunits.integer >= 2)
2449                                 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2450                         else
2451                                 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2452                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2453                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2454                         GL_LockArrays(0, 0);
2455                 }
2456         }
2457 }
2458
2459 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)
2460 {
2461         // FIXME: support MATERIALFLAG_NODEPTHTEST
2462         switch (r_shadowstage)
2463         {
2464         case R_SHADOWSTAGE_VISIBLELIGHTING:
2465                 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2466                 break;
2467         case R_SHADOWSTAGE_LIGHT_GLSL:
2468                 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);
2469                 break;
2470         case R_SHADOWSTAGE_LIGHT_DOT3:
2471                 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);
2472                 break;
2473         case R_SHADOWSTAGE_LIGHT_VERTEX:
2474                 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);
2475                 break;
2476         default:
2477                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2478                 break;
2479         }
2480 }
2481
2482 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2483 {
2484         int j, k;
2485         float scale;
2486         R_RTLight_Uncompile(rtlight);
2487         memset(rtlight, 0, sizeof(*rtlight));
2488
2489         VectorCopy(light->origin, rtlight->shadoworigin);
2490         VectorCopy(light->color, rtlight->color);
2491         rtlight->radius = light->radius;
2492         //rtlight->cullradius = rtlight->radius;
2493         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2494         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2495         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2496         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2497         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2498         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2499         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2500         rtlight->cubemapname[0] = 0;
2501         if (light->cubemapname[0])
2502                 strcpy(rtlight->cubemapname, light->cubemapname);
2503         else if (light->cubemapnum > 0)
2504                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2505         rtlight->shadow = light->shadow;
2506         rtlight->corona = light->corona;
2507         rtlight->style = light->style;
2508         rtlight->isstatic = isstatic;
2509         rtlight->coronasizescale = light->coronasizescale;
2510         rtlight->ambientscale = light->ambientscale;
2511         rtlight->diffusescale = light->diffusescale;
2512         rtlight->specularscale = light->specularscale;
2513         rtlight->flags = light->flags;
2514         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2515         // ConcatScale won't work here because this needs to scale rotate and
2516         // translate, not just rotate
2517         scale = 1.0f / rtlight->radius;
2518         for (k = 0;k < 3;k++)
2519                 for (j = 0;j < 4;j++)
2520                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2521
2522         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2523         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2524         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2525         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2526 }
2527
2528 // compiles rtlight geometry
2529 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2530 void R_RTLight_Compile(rtlight_t *rtlight)
2531 {
2532         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2533         entity_render_t *ent = r_refdef.worldentity;
2534         model_t *model = r_refdef.worldmodel;
2535         qbyte *data;
2536
2537         // compile the light
2538         rtlight->compiled = true;
2539         rtlight->static_numleafs = 0;
2540         rtlight->static_numleafpvsbytes = 0;
2541         rtlight->static_leaflist = NULL;
2542         rtlight->static_leafpvs = NULL;
2543         rtlight->static_numsurfaces = 0;
2544         rtlight->static_surfacelist = NULL;
2545         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2546         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2547         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2548         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2549         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2550         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2551
2552         if (model && model->GetLightInfo)
2553         {
2554                 // this variable must be set for the CompileShadowVolume code
2555                 r_shadow_compilingrtlight = rtlight;
2556                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2557                 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);
2558                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2559                 data = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2560                 rtlight->static_numleafs = numleafs;
2561                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2562                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2563                 rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes;
2564                 rtlight->static_numsurfaces = numsurfaces;
2565                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2566                 if (numleafs)
2567                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2568                 if (numleafpvsbytes)
2569                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2570                 if (numsurfaces)
2571                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2572                 if (model->CompileShadowVolume && rtlight->shadow)
2573                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2574                 // now we're done compiling the rtlight
2575                 r_shadow_compilingrtlight = NULL;
2576         }
2577
2578
2579         // use smallest available cullradius - box radius or light radius
2580         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2581         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2582
2583         shadowmeshes = 0;
2584         shadowtris = 0;
2585         if (rtlight->static_meshchain_shadow)
2586         {
2587                 shadowmesh_t *mesh;
2588                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2589                 {
2590                         shadowmeshes++;
2591                         shadowtris += mesh->numtriangles;
2592                 }
2593         }
2594
2595         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);
2596 }
2597
2598 void R_RTLight_Uncompile(rtlight_t *rtlight)
2599 {
2600         if (rtlight->compiled)
2601         {
2602                 if (rtlight->static_meshchain_shadow)
2603                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2604                 rtlight->static_meshchain_shadow = NULL;
2605                 // these allocations are grouped
2606                 if (rtlight->static_leaflist)
2607                         Mem_Free(rtlight->static_leaflist);
2608                 rtlight->static_numleafs = 0;
2609                 rtlight->static_numleafpvsbytes = 0;
2610                 rtlight->static_leaflist = NULL;
2611                 rtlight->static_leafpvs = NULL;
2612                 rtlight->static_numsurfaces = 0;
2613                 rtlight->static_surfacelist = NULL;
2614                 rtlight->compiled = false;
2615         }
2616 }
2617
2618 void R_Shadow_UncompileWorldLights(void)
2619 {
2620         dlight_t *light;
2621         for (light = r_shadow_worldlightchain;light;light = light->next)
2622                 R_RTLight_Uncompile(&light->rtlight);
2623 }
2624
2625 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2626 {
2627         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2628         vec_t relativeshadowradius;
2629         if (ent == r_refdef.worldentity)
2630         {
2631                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2632                 {
2633                         shadowmesh_t *mesh;
2634                         R_Mesh_Matrix(&ent->matrix);
2635                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2636                         {
2637                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2638                                 R_Mesh_VertexPointer(mesh->vertex3f);
2639                                 GL_LockArrays(0, mesh->numverts);
2640                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2641                                 {
2642                                         // decrement stencil if backface is behind depthbuffer
2643                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2644                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2645                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2646                                         // increment stencil if frontface is behind depthbuffer
2647                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2648                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2649                                 }
2650                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2651                                 GL_LockArrays(0, 0);
2652                         }
2653                 }
2654                 else if (numsurfaces)
2655                 {
2656                         R_Mesh_Matrix(&ent->matrix);
2657                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2658                 }
2659         }
2660         else
2661         {
2662                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2663                 relativeshadowradius = rtlight->radius / ent->scale;
2664                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2665                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2666                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2667                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2668                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2669                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2670                 R_Mesh_Matrix(&ent->matrix);
2671                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2672         }
2673 }
2674
2675 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2676 {
2677         // set up properties for rendering light onto this entity
2678         r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2679         r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2680         r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2681         r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
2682         r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
2683         r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
2684         r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
2685         r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
2686         r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
2687         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2688         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2689         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2690         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2691         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2692         R_Mesh_Matrix(&ent->matrix);
2693         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2694         {
2695                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2696                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2697                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2698                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2699                 {
2700                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2701                 }
2702         }
2703         if (ent == r_refdef.worldentity)
2704                 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
2705         else
2706                 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
2707 }
2708
2709 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2710 {
2711         int i, usestencil;
2712         float f;
2713         vec3_t lightcolor;
2714         int numleafs, numsurfaces;
2715         int *leaflist, *surfacelist;
2716         qbyte *leafpvs;
2717         int numlightentities;
2718         int numshadowentities;
2719         entity_render_t *lightentities[MAX_EDICTS];
2720         entity_render_t *shadowentities[MAX_EDICTS];
2721
2722         // skip lights that don't light (corona only lights)
2723         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2724                 return;
2725
2726         f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2727         VectorScale(rtlight->color, f, lightcolor);
2728         if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2729                 return;
2730         /*
2731         if (rtlight->selected)
2732         {
2733                 f = 2 + sin(realtime * M_PI * 4.0);
2734                 VectorScale(lightcolor, f, lightcolor);
2735         }
2736         */
2737
2738         // loading is done before visibility checks because loading should happen
2739         // all at once at the start of a level, not when it stalls gameplay.
2740         // (especially important to benchmarks)
2741         // compile light
2742         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2743                 R_RTLight_Compile(rtlight);
2744         // load cubemap
2745         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2746
2747         // if the light box is offscreen, skip it
2748         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2749                 return;
2750
2751         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2752         {
2753                 // compiled light, world available and can receive realtime lighting
2754                 // retrieve leaf information
2755                 numleafs = rtlight->static_numleafs;
2756                 leaflist = rtlight->static_leaflist;
2757                 leafpvs = rtlight->static_leafpvs;
2758                 numsurfaces = rtlight->static_numsurfaces;
2759                 surfacelist = rtlight->static_surfacelist;
2760         }
2761         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2762         {
2763                 // dynamic light, world available and can receive realtime lighting
2764                 // calculate lit surfaces and leafs
2765                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2766                 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);
2767                 leaflist = r_shadow_buffer_leaflist;
2768                 leafpvs = r_shadow_buffer_leafpvs;
2769                 surfacelist = r_shadow_buffer_surfacelist;
2770                 // if the reduced leaf bounds are offscreen, skip it
2771                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2772                         return;
2773         }
2774         else
2775         {
2776                 // no world
2777                 numleafs = 0;
2778                 leaflist = NULL;
2779                 leafpvs = NULL;
2780                 numsurfaces = 0;
2781                 surfacelist = NULL;
2782         }
2783         // check if light is illuminating any visible leafs
2784         if (numleafs)
2785         {
2786                 for (i = 0;i < numleafs;i++)
2787                         if (r_worldleafvisible[leaflist[i]])
2788                                 break;
2789                 if (i == numleafs)
2790                         return;
2791         }
2792         // set up a scissor rectangle for this light
2793         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2794                 return;
2795
2796         numlightentities = 0;
2797         if (numsurfaces)
2798                 lightentities[numlightentities++] = r_refdef.worldentity;
2799         numshadowentities = 0;
2800         if (numsurfaces)
2801                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2802         if (r_drawentities.integer)
2803         {
2804                 for (i = 0;i < r_refdef.numentities;i++)
2805                 {
2806                         entity_render_t *ent = r_refdef.entities[i];
2807                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2808                          && ent->model
2809                          && !(ent->flags & RENDER_TRANSPARENT)
2810                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2811                         {
2812                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2813                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2814                                         shadowentities[numshadowentities++] = ent;
2815                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2816                                         lightentities[numlightentities++] = ent;
2817                         }
2818                 }
2819         }
2820
2821         // return if there's nothing at all to light
2822         if (!numlightentities)
2823                 return;
2824
2825         R_Shadow_Stage_ActiveLight(rtlight);
2826         renderstats.lights++;
2827
2828         usestencil = false;
2829         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2830         {
2831                 usestencil = true;
2832                 R_Shadow_Stage_StencilShadowVolumes();
2833                 for (i = 0;i < numshadowentities;i++)
2834                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2835         }
2836
2837         if (numlightentities && !visible)
2838         {
2839                 R_Shadow_Stage_Lighting(usestencil);
2840                 for (i = 0;i < numlightentities;i++)
2841                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2842         }
2843
2844         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2845         {
2846                 R_Shadow_Stage_VisibleShadowVolumes();
2847                 for (i = 0;i < numshadowentities;i++)
2848                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2849         }
2850
2851         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2852         {
2853                 R_Shadow_Stage_VisibleLighting(usestencil);
2854                 for (i = 0;i < numlightentities;i++)
2855                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2856         }
2857 }
2858
2859 void R_ShadowVolumeLighting(qboolean visible)
2860 {
2861         int lnum, flag;
2862         dlight_t *light;
2863
2864         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2865                 R_Shadow_EditLights_Reload_f();
2866
2867         R_Shadow_Stage_Begin();
2868
2869         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2870         if (r_shadow_debuglight.integer >= 0)
2871         {
2872                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2873                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2874                                 R_DrawRTLight(&light->rtlight, visible);
2875         }
2876         else
2877                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2878                         if (light->flags & flag)
2879                                 R_DrawRTLight(&light->rtlight, visible);
2880         if (r_rtdlight)
2881                 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2882                         R_DrawRTLight(&light->rtlight, visible);
2883
2884         R_Shadow_Stage_End();
2885 }
2886
2887 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2888 typedef struct suffixinfo_s
2889 {
2890         char *suffix;
2891         qboolean flipx, flipy, flipdiagonal;
2892 }
2893 suffixinfo_t;
2894 static suffixinfo_t suffix[3][6] =
2895 {
2896         {
2897                 {"px",   false, false, false},
2898                 {"nx",   false, false, false},
2899                 {"py",   false, false, false},
2900                 {"ny",   false, false, false},
2901                 {"pz",   false, false, false},
2902                 {"nz",   false, false, false}
2903         },
2904         {
2905                 {"posx", false, false, false},
2906                 {"negx", false, false, false},
2907                 {"posy", false, false, false},
2908                 {"negy", false, false, false},
2909                 {"posz", false, false, false},
2910                 {"negz", false, false, false}
2911         },
2912         {
2913                 {"rt",    true, false,  true},
2914                 {"lf",   false,  true,  true},
2915                 {"ft",    true,  true, false},
2916                 {"bk",   false, false, false},
2917                 {"up",    true, false,  true},
2918                 {"dn",    true, false,  true}
2919         }
2920 };
2921
2922 static int componentorder[4] = {0, 1, 2, 3};
2923
2924 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2925 {
2926         int i, j, cubemapsize;
2927         qbyte *cubemappixels, *image_rgba;
2928         rtexture_t *cubemaptexture;
2929         char name[256];
2930         // must start 0 so the first loadimagepixels has no requested width/height
2931         cubemapsize = 0;
2932         cubemappixels = NULL;
2933         cubemaptexture = NULL;
2934         // keep trying different suffix groups (posx, px, rt) until one loads
2935         for (j = 0;j < 3 && !cubemappixels;j++)
2936         {
2937                 // load the 6 images in the suffix group
2938                 for (i = 0;i < 6;i++)
2939                 {
2940                         // generate an image name based on the base and and suffix
2941                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2942                         // load it
2943                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2944                         {
2945                                 // an image loaded, make sure width and height are equal
2946                                 if (image_width == image_height)
2947                                 {
2948                                         // if this is the first image to load successfully, allocate the cubemap memory
2949                                         if (!cubemappixels && image_width >= 1)
2950                                         {
2951                                                 cubemapsize = image_width;
2952                                                 // note this clears to black, so unavailable sides are black
2953                                                 cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2954                                         }
2955                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2956                                         if (cubemappixels)
2957                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2958                                 }
2959                                 else
2960                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2961                                 // free the image
2962                                 Mem_Free(image_rgba);
2963                         }
2964                 }
2965         }
2966         // if a cubemap loaded, upload it
2967         if (cubemappixels)
2968         {
2969                 if (!r_shadow_filters_texturepool)
2970                         r_shadow_filters_texturepool = R_AllocTexturePool();
2971                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2972                 Mem_Free(cubemappixels);
2973         }
2974         else
2975         {
2976                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2977                 for (j = 0;j < 3;j++)
2978                         for (i = 0;i < 6;i++)
2979                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2980                 Con_Print(" and was unable to find any of them.\n");
2981         }
2982         return cubemaptexture;
2983 }
2984
2985 rtexture_t *R_Shadow_Cubemap(const char *basename)
2986 {
2987         int i;
2988         for (i = 0;i < numcubemaps;i++)
2989                 if (!strcasecmp(cubemaps[i].basename, basename))
2990                         return cubemaps[i].texture;
2991         if (i >= MAX_CUBEMAPS)
2992                 return r_texture_whitecube;
2993         numcubemaps++;
2994         strcpy(cubemaps[i].basename, basename);
2995         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2996         if (!cubemaps[i].texture)
2997                 cubemaps[i].texture = r_texture_whitecube;
2998         return cubemaps[i].texture;
2999 }
3000
3001 void R_Shadow_FreeCubemaps(void)
3002 {
3003         numcubemaps = 0;
3004         R_FreeTexturePool(&r_shadow_filters_texturepool);
3005 }
3006
3007 dlight_t *R_Shadow_NewWorldLight(void)
3008 {
3009         dlight_t *light;
3010         light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3011         light->next = r_shadow_worldlightchain;
3012         r_shadow_worldlightchain = light;
3013         return light;
3014 }
3015
3016 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3017 {
3018         VectorCopy(origin, light->origin);
3019         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3020         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3021         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3022         light->color[0] = max(color[0], 0);
3023         light->color[1] = max(color[1], 0);
3024         light->color[2] = max(color[2], 0);
3025         light->radius = max(radius, 0);
3026         light->style = style;
3027         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3028         {
3029                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3030                 light->style = 0;
3031         }
3032         light->shadow = shadowenable;
3033         light->corona = corona;
3034         if (!cubemapname)
3035                 cubemapname = "";
3036         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3037         light->coronasizescale = coronasizescale;
3038         light->ambientscale = ambientscale;
3039         light->diffusescale = diffusescale;
3040         light->specularscale = specularscale;
3041         light->flags = flags;
3042         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3043
3044         R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
3045 }
3046
3047 void R_Shadow_FreeWorldLight(dlight_t *light)
3048 {
3049         dlight_t **lightpointer;
3050         R_RTLight_Uncompile(&light->rtlight);
3051         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3052         if (*lightpointer != light)
3053                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3054         *lightpointer = light->next;
3055         Mem_Free(light);
3056 }
3057
3058 void R_Shadow_ClearWorldLights(void)
3059 {
3060         while (r_shadow_worldlightchain)
3061                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3062         r_shadow_selectedlight = NULL;
3063         R_Shadow_FreeCubemaps();
3064 }
3065
3066 void R_Shadow_SelectLight(dlight_t *light)
3067 {
3068         if (r_shadow_selectedlight)
3069                 r_shadow_selectedlight->selected = false;
3070         r_shadow_selectedlight = light;
3071         if (r_shadow_selectedlight)
3072                 r_shadow_selectedlight->selected = true;
3073 }
3074
3075 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3076 {
3077         float scale = r_editlights_cursorgrid.value * 0.5f;
3078         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3079 }
3080
3081 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3082 {
3083         float intensity;
3084         const dlight_t *light;
3085         light = (dlight_t *)calldata1;
3086         intensity = 0.5;
3087         if (light->selected)
3088                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3089         if (!light->shadow)
3090                 intensity *= 0.5f;
3091         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3092 }
3093
3094 void R_Shadow_DrawLightSprites(void)
3095 {
3096         int i;
3097         cachepic_t *pic;
3098         dlight_t *light;
3099
3100         for (i = 0;i < 5;i++)
3101         {
3102                 lighttextures[i] = NULL;
3103                 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3104                         lighttextures[i] = pic->tex;
3105         }
3106
3107         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3108                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3109         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3110 }
3111
3112 void R_Shadow_SelectLightInView(void)
3113 {
3114         float bestrating, rating, temp[3];
3115         dlight_t *best, *light;
3116         best = NULL;
3117         bestrating = 0;
3118         for (light = r_shadow_worldlightchain;light;light = light->next)
3119         {
3120                 VectorSubtract(light->origin, r_vieworigin, temp);
3121                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3122                 if (rating >= 0.95)
3123                 {
3124                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3125                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3126                         {
3127                                 bestrating = rating;
3128                                 best = light;
3129                         }
3130                 }
3131         }
3132         R_Shadow_SelectLight(best);
3133 }
3134
3135 void R_Shadow_LoadWorldLights(void)
3136 {
3137         int n, a, style, shadow, flags;
3138         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3139         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3140         if (r_refdef.worldmodel == NULL)
3141         {
3142                 Con_Print("No map loaded.\n");
3143                 return;
3144         }
3145         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3146         strlcat (name, ".rtlights", sizeof (name));
3147         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3148         if (lightsstring)
3149         {
3150                 s = lightsstring;
3151                 n = 0;
3152                 while (*s)
3153                 {
3154                         t = s;
3155                         /*
3156                         shadow = true;
3157                         for (;COM_Parse(t, true) && strcmp(
3158                         if (COM_Parse(t, true))
3159                         {
3160                                 if (com_token[0] == '!')
3161                                 {
3162                                         shadow = false;
3163                                         origin[0] = atof(com_token+1);
3164                                 }
3165                                 else
3166                                         origin[0] = atof(com_token);
3167                                 if (Com_Parse(t
3168                         }
3169                         */
3170                         t = s;
3171                         while (*s && *s != '\n' && *s != '\r')
3172                                 s++;
3173                         if (!*s)
3174                                 break;
3175                         tempchar = *s;
3176                         shadow = true;
3177                         // check for modifier flags
3178                         if (*t == '!')
3179                         {
3180                                 shadow = false;
3181                                 t++;
3182                         }
3183                         *s = 0;
3184                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3185                         *s = tempchar;
3186                         if (a < 18)
3187                                 flags = LIGHTFLAG_REALTIMEMODE;
3188                         if (a < 17)
3189                                 specularscale = 1;
3190                         if (a < 16)
3191                                 diffusescale = 1;
3192                         if (a < 15)
3193                                 ambientscale = 0;
3194                         if (a < 14)
3195                                 coronasizescale = 0.25f;
3196                         if (a < 13)
3197                                 VectorClear(angles);
3198                         if (a < 10)
3199                                 corona = 0;
3200                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3201                                 cubemapname[0] = 0;
3202                         // remove quotes on cubemapname
3203                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3204                         {
3205                                 cubemapname[strlen(cubemapname)-1] = 0;
3206                                 strcpy(cubemapname, cubemapname + 1);
3207                         }
3208                         if (a < 8)
3209                         {
3210                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3211                                 break;
3212                         }
3213                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3214                         if (*s == '\r')
3215                                 s++;
3216                         if (*s == '\n')
3217                                 s++;
3218                         n++;
3219                 }
3220                 if (*s)
3221                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3222                 Mem_Free(lightsstring);
3223         }
3224 }
3225
3226 void R_Shadow_SaveWorldLights(void)
3227 {
3228         dlight_t *light;
3229         size_t bufchars, bufmaxchars;
3230         char *buf, *oldbuf;
3231         char name[MAX_QPATH];
3232         char line[1024];
3233         if (!r_shadow_worldlightchain)
3234                 return;
3235         if (r_refdef.worldmodel == NULL)
3236         {
3237                 Con_Print("No map loaded.\n");
3238                 return;
3239         }
3240         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3241         strlcat (name, ".rtlights", sizeof (name));
3242         bufchars = bufmaxchars = 0;
3243         buf = NULL;
3244         for (light = r_shadow_worldlightchain;light;light = light->next)
3245         {
3246                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3247                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3248                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3249                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3250                 else
3251                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3252                 if (bufchars + strlen(line) > bufmaxchars)
3253                 {
3254                         bufmaxchars = bufchars + strlen(line) + 2048;
3255                         oldbuf = buf;
3256                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3257                         if (oldbuf)
3258                         {
3259                                 if (bufchars)
3260                                         memcpy(buf, oldbuf, bufchars);
3261                                 Mem_Free(oldbuf);
3262                         }
3263                 }
3264                 if (strlen(line))
3265                 {
3266                         memcpy(buf + bufchars, line, strlen(line));
3267                         bufchars += strlen(line);
3268                 }
3269         }
3270         if (bufchars)
3271                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3272         if (buf)
3273                 Mem_Free(buf);
3274 }
3275
3276 void R_Shadow_LoadLightsFile(void)
3277 {
3278         int n, a, style;
3279         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3280         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3281         if (r_refdef.worldmodel == NULL)
3282         {
3283                 Con_Print("No map loaded.\n");
3284                 return;
3285         }
3286         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3287         strlcat (name, ".lights", sizeof (name));
3288         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3289         if (lightsstring)
3290         {
3291                 s = lightsstring;
3292                 n = 0;
3293                 while (*s)
3294                 {
3295                         t = s;
3296                         while (*s && *s != '\n' && *s != '\r')
3297                                 s++;
3298                         if (!*s)
3299                                 break;
3300                         tempchar = *s;
3301                         *s = 0;
3302                         a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
3303                         *s = tempchar;
3304                         if (a < 14)
3305                         {
3306                                 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
3307                                 break;
3308                         }
3309                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3310                         radius = bound(15, radius, 4096);
3311                         VectorScale(color, (2.0f / (8388608.0f)), color);
3312                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3313                         if (*s == '\r')
3314                                 s++;
3315                         if (*s == '\n')
3316                                 s++;
3317                         n++;
3318                 }
3319                 if (*s)
3320                         Con_Printf("invalid lights file \"%s\"\n", name);
3321                 Mem_Free(lightsstring);
3322         }
3323 }
3324
3325 // tyrlite/hmap2 light types in the delay field
3326 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3327
3328 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3329 {
3330         int entnum, style, islight, skin, pflags, effects, type, n;
3331         char *entfiledata;
3332         const char *data;
3333         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3334         char key[256], value[1024];
3335
3336         if (r_refdef.worldmodel == NULL)
3337         {
3338                 Con_Print("No map loaded.\n");
3339                 return;
3340         }
3341         // try to load a .ent file first
3342         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3343         strlcat (key, ".ent", sizeof (key));
3344         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3345         // and if that is not found, fall back to the bsp file entity string
3346         if (!data)
3347                 data = r_refdef.worldmodel->brush.entities;
3348         if (!data)
3349                 return;
3350         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3351         {
3352                 type = LIGHTTYPE_MINUSX;
3353                 origin[0] = origin[1] = origin[2] = 0;
3354                 originhack[0] = originhack[1] = originhack[2] = 0;
3355                 angles[0] = angles[1] = angles[2] = 0;
3356                 color[0] = color[1] = color[2] = 1;
3357                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3358                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3359                 fadescale = 1;
3360                 lightscale = 1;
3361                 style = 0;
3362                 skin = 0;
3363                 pflags = 0;
3364                 effects = 0;
3365                 islight = false;
3366                 while (1)
3367                 {
3368                         if (!COM_ParseToken(&data, false))
3369                                 break; // error
3370                         if (com_token[0] == '}')
3371                                 break; // end of entity
3372                         if (com_token[0] == '_')
3373                                 strcpy(key, com_token + 1);
3374                         else
3375                                 strcpy(key, com_token);
3376                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3377                                 key[strlen(key)-1] = 0;
3378                         if (!COM_ParseToken(&data, false))
3379                                 break; // error
3380                         strcpy(value, com_token);
3381
3382                         // now that we have the key pair worked out...
3383                         if (!strcmp("light", key))
3384                         {
3385                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3386                                 if (n == 1)
3387                                 {
3388                                         // quake
3389                                         light[0] = vec[0] * (1.0f / 256.0f);
3390                                         light[1] = vec[0] * (1.0f / 256.0f);
3391                                         light[2] = vec[0] * (1.0f / 256.0f);
3392                                         light[3] = vec[0];
3393                                 }
3394                                 else if (n == 4)
3395                                 {
3396                                         // halflife
3397                                         light[0] = vec[0] * (1.0f / 255.0f);
3398                                         light[1] = vec[1] * (1.0f / 255.0f);
3399                                         light[2] = vec[2] * (1.0f / 255.0f);
3400                                         light[3] = vec[3];
3401                                 }
3402                         }
3403                         else if (!strcmp("delay", key))
3404                                 type = atoi(value);
3405                         else if (!strcmp("origin", key))
3406                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3407                         else if (!strcmp("angle", key))
3408                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3409                         else if (!strcmp("angles", key))
3410                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3411                         else if (!strcmp("color", key))
3412                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3413                         else if (!strcmp("wait", key))
3414                                 fadescale = atof(value);
3415                         else if (!strcmp("classname", key))
3416                         {
3417                                 if (!strncmp(value, "light", 5))
3418                                 {
3419                                         islight = true;
3420                                         if (!strcmp(value, "light_fluoro"))
3421                                         {
3422                                                 originhack[0] = 0;
3423                                                 originhack[1] = 0;
3424                                                 originhack[2] = 0;
3425                                                 overridecolor[0] = 1;
3426                                                 overridecolor[1] = 1;
3427                                                 overridecolor[2] = 1;
3428                                         }
3429                                         if (!strcmp(value, "light_fluorospark"))
3430                                         {
3431                                                 originhack[0] = 0;
3432                                                 originhack[1] = 0;
3433                                                 originhack[2] = 0;
3434                                                 overridecolor[0] = 1;
3435                                                 overridecolor[1] = 1;
3436                                                 overridecolor[2] = 1;
3437                                         }
3438                                         if (!strcmp(value, "light_globe"))
3439                                         {
3440                                                 originhack[0] = 0;
3441                                                 originhack[1] = 0;
3442                                                 originhack[2] = 0;
3443                                                 overridecolor[0] = 1;
3444                                                 overridecolor[1] = 0.8;
3445                                                 overridecolor[2] = 0.4;
3446                                         }
3447                                         if (!strcmp(value, "light_flame_large_yellow"))
3448                                         {
3449                                                 originhack[0] = 0;
3450                                                 originhack[1] = 0;
3451                                                 originhack[2] = 0;
3452                                                 overridecolor[0] = 1;
3453                                                 overridecolor[1] = 0.5;
3454                                                 overridecolor[2] = 0.1;
3455                                         }
3456                                         if (!strcmp(value, "light_flame_small_yellow"))
3457                                         {
3458                                                 originhack[0] = 0;
3459                                                 originhack[1] = 0;
3460                                                 originhack[2] = 0;
3461                                                 overridecolor[0] = 1;
3462                                                 overridecolor[1] = 0.5;
3463                                                 overridecolor[2] = 0.1;
3464                                         }
3465                                         if (!strcmp(value, "light_torch_small_white"))
3466                                         {
3467                                                 originhack[0] = 0;
3468                                                 originhack[1] = 0;
3469                                                 originhack[2] = 0;
3470                                                 overridecolor[0] = 1;
3471                                                 overridecolor[1] = 0.5;
3472                                                 overridecolor[2] = 0.1;
3473                                         }
3474                                         if (!strcmp(value, "light_torch_small_walltorch"))
3475                                         {
3476                                                 originhack[0] = 0;
3477                                                 originhack[1] = 0;
3478                                                 originhack[2] = 0;
3479                                                 overridecolor[0] = 1;
3480                                                 overridecolor[1] = 0.5;
3481                                                 overridecolor[2] = 0.1;
3482                                         }
3483                                 }
3484                         }
3485                         else if (!strcmp("style", key))
3486                                 style = atoi(value);
3487                         else if (!strcmp("skin", key))
3488                                 skin = (int)atof(value);
3489                         else if (!strcmp("pflags", key))
3490                                 pflags = (int)atof(value);
3491                         else if (!strcmp("effects", key))
3492                                 effects = (int)atof(value);
3493                         else if (r_refdef.worldmodel->type == mod_brushq3)
3494                         {
3495                                 if (!strcmp("scale", key))
3496                                         lightscale = atof(value);
3497                                 if (!strcmp("fade", key))
3498                                         fadescale = atof(value);
3499                         }
3500                 }
3501                 if (!islight)
3502                         continue;
3503                 if (lightscale <= 0)
3504                         lightscale = 1;
3505                 if (fadescale <= 0)
3506                         fadescale = 1;
3507                 if (color[0] == color[1] && color[0] == color[2])
3508                 {
3509                         color[0] *= overridecolor[0];
3510                         color[1] *= overridecolor[1];
3511                         color[2] *= overridecolor[2];
3512                 }
3513                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3514                 color[0] = color[0] * light[0];
3515                 color[1] = color[1] * light[1];
3516                 color[2] = color[2] * light[2];
3517                 switch (type)
3518                 {
3519                 case LIGHTTYPE_MINUSX:
3520                         break;
3521                 case LIGHTTYPE_RECIPX:
3522                         radius *= 2;
3523                         VectorScale(color, (1.0f / 16.0f), color);
3524                         break;
3525                 case LIGHTTYPE_RECIPXX:
3526                         radius *= 2;
3527                         VectorScale(color, (1.0f / 16.0f), color);
3528                         break;
3529                 default:
3530                 case LIGHTTYPE_NONE:
3531                         break;
3532                 case LIGHTTYPE_SUN:
3533                         break;
3534                 case LIGHTTYPE_MINUSXX:
3535                         break;
3536                 }
3537                 VectorAdd(origin, originhack, origin);
3538                 if (radius >= 1)
3539                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3540         }
3541         if (entfiledata)
3542                 Mem_Free(entfiledata);
3543 }
3544
3545
3546 void R_Shadow_SetCursorLocationForView(void)
3547 {
3548         vec_t dist, push;
3549         vec3_t dest, endpos;
3550         trace_t trace;
3551         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3552         trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3553         if (trace.fraction < 1)
3554         {
3555                 dist = trace.fraction * r_editlights_cursordistance.value;
3556                 push = r_editlights_cursorpushback.value;
3557                 if (push > dist)
3558                         push = dist;
3559                 push = -push;
3560                 VectorMA(trace.endpos, push, r_viewforward, endpos);
3561                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3562         }
3563         else
3564         {
3565                 VectorClear( endpos );
3566         }
3567         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3568         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3569         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3570 }
3571
3572 void R_Shadow_UpdateWorldLightSelection(void)
3573 {
3574         if (r_editlights.integer)
3575         {
3576                 R_Shadow_SetCursorLocationForView();
3577                 R_Shadow_SelectLightInView();
3578                 R_Shadow_DrawLightSprites();
3579         }
3580         else
3581                 R_Shadow_SelectLight(NULL);
3582 }
3583
3584 void R_Shadow_EditLights_Clear_f(void)
3585 {
3586         R_Shadow_ClearWorldLights();
3587 }
3588
3589 void R_Shadow_EditLights_Reload_f(void)
3590 {
3591         if (!r_refdef.worldmodel)
3592                 return;
3593         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3594         R_Shadow_ClearWorldLights();
3595         R_Shadow_LoadWorldLights();
3596         if (r_shadow_worldlightchain == NULL)
3597         {
3598                 R_Shadow_LoadLightsFile();
3599                 if (r_shadow_worldlightchain == NULL)
3600                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3601         }
3602 }
3603
3604 void R_Shadow_EditLights_Save_f(void)
3605 {
3606         if (!r_refdef.worldmodel)
3607                 return;
3608         R_Shadow_SaveWorldLights();
3609 }
3610
3611 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3612 {
3613         R_Shadow_ClearWorldLights();
3614         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3615 }
3616
3617 void R_Shadow_EditLights_ImportLightsFile_f(void)
3618 {
3619         R_Shadow_ClearWorldLights();
3620         R_Shadow_LoadLightsFile();
3621 }
3622
3623 void R_Shadow_EditLights_Spawn_f(void)
3624 {
3625         vec3_t color;
3626         if (!r_editlights.integer)
3627         {
3628                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3629                 return;
3630         }
3631         if (Cmd_Argc() != 1)
3632         {
3633                 Con_Print("r_editlights_spawn does not take parameters\n");
3634                 return;
3635         }
3636         color[0] = color[1] = color[2] = 1;
3637         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3638 }
3639
3640 void R_Shadow_EditLights_Edit_f(void)
3641 {
3642         vec3_t origin, angles, color;
3643         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3644         int style, shadows, flags, normalmode, realtimemode;
3645         char cubemapname[1024];
3646         if (!r_editlights.integer)
3647         {
3648                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3649                 return;
3650         }
3651         if (!r_shadow_selectedlight)
3652         {
3653                 Con_Print("No selected light.\n");
3654                 return;
3655         }
3656         VectorCopy(r_shadow_selectedlight->origin, origin);
3657         VectorCopy(r_shadow_selectedlight->angles, angles);
3658         VectorCopy(r_shadow_selectedlight->color, color);
3659         radius = r_shadow_selectedlight->radius;
3660         style = r_shadow_selectedlight->style;
3661         if (r_shadow_selectedlight->cubemapname)
3662                 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3663         else
3664                 cubemapname[0] = 0;
3665         shadows = r_shadow_selectedlight->shadow;
3666         corona = r_shadow_selectedlight->corona;
3667         coronasizescale = r_shadow_selectedlight->coronasizescale;
3668         ambientscale = r_shadow_selectedlight->ambientscale;
3669         diffusescale = r_shadow_selectedlight->diffusescale;
3670         specularscale = r_shadow_selectedlight->specularscale;
3671         flags = r_shadow_selectedlight->flags;
3672         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3673         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3674         if (!strcmp(Cmd_Argv(1), "origin"))
3675         {
3676                 if (Cmd_Argc() != 5)
3677                 {
3678                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3679                         return;
3680                 }
3681                 origin[0] = atof(Cmd_Argv(2));
3682                 origin[1] = atof(Cmd_Argv(3));
3683                 origin[2] = atof(Cmd_Argv(4));
3684         }
3685         else if (!strcmp(Cmd_Argv(1), "originx"))
3686         {
3687                 if (Cmd_Argc() != 3)
3688                 {
3689                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3690                         return;
3691                 }
3692                 origin[0] = atof(Cmd_Argv(2));
3693         }
3694         else if (!strcmp(Cmd_Argv(1), "originy"))
3695         {
3696                 if (Cmd_Argc() != 3)
3697                 {
3698                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3699                         return;
3700                 }
3701                 origin[1] = atof(Cmd_Argv(2));
3702         }
3703         else if (!strcmp(Cmd_Argv(1), "originz"))
3704         {
3705                 if (Cmd_Argc() != 3)
3706                 {
3707                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3708                         return;
3709                 }
3710                 origin[2] = atof(Cmd_Argv(2));
3711         }
3712         else if (!strcmp(Cmd_Argv(1), "move"))
3713         {
3714                 if (Cmd_Argc() != 5)
3715                 {
3716                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3717                         return;
3718                 }
3719                 origin[0] += atof(Cmd_Argv(2));
3720                 origin[1] += atof(Cmd_Argv(3));
3721                 origin[2] += atof(Cmd_Argv(4));
3722         }
3723         else if (!strcmp(Cmd_Argv(1), "movex"))
3724         {
3725                 if (Cmd_Argc() != 3)
3726                 {
3727                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3728                         return;
3729                 }
3730                 origin[0] += atof(Cmd_Argv(2));
3731         }
3732         else if (!strcmp(Cmd_Argv(1), "movey"))
3733         {
3734                 if (Cmd_Argc() != 3)
3735                 {
3736                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3737                         return;
3738                 }
3739                 origin[1] += atof(Cmd_Argv(2));
3740         }
3741         else if (!strcmp(Cmd_Argv(1), "movez"))
3742         {
3743                 if (Cmd_Argc() != 3)
3744                 {
3745                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3746                         return;
3747                 }
3748                 origin[2] += atof(Cmd_Argv(2));
3749         }
3750         else if (!strcmp(Cmd_Argv(1), "angles"))
3751         {
3752                 if (Cmd_Argc() != 5)
3753                 {
3754                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3755                         return;
3756                 }
3757                 angles[0] = atof(Cmd_Argv(2));
3758                 angles[1] = atof(Cmd_Argv(3));
3759                 angles[2] = atof(Cmd_Argv(4));
3760         }
3761         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3762         {
3763                 if (Cmd_Argc() != 3)
3764                 {
3765                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3766                         return;
3767                 }
3768                 angles[0] = atof(Cmd_Argv(2));
3769         }
3770         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3771         {
3772                 if (Cmd_Argc() != 3)
3773                 {
3774                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3775                         return;
3776                 }
3777                 angles[1] = atof(Cmd_Argv(2));
3778         }
3779         else if (!strcmp(Cmd_Argv(1), "anglesz"))
3780         {
3781                 if (Cmd_Argc() != 3)
3782                 {
3783                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3784                         return;
3785                 }
3786                 angles[2] = atof(Cmd_Argv(2));
3787         }
3788         else if (!strcmp(Cmd_Argv(1), "color"))
3789         {
3790                 if (Cmd_Argc() != 5)
3791                 {
3792                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3793                         return;
3794                 }
3795                 color[0] = atof(Cmd_Argv(2));
3796                 color[1] = atof(Cmd_Argv(3));
3797                 color[2] = atof(Cmd_Argv(4));
3798         }
3799         else if (!strcmp(Cmd_Argv(1), "radius"))
3800         {
3801                 if (Cmd_Argc() != 3)
3802                 {
3803                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3804                         return;
3805                 }
3806                 radius = atof(Cmd_Argv(2));
3807         }
3808         else if (!strcmp(Cmd_Argv(1), "colorscale"))
3809         {
3810                 if (Cmd_Argc() == 3)
3811                 {
3812                         double scale = atof(Cmd_Argv(2));
3813                         color[0] *= scale;
3814                         color[1] *= scale;
3815                         color[2] *= scale;
3816                 }
3817                 else
3818                 {
3819                         if (Cmd_Argc() != 5)
3820                         {
3821                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
3822                                 return;
3823                         }
3824                         color[0] *= atof(Cmd_Argv(2));
3825                         color[1] *= atof(Cmd_Argv(3));
3826                         color[2] *= atof(Cmd_Argv(4));
3827                 }
3828         }
3829         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3830         {
3831                 if (Cmd_Argc() != 3)
3832                 {
3833                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3834                         return;
3835                 }
3836                 radius *= atof(Cmd_Argv(2));
3837         }
3838         else if (!strcmp(Cmd_Argv(1), "style"))
3839         {
3840                 if (Cmd_Argc() != 3)
3841                 {
3842                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3843                         return;
3844                 }
3845                 style = atoi(Cmd_Argv(2));
3846         }
3847         else if (!strcmp(Cmd_Argv(1), "cubemap"))
3848         {
3849                 if (Cmd_Argc() > 3)
3850                 {
3851                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3852                         return;
3853                 }
3854                 if (Cmd_Argc() == 3)
3855                         strcpy(cubemapname, Cmd_Argv(2));
3856                 else
3857                         cubemapname[0] = 0;
3858         }
3859         else if (!strcmp(Cmd_Argv(1), "shadows"))
3860         {
3861                 if (Cmd_Argc() != 3)
3862                 {
3863                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3864                         return;
3865                 }
3866                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3867         }
3868         else if (!strcmp(Cmd_Argv(1), "corona"))
3869         {
3870                 if (Cmd_Argc() != 3)
3871                 {
3872                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3873                         return;
3874                 }
3875                 corona = atof(Cmd_Argv(2));
3876         }
3877         else if (!strcmp(Cmd_Argv(1), "coronasize"))
3878         {
3879                 if (Cmd_Argc() != 3)
3880                 {
3881                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3882                         return;
3883                 }
3884                 coronasizescale = atof(Cmd_Argv(2));
3885         }
3886         else if (!strcmp(Cmd_Argv(1), "ambient"))
3887         {
3888                 if (Cmd_Argc() != 3)
3889                 {
3890                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3891                         return;
3892                 }
3893                 ambientscale = atof(Cmd_Argv(2));
3894         }
3895         else if (!strcmp(Cmd_Argv(1), "diffuse"))
3896         {
3897                 if (Cmd_Argc() != 3)
3898                 {
3899                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3900                         return;
3901                 }
3902                 diffusescale = atof(Cmd_Argv(2));
3903         }
3904         else if (!strcmp(Cmd_Argv(1), "specular"))
3905         {
3906                 if (Cmd_Argc() != 3)
3907                 {
3908                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3909                         return;
3910                 }
3911                 specularscale = atof(Cmd_Argv(2));
3912         }
3913         else if (!strcmp(Cmd_Argv(1), "normalmode"))
3914         {
3915                 if (Cmd_Argc() != 3)
3916                 {
3917                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3918                         return;
3919                 }
3920                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3921         }
3922         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3923         {
3924                 if (Cmd_Argc() != 3)
3925                 {
3926                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3927                         return;
3928                 }
3929                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3930         }
3931         else
3932         {
3933                 Con_Print("usage: r_editlights_edit [property] [value]\n");
3934                 Con_Print("Selected light's properties:\n");
3935                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3936                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3937                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3938                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
3939                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
3940                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
3941                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3942                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
3943                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
3944                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
3945                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
3946                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
3947                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3948                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3949                 return;
3950         }
3951         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3952         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3953 }
3954
3955 void R_Shadow_EditLights_EditAll_f(void)
3956 {
3957         dlight_t *light;
3958
3959         if (!r_editlights.integer)
3960         {
3961                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3962                 return;
3963         }
3964
3965         for (light = r_shadow_worldlightchain;light;light = light->next)
3966         {
3967                 R_Shadow_SelectLight(light);
3968                 R_Shadow_EditLights_Edit_f();
3969         }
3970 }
3971
3972 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3973 {
3974         int lightnumber, lightcount;
3975         dlight_t *light;
3976         float x, y;
3977         char temp[256];
3978         if (!r_editlights.integer)
3979                 return;
3980         x = 0;
3981         y = con_vislines;
3982         lightnumber = -1;
3983         lightcount = 0;
3984         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3985                 if (light == r_shadow_selectedlight)
3986                         lightnumber = lightcount;
3987         sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3988         if (r_shadow_selectedlight == NULL)
3989                 return;
3990         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3991         sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3992         sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3993         sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3994         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3995         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3996         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3997         sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3998         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3999         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4000         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4001         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4002         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4003         sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4004         sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4005 }
4006
4007 void R_Shadow_EditLights_ToggleShadow_f(void)
4008 {
4009         if (!r_editlights.integer)
4010         {
4011                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4012                 return;
4013         }
4014         if (!r_shadow_selectedlight)
4015         {
4016                 Con_Print("No selected light.\n");
4017                 return;
4018         }
4019         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4020 }
4021
4022 void R_Shadow_EditLights_ToggleCorona_f(void)
4023 {
4024         if (!r_editlights.integer)
4025         {
4026                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4027                 return;
4028         }
4029         if (!r_shadow_selectedlight)
4030         {
4031                 Con_Print("No selected light.\n");
4032                 return;
4033         }
4034         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4035 }
4036
4037 void R_Shadow_EditLights_Remove_f(void)
4038 {
4039         if (!r_editlights.integer)
4040         {
4041                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4042                 return;
4043         }
4044         if (!r_shadow_selectedlight)
4045         {
4046                 Con_Print("No selected light.\n");
4047                 return;
4048         }
4049         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4050         r_shadow_selectedlight = NULL;
4051 }
4052
4053 void R_Shadow_EditLights_Help_f(void)
4054 {
4055         Con_Print(
4056 "Documentation on r_editlights system:\n"
4057 "Settings:\n"
4058 "r_editlights : enable/disable editing mode\n"
4059 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4060 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4061 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4062 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4063 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4064 "Commands:\n"
4065 "r_editlights_help : this help\n"
4066 "r_editlights_clear : remove all lights\n"
4067 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4068 "r_editlights_save : save to .rtlights file\n"
4069 "r_editlights_spawn : create a light with default settings\n"
4070 "r_editlights_edit command : edit selected light - more documentation below\n"
4071 "r_editlights_remove : remove selected light\n"
4072 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4073 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4074 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4075 "Edit commands:\n"
4076 "origin x y z : set light location\n"
4077 "originx x: set x component of light location\n"
4078 "originy y: set y component of light location\n"
4079 "originz z: set z component of light location\n"
4080 "move x y z : adjust light location\n"
4081 "movex x: adjust x component of light location\n"
4082 "movey y: adjust y component of light location\n"
4083 "movez z: adjust z component of light location\n"
4084 "angles x y z : set light angles\n"
4085 "anglesx x: set x component of light angles\n"
4086 "anglesy y: set y component of light angles\n"
4087 "anglesz z: set z component of light angles\n"
4088 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4089 "radius radius : set radius (size) of light\n"
4090 "colorscale grey : multiply color of light (1 does nothing)\n"
4091 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4092 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4093 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4094 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4095 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4096 "shadows 1/0 : turn on/off shadows\n"
4097 "corona n : set corona intensity\n"
4098 "coronasize n : set corona size (0-1)\n"
4099 "ambient n : set ambient intensity (0-1)\n"
4100 "diffuse n : set diffuse intensity (0-1)\n"
4101 "specular n : set specular intensity (0-1)\n"
4102 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4103 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4104 "<nothing> : print light properties to console\n"
4105         );
4106 }
4107
4108 void R_Shadow_EditLights_CopyInfo_f(void)
4109 {
4110         if (!r_editlights.integer)
4111         {
4112                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4113                 return;
4114         }
4115         if (!r_shadow_selectedlight)
4116         {
4117                 Con_Print("No selected light.\n");
4118                 return;
4119         }
4120         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4121         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4122         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4123         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4124         if (r_shadow_selectedlight->cubemapname)
4125                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4126         else
4127                 r_shadow_bufferlight.cubemapname[0] = 0;
4128         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4129         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4130         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4131         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4132         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4133         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4134         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4135 }
4136
4137 void R_Shadow_EditLights_PasteInfo_f(void)
4138 {
4139         if (!r_editlights.integer)
4140         {
4141                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4142                 return;
4143         }
4144         if (!r_shadow_selectedlight)
4145         {
4146                 Con_Print("No selected light.\n");
4147                 return;
4148         }
4149         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
4150 }
4151
4152 void R_Shadow_EditLights_Init(void)
4153 {
4154         Cvar_RegisterVariable(&r_editlights);
4155         Cvar_RegisterVariable(&r_editlights_cursordistance);
4156         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4157         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4158         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4159         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4160         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4161         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4162         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4163         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4164         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4165         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4166         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4167         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4168         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4169         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4170         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4171         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4172         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4173         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
4174 }
4175