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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadow_rendermode_e
146 {
147         R_SHADOW_RENDERMODE_NONE,
148         R_SHADOW_RENDERMODE_STENCIL,
149         R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151         R_SHADOW_RENDERMODE_LIGHT_DOT3,
152         R_SHADOW_RENDERMODE_LIGHT_GLSL,
153         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
155 }
156 r_shadow_rendermode_t;
157
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
161
162 int maxshadowtriangles;
163 int *shadowelements;
164
165 int maxshadowvertices;
166 float *shadowvertex3f;
167
168 int maxshadowmark;
169 int numshadowmark;
170 int *shadowmark;
171 int *shadowmarklist;
172 int shadowmarkcount;
173
174 int maxvertexupdate;
175 int *vertexupdate;
176 int *vertexremap;
177 int vertexupdatenum;
178
179 int r_shadow_buffer_numleafpvsbytes;
180 unsigned char *r_shadow_buffer_leafpvs;
181 int *r_shadow_buffer_leaflist;
182
183 int r_shadow_buffer_numsurfacepvsbytes;
184 unsigned char *r_shadow_buffer_surfacepvs;
185 int *r_shadow_buffer_surfacelist;
186
187 rtexturepool_t *r_shadow_texturepool;
188 rtexture_t *r_shadow_attenuation2dtexture;
189 rtexture_t *r_shadow_attenuation3dtexture;
190
191 // lights are reloaded when this changes
192 char r_shadow_mapname[MAX_QPATH];
193
194 // used only for light filters (cubemaps)
195 rtexturepool_t *r_shadow_filters_texturepool;
196
197 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
198 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
199 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
200 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
201 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
202 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
203 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
204 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
205 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
206 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
207 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
208 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
209 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
210 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow!  you probably don't want this!)"};
211 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
212 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
213 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
214 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
215 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
216 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
217 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
218 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
219 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
220 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
221 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
222 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
223 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
224 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
225 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
226 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
227 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
228
229 float r_shadow_attenpower, r_shadow_attenscale;
230
231 rtlight_t *r_shadow_compilingrtlight;
232 dlight_t *r_shadow_worldlightchain;
233 dlight_t *r_shadow_selectedlight;
234 dlight_t r_shadow_bufferlight;
235 vec3_t r_editlights_cursorlocation;
236
237 extern int con_vislines;
238
239 typedef struct cubemapinfo_s
240 {
241         char basename[64];
242         rtexture_t *texture;
243 }
244 cubemapinfo_t;
245
246 #define MAX_CUBEMAPS 256
247 static int numcubemaps;
248 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
249
250 void R_Shadow_UncompileWorldLights(void);
251 void R_Shadow_ClearWorldLights(void);
252 void R_Shadow_SaveWorldLights(void);
253 void R_Shadow_LoadWorldLights(void);
254 void R_Shadow_LoadLightsFile(void);
255 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
256 void R_Shadow_EditLights_Reload_f(void);
257 void R_Shadow_ValidateCvars(void);
258 static void R_Shadow_MakeTextures(void);
259 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
260
261 void r_shadow_start(void)
262 {
263         // allocate vertex processing arrays
264         numcubemaps = 0;
265         r_shadow_attenuation2dtexture = NULL;
266         r_shadow_attenuation3dtexture = NULL;
267         r_shadow_texturepool = NULL;
268         r_shadow_filters_texturepool = NULL;
269         R_Shadow_ValidateCvars();
270         R_Shadow_MakeTextures();
271         maxshadowtriangles = 0;
272         shadowelements = NULL;
273         maxshadowvertices = 0;
274         shadowvertex3f = NULL;
275         maxvertexupdate = 0;
276         vertexupdate = NULL;
277         vertexremap = NULL;
278         vertexupdatenum = 0;
279         maxshadowmark = 0;
280         numshadowmark = 0;
281         shadowmark = NULL;
282         shadowmarklist = NULL;
283         shadowmarkcount = 0;
284         r_shadow_buffer_numleafpvsbytes = 0;
285         r_shadow_buffer_leafpvs = NULL;
286         r_shadow_buffer_leaflist = NULL;
287         r_shadow_buffer_numsurfacepvsbytes = 0;
288         r_shadow_buffer_surfacepvs = NULL;
289         r_shadow_buffer_surfacelist = NULL;
290 }
291
292 void r_shadow_shutdown(void)
293 {
294         R_Shadow_UncompileWorldLights();
295         numcubemaps = 0;
296         r_shadow_attenuation2dtexture = NULL;
297         r_shadow_attenuation3dtexture = NULL;
298         R_FreeTexturePool(&r_shadow_texturepool);
299         R_FreeTexturePool(&r_shadow_filters_texturepool);
300         maxshadowtriangles = 0;
301         if (shadowelements)
302                 Mem_Free(shadowelements);
303         shadowelements = NULL;
304         if (shadowvertex3f)
305                 Mem_Free(shadowvertex3f);
306         shadowvertex3f = NULL;
307         maxvertexupdate = 0;
308         if (vertexupdate)
309                 Mem_Free(vertexupdate);
310         vertexupdate = NULL;
311         if (vertexremap)
312                 Mem_Free(vertexremap);
313         vertexremap = NULL;
314         vertexupdatenum = 0;
315         maxshadowmark = 0;
316         numshadowmark = 0;
317         if (shadowmark)
318                 Mem_Free(shadowmark);
319         shadowmark = NULL;
320         if (shadowmarklist)
321                 Mem_Free(shadowmarklist);
322         shadowmarklist = NULL;
323         shadowmarkcount = 0;
324         r_shadow_buffer_numleafpvsbytes = 0;
325         if (r_shadow_buffer_leafpvs)
326                 Mem_Free(r_shadow_buffer_leafpvs);
327         r_shadow_buffer_leafpvs = NULL;
328         if (r_shadow_buffer_leaflist)
329                 Mem_Free(r_shadow_buffer_leaflist);
330         r_shadow_buffer_leaflist = NULL;
331         r_shadow_buffer_numsurfacepvsbytes = 0;
332         if (r_shadow_buffer_surfacepvs)
333                 Mem_Free(r_shadow_buffer_surfacepvs);
334         r_shadow_buffer_surfacepvs = NULL;
335         if (r_shadow_buffer_surfacelist)
336                 Mem_Free(r_shadow_buffer_surfacelist);
337         r_shadow_buffer_surfacelist = NULL;
338 }
339
340 void r_shadow_newmap(void)
341 {
342 }
343
344 void R_Shadow_Help_f(void)
345 {
346         Con_Printf(
347 "Documentation on r_shadow system:\n"
348 "Settings:\n"
349 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
350 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
351 "r_shadow_debuglight : render only this light number (-1 = all)\n"
352 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
353 "r_shadow_gloss2intensity : brightness of forced gloss\n"
354 "r_shadow_glossintensity : brightness of textured gloss\n"
355 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
356 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
357 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
358 "r_shadow_portallight : use portal visibility for static light precomputation\n"
359 "r_shadow_projectdistance : shadow volume projection distance\n"
360 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
361 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
362 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
363 "r_shadow_realtime_world : use high quality world lighting mode\n"
364 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
365 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
366 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
367 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
368 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
369 "r_shadow_scissor : use scissor optimization\n"
370 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
371 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
372 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
373 "r_showlighting : useful for performance testing; bright = slow!\n"
374 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
375 "Commands:\n"
376 "r_shadow_help : this help\n"
377         );
378 }
379
380 void R_Shadow_Init(void)
381 {
382         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
383         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
384         Cvar_RegisterVariable(&r_shadow_debuglight);
385         Cvar_RegisterVariable(&r_shadow_gloss);
386         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
387         Cvar_RegisterVariable(&r_shadow_glossintensity);
388         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
389         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
390         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
391         Cvar_RegisterVariable(&r_shadow_portallight);
392         Cvar_RegisterVariable(&r_shadow_projectdistance);
393         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
394         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
395         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
396         Cvar_RegisterVariable(&r_shadow_realtime_world);
397         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
398         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
399         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
400         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
401         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
402         Cvar_RegisterVariable(&r_shadow_scissor);
403         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
404         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
405         Cvar_RegisterVariable(&r_shadow_texture3d);
406         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
407         if (gamemode == GAME_TENEBRAE)
408         {
409                 Cvar_SetValue("r_shadow_gloss", 2);
410                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
411         }
412         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
413         R_Shadow_EditLights_Init();
414         r_shadow_worldlightchain = NULL;
415         maxshadowtriangles = 0;
416         shadowelements = NULL;
417         maxshadowvertices = 0;
418         shadowvertex3f = NULL;
419         maxvertexupdate = 0;
420         vertexupdate = NULL;
421         vertexremap = NULL;
422         vertexupdatenum = 0;
423         maxshadowmark = 0;
424         numshadowmark = 0;
425         shadowmark = NULL;
426         shadowmarklist = NULL;
427         shadowmarkcount = 0;
428         r_shadow_buffer_numleafpvsbytes = 0;
429         r_shadow_buffer_leafpvs = NULL;
430         r_shadow_buffer_leaflist = NULL;
431         r_shadow_buffer_numsurfacepvsbytes = 0;
432         r_shadow_buffer_surfacepvs = NULL;
433         r_shadow_buffer_surfacelist = NULL;
434         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
435 }
436
437 matrix4x4_t matrix_attenuationxyz =
438 {
439         {
440                 {0.5, 0.0, 0.0, 0.5},
441                 {0.0, 0.5, 0.0, 0.5},
442                 {0.0, 0.0, 0.5, 0.5},
443                 {0.0, 0.0, 0.0, 1.0}
444         }
445 };
446
447 matrix4x4_t matrix_attenuationz =
448 {
449         {
450                 {0.0, 0.0, 0.5, 0.5},
451                 {0.0, 0.0, 0.0, 0.5},
452                 {0.0, 0.0, 0.0, 0.5},
453                 {0.0, 0.0, 0.0, 1.0}
454         }
455 };
456
457 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
458 {
459         // make sure shadowelements is big enough for this volume
460         if (maxshadowtriangles < numtriangles)
461         {
462                 maxshadowtriangles = numtriangles;
463                 if (shadowelements)
464                         Mem_Free(shadowelements);
465                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
466         }
467         // make sure shadowvertex3f is big enough for this volume
468         if (maxshadowvertices < numvertices)
469         {
470                 maxshadowvertices = numvertices;
471                 if (shadowvertex3f)
472                         Mem_Free(shadowvertex3f);
473                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
474         }
475 }
476
477 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
478 {
479         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
480         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
481         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
482         {
483                 if (r_shadow_buffer_leafpvs)
484                         Mem_Free(r_shadow_buffer_leafpvs);
485                 if (r_shadow_buffer_leaflist)
486                         Mem_Free(r_shadow_buffer_leaflist);
487                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
488                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
489                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
490         }
491         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
492         {
493                 if (r_shadow_buffer_surfacepvs)
494                         Mem_Free(r_shadow_buffer_surfacepvs);
495                 if (r_shadow_buffer_surfacelist)
496                         Mem_Free(r_shadow_buffer_surfacelist);
497                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
498                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
499                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
500         }
501 }
502
503 void R_Shadow_PrepareShadowMark(int numtris)
504 {
505         // make sure shadowmark is big enough for this volume
506         if (maxshadowmark < numtris)
507         {
508                 maxshadowmark = numtris;
509                 if (shadowmark)
510                         Mem_Free(shadowmark);
511                 if (shadowmarklist)
512                         Mem_Free(shadowmarklist);
513                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
514                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
515                 shadowmarkcount = 0;
516         }
517         shadowmarkcount++;
518         // if shadowmarkcount wrapped we clear the array and adjust accordingly
519         if (shadowmarkcount == 0)
520         {
521                 shadowmarkcount = 1;
522                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
523         }
524         numshadowmark = 0;
525 }
526
527 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)
528 {
529         int i, j;
530         int outtriangles = 0, outvertices = 0;
531         const int *element;
532         const float *vertex;
533
534         if (maxvertexupdate < innumvertices)
535         {
536                 maxvertexupdate = innumvertices;
537                 if (vertexupdate)
538                         Mem_Free(vertexupdate);
539                 if (vertexremap)
540                         Mem_Free(vertexremap);
541                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
542                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
543                 vertexupdatenum = 0;
544         }
545         vertexupdatenum++;
546         if (vertexupdatenum == 0)
547         {
548                 vertexupdatenum = 1;
549                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
550                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
551         }
552
553         for (i = 0;i < numshadowmarktris;i++)
554                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
555
556         for (i = 0;i < numshadowmarktris;i++)
557         {
558                 element = inelement3i + shadowmarktris[i] * 3;
559                 // make sure the vertices are created
560                 for (j = 0;j < 3;j++)
561                 {
562                         if (vertexupdate[element[j]] != vertexupdatenum)
563                         {
564                                 float ratio, direction[3];
565                                 vertexupdate[element[j]] = vertexupdatenum;
566                                 vertexremap[element[j]] = outvertices;
567                                 vertex = invertex3f + element[j] * 3;
568                                 // project one copy of the vertex to the sphere radius of the light
569                                 // (FIXME: would projecting it to the light box be better?)
570                                 VectorSubtract(vertex, projectorigin, direction);
571                                 ratio = projectdistance / VectorLength(direction);
572                                 VectorCopy(vertex, outvertex3f);
573                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
574                                 outvertex3f += 6;
575                                 outvertices += 2;
576                         }
577                 }
578         }
579
580         for (i = 0;i < numshadowmarktris;i++)
581         {
582                 int remappedelement[3];
583                 int markindex;
584                 const int *neighbortriangle;
585
586                 markindex = shadowmarktris[i] * 3;
587                 element = inelement3i + markindex;
588                 neighbortriangle = inneighbor3i + markindex;
589                 // output the front and back triangles
590                 outelement3i[0] = vertexremap[element[0]];
591                 outelement3i[1] = vertexremap[element[1]];
592                 outelement3i[2] = vertexremap[element[2]];
593                 outelement3i[3] = vertexremap[element[2]] + 1;
594                 outelement3i[4] = vertexremap[element[1]] + 1;
595                 outelement3i[5] = vertexremap[element[0]] + 1;
596
597                 outelement3i += 6;
598                 outtriangles += 2;
599                 // output the sides (facing outward from this triangle)
600                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
601                 {
602                         remappedelement[0] = vertexremap[element[0]];
603                         remappedelement[1] = vertexremap[element[1]];
604                         outelement3i[0] = remappedelement[1];
605                         outelement3i[1] = remappedelement[0];
606                         outelement3i[2] = remappedelement[0] + 1;
607                         outelement3i[3] = remappedelement[1];
608                         outelement3i[4] = remappedelement[0] + 1;
609                         outelement3i[5] = remappedelement[1] + 1;
610
611                         outelement3i += 6;
612                         outtriangles += 2;
613                 }
614                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
615                 {
616                         remappedelement[1] = vertexremap[element[1]];
617                         remappedelement[2] = vertexremap[element[2]];
618                         outelement3i[0] = remappedelement[2];
619                         outelement3i[1] = remappedelement[1];
620                         outelement3i[2] = remappedelement[1] + 1;
621                         outelement3i[3] = remappedelement[2];
622                         outelement3i[4] = remappedelement[1] + 1;
623                         outelement3i[5] = remappedelement[2] + 1;
624
625                         outelement3i += 6;
626                         outtriangles += 2;
627                 }
628                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
629                 {
630                         remappedelement[0] = vertexremap[element[0]];
631                         remappedelement[2] = vertexremap[element[2]];
632                         outelement3i[0] = remappedelement[0];
633                         outelement3i[1] = remappedelement[2];
634                         outelement3i[2] = remappedelement[2] + 1;
635                         outelement3i[3] = remappedelement[0];
636                         outelement3i[4] = remappedelement[2] + 1;
637                         outelement3i[5] = remappedelement[0] + 1;
638
639                         outelement3i += 6;
640                         outtriangles += 2;
641                 }
642         }
643         if (outnumvertices)
644                 *outnumvertices = outvertices;
645         return outtriangles;
646 }
647
648 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)
649 {
650         int tris, outverts;
651         if (projectdistance < 0.1)
652         {
653                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
654                 return;
655         }
656         if (!numverts || !nummarktris)
657                 return;
658         // make sure shadowelements is big enough for this volume
659         if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
660                 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
661         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
662         renderstats.lights_dynamicshadowtriangles += tris;
663         R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
664 }
665
666 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)
667 {
668         int t, tend;
669         const int *e;
670         const float *v[3];
671         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
672                 return;
673         tend = firsttriangle + numtris;
674         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
675          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
676          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
677         {
678                 // surface box entirely inside light box, no box cull
679                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
680                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
681                                 shadowmarklist[numshadowmark++] = t;
682         }
683         else
684         {
685                 // surface box not entirely inside light box, cull each triangle
686                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
687                 {
688                         v[0] = invertex3f + e[0] * 3;
689                         v[1] = invertex3f + e[1] * 3;
690                         v[2] = invertex3f + e[2] * 3;
691                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
692                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
693                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
694                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
695                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
696                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
697                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
698                                 shadowmarklist[numshadowmark++] = t;
699                 }
700         }
701 }
702
703 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
704 {
705         if (r_shadow_compilingrtlight)
706         {
707                 // if we're compiling an rtlight, capture the mesh
708                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
709                 return;
710         }
711         renderstats.lights_shadowtriangles += numtriangles;
712         R_Mesh_VertexPointer(vertex3f);
713         GL_LockArrays(0, numvertices);
714         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
715         {
716                 // decrement stencil if backface is behind depthbuffer
717                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
718                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
719                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
720                 // increment stencil if frontface is behind depthbuffer
721                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
722                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
723         }
724         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
725         GL_LockArrays(0, 0);
726 }
727
728 static void R_Shadow_MakeTextures(void)
729 {
730         int x, y, z, d;
731         float v[3], intensity;
732         unsigned char *data;
733         R_FreeTexturePool(&r_shadow_texturepool);
734         r_shadow_texturepool = R_AllocTexturePool();
735         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
736         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
737 #define ATTEN2DSIZE 64
738 #define ATTEN3DSIZE 32
739         data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
740         for (y = 0;y < ATTEN2DSIZE;y++)
741         {
742                 for (x = 0;x < ATTEN2DSIZE;x++)
743                 {
744                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
745                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
746                         v[2] = 0;
747                         intensity = 1.0f - sqrt(DotProduct(v, v));
748                         if (intensity > 0)
749                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
750                         d = (int)bound(0, intensity, 255);
751                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
752                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
753                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
754                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
755                 }
756         }
757         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
758         if (r_shadow_texture3d.integer)
759         {
760                 for (z = 0;z < ATTEN3DSIZE;z++)
761                 {
762                         for (y = 0;y < ATTEN3DSIZE;y++)
763                         {
764                                 for (x = 0;x < ATTEN3DSIZE;x++)
765                                 {
766                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
767                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
768                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
769                                         intensity = 1.0f - sqrt(DotProduct(v, v));
770                                         if (intensity > 0)
771                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
772                                         d = (int)bound(0, intensity, 255);
773                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
774                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
775                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
776                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
777                                 }
778                         }
779                 }
780                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
781         }
782         Mem_Free(data);
783 }
784
785 void R_Shadow_ValidateCvars(void)
786 {
787         if (r_shadow_texture3d.integer && !gl_texture3d)
788                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
789         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
790                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
791 }
792
793 // light currently being rendered
794 rtlight_t *r_shadow_rtlight;
795
796 // this is the location of the eye in entity space
797 vec3_t r_shadow_entityeyeorigin;
798 // this is the location of the light in entity space
799 vec3_t r_shadow_entitylightorigin;
800 // this transforms entity coordinates to light filter cubemap coordinates
801 // (also often used for other purposes)
802 matrix4x4_t r_shadow_entitytolight;
803 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
804 // of attenuation texturing in full 3D (Z result often ignored)
805 matrix4x4_t r_shadow_entitytoattenuationxyz;
806 // this transforms only the Z to S, and T is always 0.5
807 matrix4x4_t r_shadow_entitytoattenuationz;
808
809 void R_Shadow_RenderMode_Begin(void)
810 {
811         R_Shadow_ValidateCvars();
812
813         if (!r_shadow_attenuation2dtexture
814          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
815          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
816          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
817                 R_Shadow_MakeTextures();
818
819         R_Mesh_ColorPointer(NULL);
820         R_Mesh_ResetTextureState();
821         GL_BlendFunc(GL_ONE, GL_ZERO);
822         GL_DepthMask(false);
823         GL_DepthTest(true);
824         GL_Color(0, 0, 0, 1);
825         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
826         qglEnable(GL_CULL_FACE);
827         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
828
829         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
830
831         if (gl_ext_stenciltwoside.integer)
832                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
833         else
834                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
835
836         if (r_glsl.integer && gl_support_fragment_shader)
837                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
838         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
839                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
840         else
841                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
842 }
843
844 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
845 {
846         r_shadow_rtlight = rtlight;
847 }
848
849 void R_Shadow_RenderMode_Reset(void)
850 {
851         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
852         {
853                 qglUseProgramObjectARB(0);
854                 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
855                 qglBegin(GL_TRIANGLES);
856                 qglEnd();
857                 CHECKGLERROR
858         }
859         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
860                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
861         R_Mesh_ColorPointer(NULL);
862         R_Mesh_ResetTextureState();
863 }
864
865 void R_Shadow_RenderMode_StencilShadowVolumes(void)
866 {
867         R_Shadow_RenderMode_Reset();
868         GL_Color(1, 1, 1, 1);
869         GL_ColorMask(0, 0, 0, 0);
870         GL_BlendFunc(GL_ONE, GL_ZERO);
871         GL_DepthMask(false);
872         GL_DepthTest(true);
873         qglPolygonOffset(r_shadowpolygonfactor, r_shadowpolygonoffset);
874         qglDepthFunc(GL_LESS);
875         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
876         qglEnable(GL_STENCIL_TEST);
877         qglStencilFunc(GL_ALWAYS, 128, ~0);
878         r_shadow_rendermode = r_shadow_shadowingrendermode;
879         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
880         {
881                 qglDisable(GL_CULL_FACE);
882                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
883                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
884                 qglStencilMask(~0);
885                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
886                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
887                 qglStencilMask(~0);
888                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
889         }
890         else
891         {
892                 qglEnable(GL_CULL_FACE);
893                 qglStencilMask(~0);
894                 // this is changed by every shadow render so its value here is unimportant
895                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
896         }
897         GL_Clear(GL_STENCIL_BUFFER_BIT);
898         renderstats.lights_clears++;
899 }
900
901 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
902 {
903         R_Shadow_RenderMode_Reset();
904         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
905         GL_DepthMask(false);
906         GL_DepthTest(true);
907         qglPolygonOffset(r_polygonfactor, r_polygonoffset);
908         //qglDisable(GL_POLYGON_OFFSET_FILL);
909         GL_Color(1, 1, 1, 1);
910         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
911         if (transparent)
912                 qglDepthFunc(GL_LEQUAL);
913         else
914                 qglDepthFunc(GL_EQUAL);
915         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
916         qglEnable(GL_CULL_FACE);
917         if (stenciltest)
918                 qglEnable(GL_STENCIL_TEST);
919         else
920                 qglDisable(GL_STENCIL_TEST);
921         qglStencilMask(~0);
922         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
923         // only draw light where this geometry was already rendered AND the
924         // stencil is 128 (values other than this mean shadow)
925         qglStencilFunc(GL_EQUAL, 128, ~0);
926         r_shadow_rendermode = r_shadow_lightingrendermode;
927         // do global setup needed for the chosen lighting mode
928         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
929         {
930                 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
931                 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
932                 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
933                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
934                 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
935                 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
936                 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
937                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
938                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
939                 R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
940                 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
941                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
942                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
943                 CHECKGLERROR
944         }
945 }
946
947 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
948 {
949         R_Shadow_RenderMode_Reset();
950         GL_BlendFunc(GL_ONE, GL_ONE);
951         GL_DepthMask(false);
952         GL_DepthTest(!r_showdisabledepthtest.integer);
953         qglPolygonOffset(r_polygonfactor, r_polygonoffset);
954         GL_Color(0.0, 0.0125, 0.1, 1);
955         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
956         qglDepthFunc(GL_GEQUAL);
957         qglCullFace(GL_FRONT); // this culls back
958         qglDisable(GL_CULL_FACE);
959         qglDisable(GL_STENCIL_TEST);
960         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
961 }
962
963 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
964 {
965         R_Shadow_RenderMode_Reset();
966         GL_BlendFunc(GL_ONE, GL_ONE);
967         GL_DepthMask(false);
968         GL_DepthTest(!r_showdisabledepthtest.integer);
969         qglPolygonOffset(r_polygonfactor, r_polygonoffset);
970         GL_Color(0.1, 0.0125, 0, 1);
971         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
972         if (transparent)
973                 qglDepthFunc(GL_LEQUAL);
974         else
975                 qglDepthFunc(GL_EQUAL);
976         qglCullFace(GL_FRONT); // this culls back
977         qglEnable(GL_CULL_FACE);
978         if (stenciltest)
979                 qglEnable(GL_STENCIL_TEST);
980         else
981                 qglDisable(GL_STENCIL_TEST);
982         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
983 }
984
985 void R_Shadow_RenderMode_End(void)
986 {
987         R_Shadow_RenderMode_Reset();
988         R_Shadow_RenderMode_ActiveLight(NULL);
989         GL_BlendFunc(GL_ONE, GL_ZERO);
990         GL_DepthMask(true);
991         GL_DepthTest(true);
992         qglPolygonOffset(r_polygonfactor, r_polygonoffset);
993         //qglDisable(GL_POLYGON_OFFSET_FILL);
994         GL_Color(1, 1, 1, 1);
995         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
996         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
997         qglDepthFunc(GL_LEQUAL);
998         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
999         qglEnable(GL_CULL_FACE);
1000         qglDisable(GL_STENCIL_TEST);
1001         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1002         if (gl_support_stenciltwoside)
1003                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1004         qglStencilMask(~0);
1005         qglStencilFunc(GL_ALWAYS, 128, ~0);
1006         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1007 }
1008
1009 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1010 {
1011         int i, ix1, iy1, ix2, iy2;
1012         float x1, y1, x2, y2;
1013         vec4_t v, v2;
1014         rmesh_t mesh;
1015         mplane_t planes[11];
1016         float vertex3f[256*3];
1017
1018         // if view is inside the light box, just say yes it's visible
1019         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1020         {
1021                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1022                 return false;
1023         }
1024
1025         // create a temporary brush describing the area the light can affect in worldspace
1026         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1027         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1028         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1029         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1030         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1031         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1032         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1033         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1034         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1035         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1036         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1037
1038         // turn the brush into a mesh
1039         memset(&mesh, 0, sizeof(rmesh_t));
1040         mesh.maxvertices = 256;
1041         mesh.vertex3f = vertex3f;
1042         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1043         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1044
1045         // if that mesh is empty, the light is not visible at all
1046         if (!mesh.numvertices)
1047                 return true;
1048
1049         if (!r_shadow_scissor.integer)
1050                 return false;
1051
1052         // if that mesh is not empty, check what area of the screen it covers
1053         x1 = y1 = x2 = y2 = 0;
1054         v[3] = 1.0f;
1055         for (i = 0;i < mesh.numvertices;i++)
1056         {
1057                 VectorCopy(mesh.vertex3f + i * 3, v);
1058                 GL_TransformToScreen(v, v2);
1059                 //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]);
1060                 if (i)
1061                 {
1062                         if (x1 > v2[0]) x1 = v2[0];
1063                         if (x2 < v2[0]) x2 = v2[0];
1064                         if (y1 > v2[1]) y1 = v2[1];
1065                         if (y2 < v2[1]) y2 = v2[1];
1066                 }
1067                 else
1068                 {
1069                         x1 = x2 = v2[0];
1070                         y1 = y2 = v2[1];
1071                 }
1072         }
1073
1074         // now convert the scissor rectangle to integer screen coordinates
1075         ix1 = (int)(x1 - 1.0f);
1076         iy1 = (int)(y1 - 1.0f);
1077         ix2 = (int)(x2 + 1.0f);
1078         iy2 = (int)(y2 + 1.0f);
1079         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1080
1081         // clamp it to the screen
1082         if (ix1 < r_view_x) ix1 = r_view_x;
1083         if (iy1 < r_view_y) iy1 = r_view_y;
1084         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1085         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1086
1087         // if it is inside out, it's not visible
1088         if (ix2 <= ix1 || iy2 <= iy1)
1089                 return true;
1090
1091         // the light area is visible, set up the scissor rectangle
1092         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1093         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1094         //qglEnable(GL_SCISSOR_TEST);
1095         renderstats.lights_scissored++;
1096         return false;
1097 }
1098
1099 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1100 {
1101         int numverts = surface->num_vertices;
1102         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1103         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1104         float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1105         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1106         if (r_textureunits.integer >= 3)
1107         {
1108                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1109                 {
1110                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1111                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1112                         if ((dot = DotProduct(n, v)) < 0)
1113                         {
1114                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1115                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1116                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1117                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1118                                 if (fogenabled)
1119                                 {
1120                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1121                                         VectorScale(color4f, f, color4f);
1122                                 }
1123                         }
1124                         else
1125                                 VectorClear(color4f);
1126                         color4f[3] = 1;
1127                 }
1128         }
1129         else if (r_textureunits.integer >= 2)
1130         {
1131                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1132                 {
1133                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1134                         if ((dist = fabs(v[2])) < 1)
1135                         {
1136                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1137                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1138                                 if ((dot = DotProduct(n, v)) < 0)
1139                                 {
1140                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1141                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1142                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1143                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1144                                 }
1145                                 else
1146                                 {
1147                                         color4f[0] = ambientcolor[0] * distintensity;
1148                                         color4f[1] = ambientcolor[1] * distintensity;
1149                                         color4f[2] = ambientcolor[2] * distintensity;
1150                                 }
1151                                 if (fogenabled)
1152                                 {
1153                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1154                                         VectorScale(color4f, f, color4f);
1155                                 }
1156                         }
1157                         else
1158                                 VectorClear(color4f);
1159                         color4f[3] = 1;
1160                 }
1161         }
1162         else
1163         {
1164                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1165                 {
1166                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1167                         if ((dist = DotProduct(v, v)) < 1)
1168                         {
1169                                 dist = sqrt(dist);
1170                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1171                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1172                                 if ((dot = DotProduct(n, v)) < 0)
1173                                 {
1174                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1175                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1176                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1177                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1178                                 }
1179                                 else
1180                                 {
1181                                         color4f[0] = ambientcolor[0] * distintensity;
1182                                         color4f[1] = ambientcolor[1] * distintensity;
1183                                         color4f[2] = ambientcolor[2] * distintensity;
1184                                 }
1185                                 if (fogenabled)
1186                                 {
1187                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1188                                         VectorScale(color4f, f, color4f);
1189                                 }
1190                         }
1191                         else
1192                                 VectorClear(color4f);
1193                         color4f[3] = 1;
1194                 }
1195         }
1196 }
1197
1198 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1199
1200 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)
1201 {
1202         int i;
1203         float lightdir[3];
1204         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1205         {
1206                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1207                 // the cubemap normalizes this for us
1208                 out3f[0] = DotProduct(svector3f, lightdir);
1209                 out3f[1] = DotProduct(tvector3f, lightdir);
1210                 out3f[2] = DotProduct(normal3f, lightdir);
1211         }
1212 }
1213
1214 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)
1215 {
1216         int i;
1217         float lightdir[3], eyedir[3], halfdir[3];
1218         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1219         {
1220                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1221                 VectorNormalize(lightdir);
1222                 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1223                 VectorNormalize(eyedir);
1224                 VectorAdd(lightdir, eyedir, halfdir);
1225                 // the cubemap normalizes this for us
1226                 out3f[0] = DotProduct(svector3f, halfdir);
1227                 out3f[1] = DotProduct(tvector3f, halfdir);
1228                 out3f[2] = DotProduct(normal3f, halfdir);
1229         }
1230 }
1231
1232 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, qboolean dopants, qboolean doshirt)
1233 {
1234         // used to display how many times a surface is lit for level design purposes
1235         int surfacelistindex;
1236         model_t *model = ent->model;
1237         GL_Color(0.1, 0.025, 0, 1);
1238         R_Mesh_ColorPointer(NULL);
1239         R_Mesh_ResetTextureState();
1240         RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, false, false, numsurfaces, surfacelist);
1241         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1242         {
1243                 const msurface_t *surface = surfacelist[surfacelistindex];
1244                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1245                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
1246                 GL_LockArrays(0, 0);
1247         }
1248 }
1249
1250 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, qboolean dopants, qboolean doshirt)
1251 {
1252         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1253         int surfacelistindex;
1254         model_t *model = ent->model;
1255         RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist);
1256         R_SetupSurfaceShader(ent, texture, NULL, r_shadow_entityeyeorigin, lightcolorbase, false);
1257         R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
1258         R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1259         R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1260         R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1261         if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1262                 qglDepthFunc(GL_EQUAL);
1263         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1264         {
1265                 const msurface_t *surface = surfacelist[surfacelistindex];
1266                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1267                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
1268         }
1269         if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1270                 qglDepthFunc(GL_LEQUAL);
1271         GL_LockArrays(0, 0);
1272 }
1273
1274 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1275 {
1276         int renders;
1277         model_t *model = ent->model;
1278         float color2[3];
1279         rmeshstate_t m;
1280         const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1281         GL_Color(1,1,1,1);
1282         // colorscale accounts for how much we multiply the brightness
1283         // during combine.
1284         //
1285         // mult is how many times the final pass of the lighting will be
1286         // performed to get more brightness than otherwise possible.
1287         //
1288         // Limit mult to 64 for sanity sake.
1289         if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1290         {
1291                 // 3 3D combine path (Geforce3, Radeon 8500)
1292                 memset(&m, 0, sizeof(m));
1293                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1294                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1295                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1296                 m.tex[1] = R_GetTexture(basetexture);
1297                 m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
1298                 m.texmatrix[1] = texture->currenttexmatrix;
1299                 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1300                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1301                 m.texmatrix[2] = r_shadow_entitytolight;
1302                 GL_BlendFunc(GL_ONE, GL_ONE);
1303         }
1304         else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1305         {
1306                 // 2 3D combine path (Geforce3, original Radeon)
1307                 memset(&m, 0, sizeof(m));
1308                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1309                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1310                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1311                 m.tex[1] = R_GetTexture(basetexture);
1312                 m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
1313                 m.texmatrix[1] = texture->currenttexmatrix;
1314                 GL_BlendFunc(GL_ONE, GL_ONE);
1315         }
1316         else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1317         {
1318                 // 4 2D combine path (Geforce3, Radeon 8500)
1319                 memset(&m, 0, sizeof(m));
1320                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1321                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1322                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1323                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1324                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1325                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1326                 m.tex[2] = R_GetTexture(basetexture);
1327                 m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
1328                 m.texmatrix[2] = texture->currenttexmatrix;
1329                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1330                 {
1331                         m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1332                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1333                         m.texmatrix[3] = r_shadow_entitytolight;
1334                 }
1335                 GL_BlendFunc(GL_ONE, GL_ONE);
1336         }
1337         else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1338         {
1339                 // 3 2D combine path (Geforce3, original Radeon)
1340                 memset(&m, 0, sizeof(m));
1341                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1342                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1343                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1344                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1345                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1346                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1347                 m.tex[2] = R_GetTexture(basetexture);
1348                 m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
1349                 m.texmatrix[2] = texture->currenttexmatrix;
1350                 GL_BlendFunc(GL_ONE, GL_ONE);
1351         }
1352         else
1353         {
1354                 // 2/2/2 2D combine path (any dot3 card)
1355                 memset(&m, 0, sizeof(m));
1356                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1357                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1358                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1359                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1360                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1361                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1362                 R_Mesh_TextureState(&m);
1363                 GL_ColorMask(0,0,0,1);
1364                 GL_BlendFunc(GL_ONE, GL_ZERO);
1365                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1366                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1367                 GL_LockArrays(0, 0);
1368
1369                 memset(&m, 0, sizeof(m));
1370                 m.tex[0] = R_GetTexture(basetexture);
1371                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1372                 m.texmatrix[0] = texture->currenttexmatrix;
1373                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1374                 {
1375                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1376                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1377                         m.texmatrix[1] = r_shadow_entitytolight;
1378                 }
1379                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1380         }
1381         // this final code is shared
1382         R_Mesh_TextureState(&m);
1383         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1384         VectorScale(lightcolorbase, colorscale, color2);
1385         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1386         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1387         {
1388                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1389                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1390         }
1391         GL_LockArrays(0, 0);
1392 }
1393
1394 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1395 {
1396         int renders;
1397         model_t *model = ent->model;
1398         float color2[3];
1399         rmeshstate_t m;
1400         const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1401         GL_Color(1,1,1,1);
1402         // colorscale accounts for how much we multiply the brightness
1403         // during combine.
1404         //
1405         // mult is how many times the final pass of the lighting will be
1406         // performed to get more brightness than otherwise possible.
1407         //
1408         // Limit mult to 64 for sanity sake.
1409         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1410         {
1411                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1412                 memset(&m, 0, sizeof(m));
1413                 m.tex[0] = R_GetTexture(normalmaptexture);
1414                 m.texcombinergb[0] = GL_REPLACE;
1415                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1416                 m.texmatrix[0] = texture->currenttexmatrix;
1417                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1418                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1419                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1420                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 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);
1421                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1422                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1423                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1424                 R_Mesh_TextureState(&m);
1425                 GL_ColorMask(0,0,0,1);
1426                 GL_BlendFunc(GL_ONE, GL_ZERO);
1427                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1428                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1429                 GL_LockArrays(0, 0);
1430
1431                 memset(&m, 0, sizeof(m));
1432                 m.tex[0] = R_GetTexture(basetexture);
1433                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1434                 m.texmatrix[0] = texture->currenttexmatrix;
1435                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1436                 {
1437                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1438                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1439                         m.texmatrix[1] = r_shadow_entitytolight;
1440                 }
1441                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1442         }
1443         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1444         {
1445                 // 1/2/2 3D combine path (original Radeon)
1446                 memset(&m, 0, sizeof(m));
1447                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1448                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1449                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1450                 R_Mesh_TextureState(&m);
1451                 GL_ColorMask(0,0,0,1);
1452                 GL_BlendFunc(GL_ONE, GL_ZERO);
1453                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1454                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1455                 GL_LockArrays(0, 0);
1456
1457                 memset(&m, 0, sizeof(m));
1458                 m.tex[0] = R_GetTexture(normalmaptexture);
1459                 m.texcombinergb[0] = GL_REPLACE;
1460                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1461                 m.texmatrix[0] = texture->currenttexmatrix;
1462                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1463                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1464                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1465                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 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);
1466                 R_Mesh_TextureState(&m);
1467                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1468                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1469                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1470                 GL_LockArrays(0, 0);
1471
1472                 memset(&m, 0, sizeof(m));
1473                 m.tex[0] = R_GetTexture(basetexture);
1474                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1475                 m.texmatrix[0] = texture->currenttexmatrix;
1476                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1477                 {
1478                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1479                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1480                         m.texmatrix[1] = r_shadow_entitytolight;
1481                 }
1482                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1483         }
1484         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1485         {
1486                 // 2/2 3D combine path (original Radeon)
1487                 memset(&m, 0, sizeof(m));
1488                 m.tex[0] = R_GetTexture(normalmaptexture);
1489                 m.texcombinergb[0] = GL_REPLACE;
1490                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1491                 m.texmatrix[0] = texture->currenttexmatrix;
1492                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1493                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1494                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1495                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 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);
1496                 R_Mesh_TextureState(&m);
1497                 GL_ColorMask(0,0,0,1);
1498                 GL_BlendFunc(GL_ONE, GL_ZERO);
1499                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1500                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1501                 GL_LockArrays(0, 0);
1502
1503                 memset(&m, 0, sizeof(m));
1504                 m.tex[0] = R_GetTexture(basetexture);
1505                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1506                 m.texmatrix[0] = texture->currenttexmatrix;
1507                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1508                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1509                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1510                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1511         }
1512         else if (r_textureunits.integer >= 4)
1513         {
1514                 // 4/2 2D combine path (Geforce3, Radeon 8500)
1515                 memset(&m, 0, sizeof(m));
1516                 m.tex[0] = R_GetTexture(normalmaptexture);
1517                 m.texcombinergb[0] = GL_REPLACE;
1518                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1519                 m.texmatrix[0] = texture->currenttexmatrix;
1520                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1521                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1522                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1523                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 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);
1524                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1525                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1526                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1527                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1528                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1529                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1530                 R_Mesh_TextureState(&m);
1531                 GL_ColorMask(0,0,0,1);
1532                 GL_BlendFunc(GL_ONE, GL_ZERO);
1533                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1534                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1535                 GL_LockArrays(0, 0);
1536
1537                 memset(&m, 0, sizeof(m));
1538                 m.tex[0] = R_GetTexture(basetexture);
1539                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1540                 m.texmatrix[0] = texture->currenttexmatrix;
1541                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1542                 {
1543                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1544                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1545                         m.texmatrix[1] = r_shadow_entitytolight;
1546                 }
1547                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1548         }
1549         else
1550         {
1551                 // 2/2/2 2D combine path (any dot3 card)
1552                 memset(&m, 0, sizeof(m));
1553                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1554                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1555                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1556                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1557                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1558                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1559                 R_Mesh_TextureState(&m);
1560                 GL_ColorMask(0,0,0,1);
1561                 GL_BlendFunc(GL_ONE, GL_ZERO);
1562                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1563                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1564                 GL_LockArrays(0, 0);
1565
1566                 memset(&m, 0, sizeof(m));
1567                 m.tex[0] = R_GetTexture(normalmaptexture);
1568                 m.texcombinergb[0] = GL_REPLACE;
1569                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1570                 m.texmatrix[0] = texture->currenttexmatrix;
1571                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1572                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1573                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1574                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 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);
1575                 R_Mesh_TextureState(&m);
1576                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1577                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1578                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1579                 GL_LockArrays(0, 0);
1580
1581                 memset(&m, 0, sizeof(m));
1582                 m.tex[0] = R_GetTexture(basetexture);
1583                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1584                 m.texmatrix[0] = texture->currenttexmatrix;
1585                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1586                 {
1587                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1588                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1589                         m.texmatrix[1] = r_shadow_entitytolight;
1590                 }
1591                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1592         }
1593         // this final code is shared
1594         R_Mesh_TextureState(&m);
1595         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1596         VectorScale(lightcolorbase, colorscale, color2);
1597         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1598         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1599         {
1600                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1601                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1602         }
1603         GL_LockArrays(0, 0);
1604 }
1605
1606 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1607 {
1608         int renders;
1609         model_t *model = ent->model;
1610         float color2[3];
1611         rmeshstate_t m;
1612         const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1613         // FIXME: detect blendsquare!
1614         //if (!gl_support_blendsquare)
1615         //      return;
1616         GL_Color(1,1,1,1);
1617         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1618         {
1619                 // 2/0/0/1/2 3D combine blendsquare path
1620                 memset(&m, 0, sizeof(m));
1621                 m.tex[0] = R_GetTexture(normalmaptexture);
1622                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1623                 m.texmatrix[0] = texture->currenttexmatrix;
1624                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1625                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1626                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1627                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 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);
1628                 R_Mesh_TextureState(&m);
1629                 GL_ColorMask(0,0,0,1);
1630                 // this squares the result
1631                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1632                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1633                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1634                 GL_LockArrays(0, 0);
1635
1636                 R_Mesh_ResetTextureState();
1637                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1638                 // square alpha in framebuffer a few times to make it shiny
1639                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1640                 // these comments are a test run through this math for intensity 0.5
1641                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1642                 // 0.25 * 0.25 = 0.0625 (this is another pass)
1643                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1644                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1645                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1646                 GL_LockArrays(0, 0);
1647
1648                 memset(&m, 0, sizeof(m));
1649                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1650                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1651                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1652                 R_Mesh_TextureState(&m);
1653                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1654                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1655                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1656                 GL_LockArrays(0, 0);
1657
1658                 memset(&m, 0, sizeof(m));
1659                 m.tex[0] = R_GetTexture(glosstexture);
1660                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1661                 m.texmatrix[0] = texture->currenttexmatrix;
1662                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1663                 {
1664                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1665                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1666                         m.texmatrix[1] = r_shadow_entitytolight;
1667                 }
1668                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1669         }
1670         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1671         {
1672                 // 2/0/0/2 3D combine blendsquare path
1673                 memset(&m, 0, sizeof(m));
1674                 m.tex[0] = R_GetTexture(normalmaptexture);
1675                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1676                 m.texmatrix[0] = texture->currenttexmatrix;
1677                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1678                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1679                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1680                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 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);
1681                 R_Mesh_TextureState(&m);
1682                 GL_ColorMask(0,0,0,1);
1683                 // this squares the result
1684                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1685                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1686                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1687                 GL_LockArrays(0, 0);
1688
1689                 R_Mesh_ResetTextureState();
1690                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1691                 // square alpha in framebuffer a few times to make it shiny
1692                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1693                 // these comments are a test run through this math for intensity 0.5
1694                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1695                 // 0.25 * 0.25 = 0.0625 (this is another pass)
1696                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1697                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1698                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1699                 GL_LockArrays(0, 0);
1700
1701                 memset(&m, 0, sizeof(m));
1702                 m.tex[0] = R_GetTexture(glosstexture);
1703                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1704                 m.texmatrix[0] = texture->currenttexmatrix;
1705                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1706                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1707                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1708                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1709         }
1710         else
1711         {
1712                 // 2/0/0/2/2 2D combine blendsquare path
1713                 memset(&m, 0, sizeof(m));
1714                 m.tex[0] = R_GetTexture(normalmaptexture);
1715                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1716                 m.texmatrix[0] = texture->currenttexmatrix;
1717                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1718                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1719                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1720                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 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);
1721                 R_Mesh_TextureState(&m);
1722                 GL_ColorMask(0,0,0,1);
1723                 // this squares the result
1724                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1725                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1726                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1727                 GL_LockArrays(0, 0);
1728
1729                 R_Mesh_ResetTextureState();
1730                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1731                 // square alpha in framebuffer a few times to make it shiny
1732                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1733                 // these comments are a test run through this math for intensity 0.5
1734                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1735                 // 0.25 * 0.25 = 0.0625 (this is another pass)
1736                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1737                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1738                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1739                 GL_LockArrays(0, 0);
1740
1741                 memset(&m, 0, sizeof(m));
1742                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1743                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1744                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1745                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1746                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1747                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1748                 R_Mesh_TextureState(&m);
1749                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1750                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1751                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1752                 GL_LockArrays(0, 0);
1753
1754                 memset(&m, 0, sizeof(m));
1755                 m.tex[0] = R_GetTexture(glosstexture);
1756                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1757                 m.texmatrix[0] = texture->currenttexmatrix;
1758                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1759                 {
1760                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1761                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1762                         m.texmatrix[1] = r_shadow_entitytolight;
1763                 }
1764                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1765         }
1766         R_Mesh_TextureState(&m);
1767         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1768         VectorScale(lightcolorbase, colorscale, color2);
1769         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1770         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1771         {
1772                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1773                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1774         }
1775         GL_LockArrays(0, 0);
1776 }
1777
1778 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, qboolean dopants, qboolean doshirt)
1779 {
1780         // ARB path (any Geforce, any Radeon)
1781         int surfacelistindex;
1782         qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1783         qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1784         qboolean dospecular = specularscale > 0;
1785         if (!doambient && !dodiffuse && !dospecular)
1786                 return;
1787         RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist);
1788         R_Mesh_ColorPointer(NULL);
1789         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1790         {
1791                 const msurface_t *surface = surfacelist[surfacelistindex];
1792                 if (doambient)
1793                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
1794                 if (dodiffuse)
1795                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1796                 if (dopants)
1797                 {
1798                         if (doambient)
1799                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
1800                         if (dodiffuse)
1801                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1802                 }
1803                 if (doshirt)
1804                 {
1805                         if (doambient)
1806                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
1807                         if (dodiffuse)
1808                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1809                 }
1810                 if (dospecular)
1811                         R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
1812         }
1813 }
1814
1815 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
1816 {
1817         int renders;
1818         const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1819         R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1820         for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
1821         {
1822                 int i;
1823                 float *c;
1824 #if 1
1825                 // due to low fillrate on the cards this vertex lighting path is
1826                 // designed for, we manually cull all triangles that do not
1827                 // contain a lit vertex
1828                 int draw;
1829                 const int *e;
1830                 int newnumtriangles;
1831                 int *newe;
1832                 int newelements[3072];
1833                 draw = false;
1834                 newnumtriangles = 0;
1835                 newe = newelements;
1836                 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1837                 {
1838                         if (newnumtriangles >= 1024)
1839                         {
1840                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1841                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1842                                 GL_LockArrays(0, 0);
1843                                 newnumtriangles = 0;
1844                                 newe = newelements;
1845                         }
1846                         if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1847                         {
1848                                 newe[0] = e[0];
1849                                 newe[1] = e[1];
1850                                 newe[2] = e[2];
1851                                 newnumtriangles++;
1852                                 newe += 3;
1853                                 draw = true;
1854                         }
1855                 }
1856                 if (newnumtriangles >= 1)
1857                 {
1858                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1859                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1860                         GL_LockArrays(0, 0);
1861                         draw = true;
1862                 }
1863                 if (!draw)
1864                         break;
1865 #else
1866                 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1867                         if (VectorLength2(c))
1868                                 goto goodpass;
1869                 break;
1870 goodpass:
1871                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1872                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1873                 GL_LockArrays(0, 0);
1874 #endif
1875                 // now reduce the intensity for the next overbright pass
1876                 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1877                 {
1878                         c[0] = max(0, c[0] - 1);
1879                         c[1] = max(0, c[1] - 1);
1880                         c[2] = max(0, c[2] - 1);
1881                 }
1882         }
1883 }
1884
1885 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, qboolean dopants, qboolean doshirt)
1886 {
1887         int surfacelistindex;
1888         model_t *model = ent->model;
1889         float ambientcolorbase[3], diffusecolorbase[3];
1890         float ambientcolorpants[3], diffusecolorpants[3];
1891         float ambientcolorshirt[3], diffusecolorshirt[3];
1892         rmeshstate_t m;
1893         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
1894         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
1895         VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
1896         VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
1897         VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
1898         VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
1899         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1900         R_Mesh_ColorPointer(rsurface_array_color4f);
1901         memset(&m, 0, sizeof(m));
1902         m.tex[0] = R_GetTexture(basetexture);
1903         m.texmatrix[0] = texture->currenttexmatrix;
1904         m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1905         if (r_textureunits.integer >= 2)
1906         {
1907                 // voodoo2 or TNT
1908                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1909                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1910                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1911                 if (r_textureunits.integer >= 3)
1912                 {
1913                         // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
1914                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1915                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
1916                         m.pointer_texcoord3f[2] = rsurface_vertex3f;
1917                 }
1918         }
1919         R_Mesh_TextureState(&m);
1920         RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, false, numsurfaces, surfacelist);
1921         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1922         {
1923                 const msurface_t *surface = surfacelist[surfacelistindex];
1924                 // OpenGL 1.1 path (anything)
1925                 R_Mesh_TexBind(0, R_GetTexture(basetexture));
1926                 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorbase, ambientcolorbase);
1927                 if (dopants)
1928                 {
1929                         R_Mesh_TexBind(0, R_GetTexture(pantstexture));
1930                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorpants, ambientcolorpants);
1931                 }
1932                 if (doshirt)
1933                 {
1934                         R_Mesh_TexBind(0, R_GetTexture(shirttexture));
1935                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorshirt, ambientcolorshirt);
1936                 }
1937         }
1938 }
1939
1940 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
1941 {
1942         // FIXME: support MATERIALFLAG_NODEPTHTEST
1943         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
1944         // calculate colors to render this texture with
1945         lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
1946         lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
1947         lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
1948         if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
1949                 return;
1950         if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
1951                 qglDisable(GL_CULL_FACE);
1952         else
1953                 qglEnable(GL_CULL_FACE);
1954         if (texture->colormapping)
1955         {
1956                 qboolean dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
1957                 qboolean doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
1958                 if (dopants)
1959                 {
1960                         lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
1961                         lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
1962                         lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
1963                 }
1964                 else
1965                         VectorClear(lightcolorpants);
1966                 if (doshirt)
1967                 {
1968                         lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
1969                         lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
1970                         lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
1971                 }
1972                 else
1973                         VectorClear(lightcolorshirt);
1974                 switch (r_shadow_rendermode)
1975                 {
1976                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
1977                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
1978                         break;
1979                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
1980                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
1981                         break;
1982                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
1983                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
1984                         break;
1985                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
1986                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
1987                         break;
1988                 default:
1989                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
1990                         break;
1991                 }
1992         }
1993         else
1994         {
1995                 switch (r_shadow_rendermode)
1996                 {
1997                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
1998                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
1999                         break;
2000                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2001                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2002                         break;
2003                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2004                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2005                         break;
2006                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2007                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2008                         break;
2009                 default:
2010                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2011                         break;
2012                 }
2013         }
2014 }
2015
2016 void R_RTLight_Update(dlight_t *light, int isstatic)
2017 {
2018         int j, k;
2019         float scale;
2020         rtlight_t *rtlight = &light->rtlight;
2021         R_RTLight_Uncompile(rtlight);
2022         memset(rtlight, 0, sizeof(*rtlight));
2023
2024         VectorCopy(light->origin, rtlight->shadoworigin);
2025         VectorCopy(light->color, rtlight->color);
2026         rtlight->radius = light->radius;
2027         //rtlight->cullradius = rtlight->radius;
2028         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2029         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2030         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2031         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2032         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2033         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2034         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2035         rtlight->cubemapname[0] = 0;
2036         if (light->cubemapname[0])
2037                 strcpy(rtlight->cubemapname, light->cubemapname);
2038         else if (light->cubemapnum > 0)
2039                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2040         rtlight->shadow = light->shadow;
2041         rtlight->corona = light->corona;
2042         rtlight->style = light->style;
2043         rtlight->isstatic = isstatic;
2044         rtlight->coronasizescale = light->coronasizescale;
2045         rtlight->ambientscale = light->ambientscale;
2046         rtlight->diffusescale = light->diffusescale;
2047         rtlight->specularscale = light->specularscale;
2048         rtlight->flags = light->flags;
2049         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2050         // ConcatScale won't work here because this needs to scale rotate and
2051         // translate, not just rotate
2052         scale = 1.0f / rtlight->radius;
2053         for (k = 0;k < 3;k++)
2054                 for (j = 0;j < 4;j++)
2055                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2056 }
2057
2058 // compiles rtlight geometry
2059 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2060 void R_RTLight_Compile(rtlight_t *rtlight)
2061 {
2062         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2063         entity_render_t *ent = r_refdef.worldentity;
2064         model_t *model = r_refdef.worldmodel;
2065         unsigned char *data;
2066
2067         // compile the light
2068         rtlight->compiled = true;
2069         rtlight->static_numleafs = 0;
2070         rtlight->static_numleafpvsbytes = 0;
2071         rtlight->static_leaflist = NULL;
2072         rtlight->static_leafpvs = NULL;
2073         rtlight->static_numsurfaces = 0;
2074         rtlight->static_surfacelist = NULL;
2075         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2076         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2077         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2078         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2079         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2080         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2081
2082         if (model && model->GetLightInfo)
2083         {
2084                 // this variable must be set for the CompileShadowVolume code
2085                 r_shadow_compilingrtlight = rtlight;
2086                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2087                 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);
2088                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2089                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2090                 rtlight->static_numleafs = numleafs;
2091                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2092                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2093                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2094                 rtlight->static_numsurfaces = numsurfaces;
2095                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2096                 if (numleafs)
2097                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2098                 if (numleafpvsbytes)
2099                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2100                 if (numsurfaces)
2101                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2102                 if (model->CompileShadowVolume && rtlight->shadow)
2103                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2104                 // now we're done compiling the rtlight
2105                 r_shadow_compilingrtlight = NULL;
2106         }
2107
2108
2109         // use smallest available cullradius - box radius or light radius
2110         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2111         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2112
2113         shadowmeshes = 0;
2114         shadowtris = 0;
2115         if (rtlight->static_meshchain_shadow)
2116         {
2117                 shadowmesh_t *mesh;
2118                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2119                 {
2120                         shadowmeshes++;
2121                         shadowtris += mesh->numtriangles;
2122                 }
2123         }
2124
2125         if (developer.integer >= 10)
2126                 Con_Printf("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);
2127 }
2128
2129 void R_RTLight_Uncompile(rtlight_t *rtlight)
2130 {
2131         if (rtlight->compiled)
2132         {
2133                 if (rtlight->static_meshchain_shadow)
2134                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2135                 rtlight->static_meshchain_shadow = NULL;
2136                 // these allocations are grouped
2137                 if (rtlight->static_leaflist)
2138                         Mem_Free(rtlight->static_leaflist);
2139                 rtlight->static_numleafs = 0;
2140                 rtlight->static_numleafpvsbytes = 0;
2141                 rtlight->static_leaflist = NULL;
2142                 rtlight->static_leafpvs = NULL;
2143                 rtlight->static_numsurfaces = 0;
2144                 rtlight->static_surfacelist = NULL;
2145                 rtlight->compiled = false;
2146         }
2147 }
2148
2149 void R_Shadow_UncompileWorldLights(void)
2150 {
2151         dlight_t *light;
2152         for (light = r_shadow_worldlightchain;light;light = light->next)
2153                 R_RTLight_Uncompile(&light->rtlight);
2154 }
2155
2156 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2157 {
2158         model_t *model = ent->model;
2159         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2160         vec_t relativeshadowradius;
2161         if (ent == r_refdef.worldentity)
2162         {
2163                 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2164                 {
2165                         shadowmesh_t *mesh;
2166                         R_Mesh_Matrix(&ent->matrix);
2167                         for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2168                         {
2169                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2170                                 R_Mesh_VertexPointer(mesh->vertex3f);
2171                                 GL_LockArrays(0, mesh->numverts);
2172                                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2173                                 {
2174                                         // decrement stencil if backface is behind depthbuffer
2175                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2176                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2177                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2178                                         // increment stencil if frontface is behind depthbuffer
2179                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2180                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2181                                 }
2182                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2183                                 GL_LockArrays(0, 0);
2184                         }
2185                 }
2186                 else if (numsurfaces)
2187                 {
2188                         R_Mesh_Matrix(&ent->matrix);
2189                         model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2190                 }
2191         }
2192         else
2193         {
2194                 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2195                 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2196                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2197                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2198                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2199                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2200                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2201                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2202                 R_Mesh_Matrix(&ent->matrix);
2203                 model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2204         }
2205 }
2206
2207 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2208 {
2209         // set up properties for rendering light onto this entity
2210         Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2211         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2212         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2213         Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2214         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2215         R_Mesh_Matrix(&ent->matrix);
2216 }
2217
2218 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2219 {
2220         model_t *model = ent->model;
2221         if (!model->DrawLight)
2222                 return;
2223         R_Shadow_SetupEntityLight(ent);
2224         if (ent == r_refdef.worldentity)
2225                 model->DrawLight(ent, numsurfaces, surfacelist);
2226         else
2227                 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
2228 }
2229
2230 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2231 {
2232         int i, usestencil;
2233         float f;
2234         int numleafs, numsurfaces;
2235         int *leaflist, *surfacelist;
2236         unsigned char *leafpvs;
2237         int numlightentities;
2238         int numshadowentities;
2239         entity_render_t *lightentities[MAX_EDICTS];
2240         entity_render_t *shadowentities[MAX_EDICTS];
2241
2242         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2243         // skip lights that are basically invisible (color 0 0 0)
2244         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2245                 return;
2246
2247         // loading is done before visibility checks because loading should happen
2248         // all at once at the start of a level, not when it stalls gameplay.
2249         // (especially important to benchmarks)
2250         // compile light
2251         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2252                 R_RTLight_Compile(rtlight);
2253         // load cubemap
2254         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2255
2256         // look up the light style value at this time
2257         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2258         VectorScale(rtlight->color, f, rtlight->currentcolor);
2259         /*
2260         if (rtlight->selected)
2261         {
2262                 f = 2 + sin(realtime * M_PI * 4.0);
2263                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2264         }
2265         */
2266
2267         // if lightstyle is currently off, don't draw the light
2268         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2269                 return;
2270
2271         // if the light box is offscreen, skip it
2272         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2273                 return;
2274
2275         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2276         {
2277                 // compiled light, world available and can receive realtime lighting
2278                 // retrieve leaf information
2279                 numleafs = rtlight->static_numleafs;
2280                 leaflist = rtlight->static_leaflist;
2281                 leafpvs = rtlight->static_leafpvs;
2282                 numsurfaces = rtlight->static_numsurfaces;
2283                 surfacelist = rtlight->static_surfacelist;
2284         }
2285         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2286         {
2287                 // dynamic light, world available and can receive realtime lighting
2288                 // calculate lit surfaces and leafs
2289                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2290                 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);
2291                 leaflist = r_shadow_buffer_leaflist;
2292                 leafpvs = r_shadow_buffer_leafpvs;
2293                 surfacelist = r_shadow_buffer_surfacelist;
2294                 // if the reduced leaf bounds are offscreen, skip it
2295                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2296                         return;
2297         }
2298         else
2299         {
2300                 // no world
2301                 numleafs = 0;
2302                 leaflist = NULL;
2303                 leafpvs = NULL;
2304                 numsurfaces = 0;
2305                 surfacelist = NULL;
2306         }
2307         // check if light is illuminating any visible leafs
2308         if (numleafs)
2309         {
2310                 for (i = 0;i < numleafs;i++)
2311                         if (r_worldleafvisible[leaflist[i]])
2312                                 break;
2313                 if (i == numleafs)
2314                         return;
2315         }
2316         // set up a scissor rectangle for this light
2317         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2318                 return;
2319
2320         // make a list of lit entities and shadow casting entities
2321         numlightentities = 0;
2322         numshadowentities = 0;
2323         // don't count the world unless some surfaces are actually lit
2324         if (numsurfaces)
2325         {
2326                 lightentities[numlightentities++] = r_refdef.worldentity;
2327                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2328         }
2329         // add dynamic entities that are lit by the light
2330         if (r_drawentities.integer)
2331         {
2332                 for (i = 0;i < r_refdef.numentities;i++)
2333                 {
2334                         model_t *model;
2335                         entity_render_t *ent = r_refdef.entities[i];
2336                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2337                          && (model = ent->model)
2338                          && !(ent->flags & RENDER_TRANSPARENT)
2339                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2340                         {
2341                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2342                                 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2343                                         shadowentities[numshadowentities++] = ent;
2344                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && model->DrawLight)
2345                                         lightentities[numlightentities++] = ent;
2346                         }
2347                 }
2348         }
2349
2350         // return if there's nothing at all to light
2351         if (!numlightentities)
2352                 return;
2353
2354         // don't let sound skip if going slow
2355         if (r_refdef.extraupdate)
2356                 S_ExtraUpdate ();
2357
2358         // make this the active rtlight for rendering purposes
2359         R_Shadow_RenderMode_ActiveLight(rtlight);
2360         // count this light in the r_speeds
2361         renderstats.lights++;
2362
2363         usestencil = false;
2364         if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2365         {
2366                 // draw stencil shadow volumes to mask off pixels that are in shadow
2367                 // so that they won't receive lighting
2368                 if (gl_stencil)
2369                 {
2370                         usestencil = true;
2371                         R_Shadow_RenderMode_StencilShadowVolumes();
2372                         for (i = 0;i < numshadowentities;i++)
2373                                 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2374                 }
2375
2376                 // optionally draw visible shape of the shadow volumes
2377                 // for performance analysis by level designers
2378                 if (r_showshadowvolumes.integer)
2379                 {
2380                         R_Shadow_RenderMode_VisibleShadowVolumes();
2381                         for (i = 0;i < numshadowentities;i++)
2382                                 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2383                 }
2384         }
2385
2386         if (numlightentities)
2387         {
2388                 // draw lighting in the unmasked areas
2389                 R_Shadow_RenderMode_Lighting(usestencil, false);
2390                 for (i = 0;i < numlightentities;i++)
2391                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2392
2393                 // optionally draw the illuminated areas
2394                 // for performance analysis by level designers
2395                 if (r_showlighting.integer)
2396                 {
2397                         R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2398                         for (i = 0;i < numlightentities;i++)
2399                                 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2400                 }
2401         }
2402 }
2403
2404 void R_ShadowVolumeLighting(qboolean visible)
2405 {
2406         int lnum, flag;
2407         dlight_t *light;
2408
2409         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2410                 R_Shadow_EditLights_Reload_f();
2411
2412         R_Shadow_RenderMode_Begin();
2413
2414         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2415         if (r_shadow_debuglight.integer >= 0)
2416         {
2417                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2418                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2419                                 R_DrawRTLight(&light->rtlight, visible);
2420         }
2421         else
2422                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2423                         if (light->flags & flag)
2424                                 R_DrawRTLight(&light->rtlight, visible);
2425         if (r_rtdlight)
2426                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2427                         R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2428
2429         R_Shadow_RenderMode_End();
2430 }
2431
2432 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2433 typedef struct suffixinfo_s
2434 {
2435         char *suffix;
2436         qboolean flipx, flipy, flipdiagonal;
2437 }
2438 suffixinfo_t;
2439 static suffixinfo_t suffix[3][6] =
2440 {
2441         {
2442                 {"px",   false, false, false},
2443                 {"nx",   false, false, false},
2444                 {"py",   false, false, false},
2445                 {"ny",   false, false, false},
2446                 {"pz",   false, false, false},
2447                 {"nz",   false, false, false}
2448         },
2449         {
2450                 {"posx", false, false, false},
2451                 {"negx", false, false, false},
2452                 {"posy", false, false, false},
2453                 {"negy", false, false, false},
2454                 {"posz", false, false, false},
2455                 {"negz", false, false, false}
2456         },
2457         {
2458                 {"rt",    true, false,  true},
2459                 {"lf",   false,  true,  true},
2460                 {"ft",    true,  true, false},
2461                 {"bk",   false, false, false},
2462                 {"up",    true, false,  true},
2463                 {"dn",    true, false,  true}
2464         }
2465 };
2466
2467 static int componentorder[4] = {0, 1, 2, 3};
2468
2469 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2470 {
2471         int i, j, cubemapsize;
2472         unsigned char *cubemappixels, *image_rgba;
2473         rtexture_t *cubemaptexture;
2474         char name[256];
2475         // must start 0 so the first loadimagepixels has no requested width/height
2476         cubemapsize = 0;
2477         cubemappixels = NULL;
2478         cubemaptexture = NULL;
2479         // keep trying different suffix groups (posx, px, rt) until one loads
2480         for (j = 0;j < 3 && !cubemappixels;j++)
2481         {
2482                 // load the 6 images in the suffix group
2483                 for (i = 0;i < 6;i++)
2484                 {
2485                         // generate an image name based on the base and and suffix
2486                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2487                         // load it
2488                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2489                         {
2490                                 // an image loaded, make sure width and height are equal
2491                                 if (image_width == image_height)
2492                                 {
2493                                         // if this is the first image to load successfully, allocate the cubemap memory
2494                                         if (!cubemappixels && image_width >= 1)
2495                                         {
2496                                                 cubemapsize = image_width;
2497                                                 // note this clears to black, so unavailable sides are black
2498                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2499                                         }
2500                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2501                                         if (cubemappixels)
2502                                                 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);
2503                                 }
2504                                 else
2505                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2506                                 // free the image
2507                                 Mem_Free(image_rgba);
2508                         }
2509                 }
2510         }
2511         // if a cubemap loaded, upload it
2512         if (cubemappixels)
2513         {
2514                 if (!r_shadow_filters_texturepool)
2515                         r_shadow_filters_texturepool = R_AllocTexturePool();
2516                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2517                 Mem_Free(cubemappixels);
2518         }
2519         else
2520         {
2521                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2522                 for (j = 0;j < 3;j++)
2523                         for (i = 0;i < 6;i++)
2524                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2525                 Con_Print(" and was unable to find any of them.\n");
2526         }
2527         return cubemaptexture;
2528 }
2529
2530 rtexture_t *R_Shadow_Cubemap(const char *basename)
2531 {
2532         int i;
2533         for (i = 0;i < numcubemaps;i++)
2534                 if (!strcasecmp(cubemaps[i].basename, basename))
2535                         return cubemaps[i].texture;
2536         if (i >= MAX_CUBEMAPS)
2537                 return r_texture_whitecube;
2538         numcubemaps++;
2539         strcpy(cubemaps[i].basename, basename);
2540         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2541         if (!cubemaps[i].texture)
2542                 cubemaps[i].texture = r_texture_whitecube;
2543         return cubemaps[i].texture;
2544 }
2545
2546 void R_Shadow_FreeCubemaps(void)
2547 {
2548         numcubemaps = 0;
2549         R_FreeTexturePool(&r_shadow_filters_texturepool);
2550 }
2551
2552 dlight_t *R_Shadow_NewWorldLight(void)
2553 {
2554         dlight_t *light;
2555         light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2556         light->next = r_shadow_worldlightchain;
2557         r_shadow_worldlightchain = light;
2558         return light;
2559 }
2560
2561 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)
2562 {
2563         VectorCopy(origin, light->origin);
2564         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2565         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2566         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2567         light->color[0] = max(color[0], 0);
2568         light->color[1] = max(color[1], 0);
2569         light->color[2] = max(color[2], 0);
2570         light->radius = max(radius, 0);
2571         light->style = style;
2572         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2573         {
2574                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2575                 light->style = 0;
2576         }
2577         light->shadow = shadowenable;
2578         light->corona = corona;
2579         if (!cubemapname)
2580                 cubemapname = "";
2581         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2582         light->coronasizescale = coronasizescale;
2583         light->ambientscale = ambientscale;
2584         light->diffusescale = diffusescale;
2585         light->specularscale = specularscale;
2586         light->flags = flags;
2587         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2588
2589         R_RTLight_Update(light, true);
2590 }
2591
2592 void R_Shadow_FreeWorldLight(dlight_t *light)
2593 {
2594         dlight_t **lightpointer;
2595         R_RTLight_Uncompile(&light->rtlight);
2596         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2597         if (*lightpointer != light)
2598                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2599         *lightpointer = light->next;
2600         Mem_Free(light);
2601 }
2602
2603 void R_Shadow_ClearWorldLights(void)
2604 {
2605         while (r_shadow_worldlightchain)
2606                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2607         r_shadow_selectedlight = NULL;
2608         R_Shadow_FreeCubemaps();
2609 }
2610
2611 void R_Shadow_SelectLight(dlight_t *light)
2612 {
2613         if (r_shadow_selectedlight)
2614                 r_shadow_selectedlight->selected = false;
2615         r_shadow_selectedlight = light;
2616         if (r_shadow_selectedlight)
2617                 r_shadow_selectedlight->selected = true;
2618 }
2619
2620 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
2621 {
2622         float scale = r_editlights_cursorgrid.value * 0.5f;
2623         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2624 }
2625
2626 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
2627 {
2628         float intensity;
2629         const dlight_t *light = (dlight_t *)ent;
2630         intensity = 0.5;
2631         if (light->selected)
2632                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2633         if (!light->shadow)
2634                 intensity *= 0.5f;
2635         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacenumber]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2636 }
2637
2638 void R_Shadow_DrawLightSprites(void)
2639 {
2640         int i;
2641         dlight_t *light;
2642
2643         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2644                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2645         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2646 }
2647
2648 void R_Shadow_SelectLightInView(void)
2649 {
2650         float bestrating, rating, temp[3];
2651         dlight_t *best, *light;
2652         best = NULL;
2653         bestrating = 0;
2654         for (light = r_shadow_worldlightchain;light;light = light->next)
2655         {
2656                 VectorSubtract(light->origin, r_vieworigin, temp);
2657                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
2658                 if (rating >= 0.95)
2659                 {
2660                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2661                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
2662                         {
2663                                 bestrating = rating;
2664                                 best = light;
2665                         }
2666                 }
2667         }
2668         R_Shadow_SelectLight(best);
2669 }
2670
2671 void R_Shadow_LoadWorldLights(void)
2672 {
2673         int n, a, style, shadow, flags;
2674         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2675         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2676         if (r_refdef.worldmodel == NULL)
2677         {
2678                 Con_Print("No map loaded.\n");
2679                 return;
2680         }
2681         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2682         strlcat (name, ".rtlights", sizeof (name));
2683         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2684         if (lightsstring)
2685         {
2686                 s = lightsstring;
2687                 n = 0;
2688                 while (*s)
2689                 {
2690                         t = s;
2691                         /*
2692                         shadow = true;
2693                         for (;COM_Parse(t, true) && strcmp(
2694                         if (COM_Parse(t, true))
2695                         {
2696                                 if (com_token[0] == '!')
2697                                 {
2698                                         shadow = false;
2699                                         origin[0] = atof(com_token+1);
2700                                 }
2701                                 else
2702                                         origin[0] = atof(com_token);
2703                                 if (Com_Parse(t
2704                         }
2705                         */
2706                         t = s;
2707                         while (*s && *s != '\n' && *s != '\r')
2708                                 s++;
2709                         if (!*s)
2710                                 break;
2711                         tempchar = *s;
2712                         shadow = true;
2713                         // check for modifier flags
2714                         if (*t == '!')
2715                         {
2716                                 shadow = false;
2717                                 t++;
2718                         }
2719                         *s = 0;
2720                         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);
2721                         *s = tempchar;
2722                         if (a < 18)
2723                                 flags = LIGHTFLAG_REALTIMEMODE;
2724                         if (a < 17)
2725                                 specularscale = 1;
2726                         if (a < 16)
2727                                 diffusescale = 1;
2728                         if (a < 15)
2729                                 ambientscale = 0;
2730                         if (a < 14)
2731                                 coronasizescale = 0.25f;
2732                         if (a < 13)
2733                                 VectorClear(angles);
2734                         if (a < 10)
2735                                 corona = 0;
2736                         if (a < 9 || !strcmp(cubemapname, "\"\""))
2737                                 cubemapname[0] = 0;
2738                         // remove quotes on cubemapname
2739                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2740                         {
2741                                 cubemapname[strlen(cubemapname)-1] = 0;
2742                                 strcpy(cubemapname, cubemapname + 1);
2743                         }
2744                         if (a < 8)
2745                         {
2746                                 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);
2747                                 break;
2748                         }
2749                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2750                         if (*s == '\r')
2751                                 s++;
2752                         if (*s == '\n')
2753                                 s++;
2754                         n++;
2755                 }
2756                 if (*s)
2757                         Con_Printf("invalid rtlights file \"%s\"\n", name);
2758                 Mem_Free(lightsstring);
2759         }
2760 }
2761
2762 void R_Shadow_SaveWorldLights(void)
2763 {
2764         dlight_t *light;
2765         size_t bufchars, bufmaxchars;
2766         char *buf, *oldbuf;
2767         char name[MAX_QPATH];
2768         char line[MAX_INPUTLINE];
2769         if (!r_shadow_worldlightchain)
2770                 return;
2771         if (r_refdef.worldmodel == NULL)
2772         {
2773                 Con_Print("No map loaded.\n");
2774                 return;
2775         }
2776         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2777         strlcat (name, ".rtlights", sizeof (name));
2778         bufchars = bufmaxchars = 0;
2779         buf = NULL;
2780         for (light = r_shadow_worldlightchain;light;light = light->next)
2781         {
2782                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
2783                         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);
2784                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
2785                         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]);
2786                 else
2787                         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);
2788                 if (bufchars + strlen(line) > bufmaxchars)
2789                 {
2790                         bufmaxchars = bufchars + strlen(line) + 2048;
2791                         oldbuf = buf;
2792                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
2793                         if (oldbuf)
2794                         {
2795                                 if (bufchars)
2796                                         memcpy(buf, oldbuf, bufchars);
2797                                 Mem_Free(oldbuf);
2798                         }
2799                 }
2800                 if (strlen(line))
2801                 {
2802                         memcpy(buf + bufchars, line, strlen(line));
2803                         bufchars += strlen(line);
2804                 }
2805         }
2806         if (bufchars)
2807                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
2808         if (buf)
2809                 Mem_Free(buf);
2810 }
2811
2812 void R_Shadow_LoadLightsFile(void)
2813 {
2814         int n, a, style;
2815         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
2816         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2817         if (r_refdef.worldmodel == NULL)
2818         {
2819                 Con_Print("No map loaded.\n");
2820                 return;
2821         }
2822         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2823         strlcat (name, ".lights", sizeof (name));
2824         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2825         if (lightsstring)
2826         {
2827                 s = lightsstring;
2828                 n = 0;
2829                 while (*s)
2830                 {
2831                         t = s;
2832                         while (*s && *s != '\n' && *s != '\r')
2833                                 s++;
2834                         if (!*s)
2835                                 break;
2836                         tempchar = *s;
2837                         *s = 0;
2838                         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);
2839                         *s = tempchar;
2840                         if (a < 14)
2841                         {
2842                                 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);
2843                                 break;
2844                         }
2845                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2846                         radius = bound(15, radius, 4096);
2847                         VectorScale(color, (2.0f / (8388608.0f)), color);
2848                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
2849                         if (*s == '\r')
2850                                 s++;
2851                         if (*s == '\n')
2852                                 s++;
2853                         n++;
2854                 }
2855                 if (*s)
2856                         Con_Printf("invalid lights file \"%s\"\n", name);
2857                 Mem_Free(lightsstring);
2858         }
2859 }
2860
2861 // tyrlite/hmap2 light types in the delay field
2862 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
2863
2864 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2865 {
2866         int entnum, style, islight, skin, pflags, effects, type, n;
2867         char *entfiledata;
2868         const char *data;
2869         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
2870         char key[256], value[MAX_INPUTLINE];
2871
2872         if (r_refdef.worldmodel == NULL)
2873         {
2874                 Con_Print("No map loaded.\n");
2875                 return;
2876         }
2877         // try to load a .ent file first
2878         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
2879         strlcat (key, ".ent", sizeof (key));
2880         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
2881         // and if that is not found, fall back to the bsp file entity string
2882         if (!data)
2883                 data = r_refdef.worldmodel->brush.entities;
2884         if (!data)
2885                 return;
2886         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
2887         {
2888                 type = LIGHTTYPE_MINUSX;
2889                 origin[0] = origin[1] = origin[2] = 0;
2890                 originhack[0] = originhack[1] = originhack[2] = 0;
2891                 angles[0] = angles[1] = angles[2] = 0;
2892                 color[0] = color[1] = color[2] = 1;
2893                 light[0] = light[1] = light[2] = 1;light[3] = 300;
2894                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2895                 fadescale = 1;
2896                 lightscale = 1;
2897                 style = 0;
2898                 skin = 0;
2899                 pflags = 0;
2900                 effects = 0;
2901                 islight = false;
2902                 while (1)
2903                 {
2904                         if (!COM_ParseToken(&data, false))
2905                                 break; // error
2906                         if (com_token[0] == '}')
2907                                 break; // end of entity
2908                         if (com_token[0] == '_')
2909                                 strcpy(key, com_token + 1);
2910                         else
2911                                 strcpy(key, com_token);
2912                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
2913                                 key[strlen(key)-1] = 0;
2914                         if (!COM_ParseToken(&data, false))
2915                                 break; // error
2916                         strcpy(value, com_token);
2917
2918                         // now that we have the key pair worked out...
2919                         if (!strcmp("light", key))
2920                         {
2921                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
2922                                 if (n == 1)
2923                                 {
2924                                         // quake
2925                                         light[0] = vec[0] * (1.0f / 256.0f);
2926                                         light[1] = vec[0] * (1.0f / 256.0f);
2927                                         light[2] = vec[0] * (1.0f / 256.0f);
2928                                         light[3] = vec[0];
2929                                 }
2930                                 else if (n == 4)
2931                                 {
2932                                         // halflife
2933                                         light[0] = vec[0] * (1.0f / 255.0f);
2934                                         light[1] = vec[1] * (1.0f / 255.0f);
2935                                         light[2] = vec[2] * (1.0f / 255.0f);
2936                                         light[3] = vec[3];
2937                                 }
2938                         }
2939                         else if (!strcmp("delay", key))
2940                                 type = atoi(value);
2941                         else if (!strcmp("origin", key))
2942                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2943                         else if (!strcmp("angle", key))
2944                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2945                         else if (!strcmp("angles", key))
2946                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2947                         else if (!strcmp("color", key))
2948                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2949                         else if (!strcmp("wait", key))
2950                                 fadescale = atof(value);
2951                         else if (!strcmp("classname", key))
2952                         {
2953                                 if (!strncmp(value, "light", 5))
2954                                 {
2955                                         islight = true;
2956                                         if (!strcmp(value, "light_fluoro"))
2957                                         {
2958                                                 originhack[0] = 0;
2959                                                 originhack[1] = 0;
2960                                                 originhack[2] = 0;
2961                                                 overridecolor[0] = 1;
2962                                                 overridecolor[1] = 1;
2963                                                 overridecolor[2] = 1;
2964                                         }
2965                                         if (!strcmp(value, "light_fluorospark"))
2966                                         {
2967                                                 originhack[0] = 0;
2968                                                 originhack[1] = 0;
2969                                                 originhack[2] = 0;
2970                                                 overridecolor[0] = 1;
2971                                                 overridecolor[1] = 1;
2972                                                 overridecolor[2] = 1;
2973                                         }
2974                                         if (!strcmp(value, "light_globe"))
2975                                         {
2976                                                 originhack[0] = 0;
2977                                                 originhack[1] = 0;
2978                                                 originhack[2] = 0;
2979                                                 overridecolor[0] = 1;
2980                                                 overridecolor[1] = 0.8;
2981                                                 overridecolor[2] = 0.4;
2982                                         }
2983                                         if (!strcmp(value, "light_flame_large_yellow"))
2984                                         {
2985                                                 originhack[0] = 0;
2986                                                 originhack[1] = 0;
2987                                                 originhack[2] = 0;
2988                                                 overridecolor[0] = 1;
2989                                                 overridecolor[1] = 0.5;
2990                                                 overridecolor[2] = 0.1;
2991                                         }
2992                                         if (!strcmp(value, "light_flame_small_yellow"))
2993                                         {
2994                                                 originhack[0] = 0;
2995                                                 originhack[1] = 0;
2996                                                 originhack[2] = 0;
2997                                                 overridecolor[0] = 1;
2998                                                 overridecolor[1] = 0.5;
2999                                                 overridecolor[2] = 0.1;
3000                                         }
3001                                         if (!strcmp(value, "light_torch_small_white"))
3002                                         {
3003                                                 originhack[0] = 0;
3004                                                 originhack[1] = 0;
3005                                                 originhack[2] = 0;
3006                                                 overridecolor[0] = 1;
3007                                                 overridecolor[1] = 0.5;
3008                                                 overridecolor[2] = 0.1;
3009                                         }
3010                                         if (!strcmp(value, "light_torch_small_walltorch"))
3011                                         {
3012                                                 originhack[0] = 0;
3013                                                 originhack[1] = 0;
3014                                                 originhack[2] = 0;
3015                                                 overridecolor[0] = 1;
3016                                                 overridecolor[1] = 0.5;
3017                                                 overridecolor[2] = 0.1;
3018                                         }
3019                                 }
3020                         }
3021                         else if (!strcmp("style", key))
3022                                 style = atoi(value);
3023                         else if (!strcmp("skin", key))
3024                                 skin = (int)atof(value);
3025                         else if (!strcmp("pflags", key))
3026                                 pflags = (int)atof(value);
3027                         else if (!strcmp("effects", key))
3028                                 effects = (int)atof(value);
3029                         else if (r_refdef.worldmodel->type == mod_brushq3)
3030                         {
3031                                 if (!strcmp("scale", key))
3032                                         lightscale = atof(value);
3033                                 if (!strcmp("fade", key))
3034                                         fadescale = atof(value);
3035                         }
3036                 }
3037                 if (!islight)
3038                         continue;
3039                 if (lightscale <= 0)
3040                         lightscale = 1;
3041                 if (fadescale <= 0)
3042                         fadescale = 1;
3043                 if (color[0] == color[1] && color[0] == color[2])
3044                 {
3045                         color[0] *= overridecolor[0];
3046                         color[1] *= overridecolor[1];
3047                         color[2] *= overridecolor[2];
3048                 }
3049                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3050                 color[0] = color[0] * light[0];
3051                 color[1] = color[1] * light[1];
3052                 color[2] = color[2] * light[2];
3053                 switch (type)
3054                 {
3055                 case LIGHTTYPE_MINUSX:
3056                         break;
3057                 case LIGHTTYPE_RECIPX:
3058                         radius *= 2;
3059                         VectorScale(color, (1.0f / 16.0f), color);
3060                         break;
3061                 case LIGHTTYPE_RECIPXX:
3062                         radius *= 2;
3063                         VectorScale(color, (1.0f / 16.0f), color);
3064                         break;
3065                 default:
3066                 case LIGHTTYPE_NONE:
3067                         break;
3068                 case LIGHTTYPE_SUN:
3069                         break;
3070                 case LIGHTTYPE_MINUSXX:
3071                         break;
3072                 }
3073                 VectorAdd(origin, originhack, origin);
3074                 if (radius >= 1)
3075                         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);
3076         }
3077         if (entfiledata)
3078                 Mem_Free(entfiledata);
3079 }
3080
3081
3082 void R_Shadow_SetCursorLocationForView(void)
3083 {
3084         vec_t dist, push;
3085         vec3_t dest, endpos;
3086         trace_t trace;
3087         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3088         trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3089         if (trace.fraction < 1)
3090         {
3091                 dist = trace.fraction * r_editlights_cursordistance.value;
3092                 push = r_editlights_cursorpushback.value;
3093                 if (push > dist)
3094                         push = dist;
3095                 push = -push;
3096                 VectorMA(trace.endpos, push, r_viewforward, endpos);
3097                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3098         }
3099         else
3100         {
3101                 VectorClear( endpos );
3102         }
3103         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3104         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3105         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3106 }
3107
3108 void R_Shadow_UpdateWorldLightSelection(void)
3109 {
3110         if (r_editlights.integer)
3111         {
3112                 R_Shadow_SetCursorLocationForView();
3113                 R_Shadow_SelectLightInView();
3114                 R_Shadow_DrawLightSprites();
3115         }
3116         else
3117                 R_Shadow_SelectLight(NULL);
3118 }
3119
3120 void R_Shadow_EditLights_Clear_f(void)
3121 {
3122         R_Shadow_ClearWorldLights();
3123 }
3124
3125 void R_Shadow_EditLights_Reload_f(void)
3126 {
3127         if (!r_refdef.worldmodel)
3128                 return;
3129         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3130         R_Shadow_ClearWorldLights();
3131         R_Shadow_LoadWorldLights();
3132         if (r_shadow_worldlightchain == NULL)
3133         {
3134                 R_Shadow_LoadLightsFile();
3135                 if (r_shadow_worldlightchain == NULL)
3136                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3137         }
3138 }
3139
3140 void R_Shadow_EditLights_Save_f(void)
3141 {
3142         if (!r_refdef.worldmodel)
3143                 return;
3144         R_Shadow_SaveWorldLights();
3145 }
3146
3147 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3148 {
3149         R_Shadow_ClearWorldLights();
3150         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3151 }
3152
3153 void R_Shadow_EditLights_ImportLightsFile_f(void)
3154 {
3155         R_Shadow_ClearWorldLights();
3156         R_Shadow_LoadLightsFile();
3157 }
3158
3159 void R_Shadow_EditLights_Spawn_f(void)
3160 {
3161         vec3_t color;
3162         if (!r_editlights.integer)
3163         {
3164                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3165                 return;
3166         }
3167         if (Cmd_Argc() != 1)
3168         {
3169                 Con_Print("r_editlights_spawn does not take parameters\n");
3170                 return;
3171         }
3172         color[0] = color[1] = color[2] = 1;
3173         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3174 }
3175
3176 void R_Shadow_EditLights_Edit_f(void)
3177 {
3178         vec3_t origin, angles, color;
3179         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3180         int style, shadows, flags, normalmode, realtimemode;
3181         char cubemapname[MAX_INPUTLINE];
3182         if (!r_editlights.integer)
3183         {
3184                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3185                 return;
3186         }
3187         if (!r_shadow_selectedlight)
3188         {
3189                 Con_Print("No selected light.\n");
3190                 return;
3191         }
3192         VectorCopy(r_shadow_selectedlight->origin, origin);
3193         VectorCopy(r_shadow_selectedlight->angles, angles);
3194         VectorCopy(r_shadow_selectedlight->color, color);
3195         radius = r_shadow_selectedlight->radius;
3196         style = r_shadow_selectedlight->style;
3197         if (r_shadow_selectedlight->cubemapname)
3198                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3199         else
3200                 cubemapname[0] = 0;
3201         shadows = r_shadow_selectedlight->shadow;
3202         corona = r_shadow_selectedlight->corona;
3203         coronasizescale = r_shadow_selectedlight->coronasizescale;
3204         ambientscale = r_shadow_selectedlight->ambientscale;
3205         diffusescale = r_shadow_selectedlight->diffusescale;
3206         specularscale = r_shadow_selectedlight->specularscale;
3207         flags = r_shadow_selectedlight->flags;
3208         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3209         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3210         if (!strcmp(Cmd_Argv(1), "origin"))
3211         {
3212                 if (Cmd_Argc() != 5)
3213                 {
3214                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3215                         return;
3216                 }
3217                 origin[0] = atof(Cmd_Argv(2));
3218                 origin[1] = atof(Cmd_Argv(3));
3219                 origin[2] = atof(Cmd_Argv(4));
3220         }
3221         else if (!strcmp(Cmd_Argv(1), "originx"))
3222         {
3223                 if (Cmd_Argc() != 3)
3224                 {
3225                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3226                         return;
3227                 }
3228                 origin[0] = atof(Cmd_Argv(2));
3229         }
3230         else if (!strcmp(Cmd_Argv(1), "originy"))
3231         {
3232                 if (Cmd_Argc() != 3)
3233                 {
3234                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3235                         return;
3236                 }
3237                 origin[1] = atof(Cmd_Argv(2));
3238         }
3239         else if (!strcmp(Cmd_Argv(1), "originz"))
3240         {
3241                 if (Cmd_Argc() != 3)
3242                 {
3243                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3244                         return;
3245                 }
3246                 origin[2] = atof(Cmd_Argv(2));
3247         }
3248         else if (!strcmp(Cmd_Argv(1), "move"))
3249         {
3250                 if (Cmd_Argc() != 5)
3251                 {
3252                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3253                         return;
3254                 }
3255                 origin[0] += atof(Cmd_Argv(2));
3256                 origin[1] += atof(Cmd_Argv(3));
3257                 origin[2] += atof(Cmd_Argv(4));
3258         }
3259         else if (!strcmp(Cmd_Argv(1), "movex"))
3260         {
3261                 if (Cmd_Argc() != 3)
3262                 {
3263                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3264                         return;
3265                 }
3266                 origin[0] += atof(Cmd_Argv(2));
3267         }
3268         else if (!strcmp(Cmd_Argv(1), "movey"))
3269         {
3270                 if (Cmd_Argc() != 3)
3271                 {
3272                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3273                         return;
3274                 }
3275                 origin[1] += atof(Cmd_Argv(2));
3276         }
3277         else if (!strcmp(Cmd_Argv(1), "movez"))
3278         {
3279                 if (Cmd_Argc() != 3)
3280                 {
3281                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3282                         return;
3283                 }
3284                 origin[2] += atof(Cmd_Argv(2));
3285         }
3286         else if (!strcmp(Cmd_Argv(1), "angles"))
3287         {
3288                 if (Cmd_Argc() != 5)
3289                 {
3290                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3291                         return;
3292                 }
3293                 angles[0] = atof(Cmd_Argv(2));
3294                 angles[1] = atof(Cmd_Argv(3));
3295                 angles[2] = atof(Cmd_Argv(4));
3296         }
3297         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3298         {
3299                 if (Cmd_Argc() != 3)
3300                 {
3301                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3302                         return;
3303                 }
3304                 angles[0] = atof(Cmd_Argv(2));
3305         }
3306         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3307         {
3308                 if (Cmd_Argc() != 3)
3309                 {
3310                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3311                         return;
3312                 }
3313                 angles[1] = atof(Cmd_Argv(2));
3314         }
3315         else if (!strcmp(Cmd_Argv(1), "anglesz"))
3316         {
3317                 if (Cmd_Argc() != 3)
3318                 {
3319                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3320                         return;
3321                 }
3322                 angles[2] = atof(Cmd_Argv(2));
3323         }
3324         else if (!strcmp(Cmd_Argv(1), "color"))
3325         {
3326                 if (Cmd_Argc() != 5)
3327                 {
3328                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3329                         return;
3330                 }
3331                 color[0] = atof(Cmd_Argv(2));
3332                 color[1] = atof(Cmd_Argv(3));
3333                 color[2] = atof(Cmd_Argv(4));
3334         }
3335         else if (!strcmp(Cmd_Argv(1), "radius"))
3336         {
3337                 if (Cmd_Argc() != 3)
3338                 {
3339                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3340                         return;
3341                 }
3342                 radius = atof(Cmd_Argv(2));
3343         }
3344         else if (!strcmp(Cmd_Argv(1), "colorscale"))
3345         {
3346                 if (Cmd_Argc() == 3)
3347                 {
3348                         double scale = atof(Cmd_Argv(2));
3349                         color[0] *= scale;
3350                         color[1] *= scale;
3351                         color[2] *= scale;
3352                 }
3353                 else
3354                 {
3355                         if (Cmd_Argc() != 5)
3356                         {
3357                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
3358                                 return;
3359                         }
3360                         color[0] *= atof(Cmd_Argv(2));
3361                         color[1] *= atof(Cmd_Argv(3));
3362                         color[2] *= atof(Cmd_Argv(4));
3363                 }
3364         }
3365         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3366         {
3367                 if (Cmd_Argc() != 3)
3368                 {
3369                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3370                         return;
3371                 }
3372                 radius *= atof(Cmd_Argv(2));
3373         }
3374         else if (!strcmp(Cmd_Argv(1), "style"))
3375         {
3376                 if (Cmd_Argc() != 3)
3377                 {
3378                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3379                         return;
3380                 }
3381                 style = atoi(Cmd_Argv(2));
3382         }
3383         else if (!strcmp(Cmd_Argv(1), "cubemap"))
3384         {
3385                 if (Cmd_Argc() > 3)
3386                 {
3387                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3388                         return;
3389                 }
3390                 if (Cmd_Argc() == 3)
3391                         strcpy(cubemapname, Cmd_Argv(2));
3392                 else
3393                         cubemapname[0] = 0;
3394         }
3395         else if (!strcmp(Cmd_Argv(1), "shadows"))
3396         {
3397                 if (Cmd_Argc() != 3)
3398                 {
3399                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3400                         return;
3401                 }
3402                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3403         }
3404         else if (!strcmp(Cmd_Argv(1), "corona"))
3405         {
3406                 if (Cmd_Argc() != 3)
3407                 {
3408                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3409                         return;
3410                 }
3411                 corona = atof(Cmd_Argv(2));
3412         }
3413         else if (!strcmp(Cmd_Argv(1), "coronasize"))
3414         {
3415                 if (Cmd_Argc() != 3)
3416                 {
3417                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3418                         return;
3419                 }
3420                 coronasizescale = atof(Cmd_Argv(2));
3421         }
3422         else if (!strcmp(Cmd_Argv(1), "ambient"))
3423         {
3424                 if (Cmd_Argc() != 3)
3425                 {
3426                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3427                         return;
3428                 }
3429                 ambientscale = atof(Cmd_Argv(2));
3430         }
3431         else if (!strcmp(Cmd_Argv(1), "diffuse"))
3432         {
3433                 if (Cmd_Argc() != 3)
3434                 {
3435                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3436                         return;
3437                 }
3438                 diffusescale = atof(Cmd_Argv(2));
3439         }
3440         else if (!strcmp(Cmd_Argv(1), "specular"))
3441         {
3442                 if (Cmd_Argc() != 3)
3443                 {
3444                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3445                         return;
3446                 }
3447                 specularscale = atof(Cmd_Argv(2));
3448         }
3449         else if (!strcmp(Cmd_Argv(1), "normalmode"))
3450         {
3451                 if (Cmd_Argc() != 3)
3452                 {
3453                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3454                         return;
3455                 }
3456                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3457         }
3458         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3459         {
3460                 if (Cmd_Argc() != 3)
3461                 {
3462                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3463                         return;
3464                 }
3465                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3466         }
3467         else
3468         {
3469                 Con_Print("usage: r_editlights_edit [property] [value]\n");
3470                 Con_Print("Selected light's properties:\n");
3471                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3472                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3473                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3474                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
3475                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
3476                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
3477                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3478                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
3479                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
3480                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
3481                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
3482                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
3483                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3484                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3485                 return;
3486         }
3487         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3488         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3489 }
3490
3491 void R_Shadow_EditLights_EditAll_f(void)
3492 {
3493         dlight_t *light;
3494
3495         if (!r_editlights.integer)
3496         {
3497                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3498                 return;
3499         }
3500
3501         for (light = r_shadow_worldlightchain;light;light = light->next)
3502         {
3503                 R_Shadow_SelectLight(light);
3504                 R_Shadow_EditLights_Edit_f();
3505         }
3506 }
3507
3508 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3509 {
3510         int lightnumber, lightcount;
3511         dlight_t *light;
3512         float x, y;
3513         char temp[256];
3514         if (!r_editlights.integer)
3515                 return;
3516         x = 0;
3517         y = con_vislines;
3518         lightnumber = -1;
3519         lightcount = 0;
3520         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3521                 if (light == r_shadow_selectedlight)
3522                         lightnumber = lightcount;
3523         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;
3524         if (r_shadow_selectedlight == NULL)
3525                 return;
3526         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3527         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;
3528         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;
3529         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;
3530         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3531         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3532         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3533         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;
3534         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3535         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3536         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3537         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3538         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3539         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;
3540         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;
3541 }
3542
3543 void R_Shadow_EditLights_ToggleShadow_f(void)
3544 {
3545         if (!r_editlights.integer)
3546         {
3547                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3548                 return;
3549         }
3550         if (!r_shadow_selectedlight)
3551         {
3552                 Con_Print("No selected light.\n");
3553                 return;
3554         }
3555         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);
3556 }
3557
3558 void R_Shadow_EditLights_ToggleCorona_f(void)
3559 {
3560         if (!r_editlights.integer)
3561         {
3562                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3563                 return;
3564         }
3565         if (!r_shadow_selectedlight)
3566         {
3567                 Con_Print("No selected light.\n");
3568                 return;
3569         }
3570         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);
3571 }
3572
3573 void R_Shadow_EditLights_Remove_f(void)
3574 {
3575         if (!r_editlights.integer)
3576         {
3577                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
3578                 return;
3579         }
3580         if (!r_shadow_selectedlight)
3581         {
3582                 Con_Print("No selected light.\n");
3583                 return;
3584         }
3585         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3586         r_shadow_selectedlight = NULL;
3587 }
3588
3589 void R_Shadow_EditLights_Help_f(void)
3590 {
3591         Con_Print(
3592 "Documentation on r_editlights system:\n"
3593 "Settings:\n"
3594 "r_editlights : enable/disable editing mode\n"
3595 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3596 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3597 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3598 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3599 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3600 "Commands:\n"
3601 "r_editlights_help : this help\n"
3602 "r_editlights_clear : remove all lights\n"
3603 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3604 "r_editlights_save : save to .rtlights file\n"
3605 "r_editlights_spawn : create a light with default settings\n"
3606 "r_editlights_edit command : edit selected light - more documentation below\n"
3607 "r_editlights_remove : remove selected light\n"
3608 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3609 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3610 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3611 "Edit commands:\n"
3612 "origin x y z : set light location\n"
3613 "originx x: set x component of light location\n"
3614 "originy y: set y component of light location\n"
3615 "originz z: set z component of light location\n"
3616 "move x y z : adjust light location\n"
3617 "movex x: adjust x component of light location\n"
3618 "movey y: adjust y component of light location\n"
3619 "movez z: adjust z component of light location\n"
3620 "angles x y z : set light angles\n"
3621 "anglesx x: set x component of light angles\n"
3622 "anglesy y: set y component of light angles\n"
3623 "anglesz z: set z component of light angles\n"
3624 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3625 "radius radius : set radius (size) of light\n"
3626 "colorscale grey : multiply color of light (1 does nothing)\n"
3627 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3628 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3629 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3630 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3631 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3632 "shadows 1/0 : turn on/off shadows\n"
3633 "corona n : set corona intensity\n"
3634 "coronasize n : set corona size (0-1)\n"
3635 "ambient n : set ambient intensity (0-1)\n"
3636 "diffuse n : set diffuse intensity (0-1)\n"
3637 "specular n : set specular intensity (0-1)\n"
3638 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3639 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3640 "<nothing> : print light properties to console\n"
3641         );
3642 }
3643
3644 void R_Shadow_EditLights_CopyInfo_f(void)
3645 {
3646         if (!r_editlights.integer)
3647         {
3648                 Con_Print("Cannot copy light info 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->angles, r_shadow_bufferlight.angles);
3657         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3658         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3659         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3660         if (r_shadow_selectedlight->cubemapname)
3661                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
3662         else
3663                 r_shadow_bufferlight.cubemapname[0] = 0;
3664         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3665         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3666         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3667         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3668         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3669         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3670         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3671 }
3672
3673 void R_Shadow_EditLights_PasteInfo_f(void)
3674 {
3675         if (!r_editlights.integer)
3676         {
3677                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
3678                 return;
3679         }
3680         if (!r_shadow_selectedlight)
3681         {
3682                 Con_Print("No selected light.\n");
3683                 return;
3684         }
3685         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);
3686 }
3687
3688 void R_Shadow_EditLights_Init(void)
3689 {
3690         Cvar_RegisterVariable(&r_editlights);
3691         Cvar_RegisterVariable(&r_editlights_cursordistance);
3692         Cvar_RegisterVariable(&r_editlights_cursorpushback);
3693         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3694         Cvar_RegisterVariable(&r_editlights_cursorgrid);
3695         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3696         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3697         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3698         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
3699         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3700         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3701         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3702         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
3703         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3704         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3705         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3706         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3707         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3708         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3709         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
3710 }
3711