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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_ZPASS_STENCIL,
149         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
156         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158         R_SHADOW_RENDERMODE_LIGHT_GLSL,
159         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161         R_SHADOW_RENDERMODE_SHADOWMAP2D,
162         R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163         R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
164 }
165 r_shadow_rendermode_t;
166
167 typedef enum r_shadow_shadowmode_e
168 {
169     R_SHADOW_SHADOWMODE_STENCIL,
170     R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171     R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172     R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
173 }
174 r_shadow_shadowmode_t;
175
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 int r_shadow_shadowmapside;
184 float r_shadow_shadowmap_texturescale[2];
185 float r_shadow_shadowmap_parameters[4];
186 #if 0
187 int r_shadow_drawbuffer;
188 int r_shadow_readbuffer;
189 #endif
190 int r_shadow_cullface_front, r_shadow_cullface_back;
191 GLuint r_shadow_fborectangle;
192 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
193 GLuint r_shadow_fbo2d;
194 r_shadow_shadowmode_t r_shadow_shadowmode;
195 int r_shadow_shadowmapfilterquality;
196 int r_shadow_shadowmaptexturetype;
197 int r_shadow_shadowmapdepthbits;
198 int r_shadow_shadowmapmaxsize;
199 qboolean r_shadow_shadowmapvsdct;
200 qboolean r_shadow_shadowmapsampler;
201 int r_shadow_shadowmappcf;
202 int r_shadow_shadowmapborder;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
205
206 int maxshadowtriangles;
207 int *shadowelements;
208
209 int maxshadowvertices;
210 float *shadowvertex3f;
211
212 int maxshadowmark;
213 int numshadowmark;
214 int *shadowmark;
215 int *shadowmarklist;
216 int shadowmarkcount;
217
218 int maxshadowsides;
219 int numshadowsides;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
222
223 int maxvertexupdate;
224 int *vertexupdate;
225 int *vertexremap;
226 int vertexupdatenum;
227
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
232
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
237
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
242
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmaprectangletexture;
249 rtexture_t *r_shadow_shadowmap2dtexture;
250 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
251 rtexture_t *r_shadow_shadowmapvsdcttexture;
252 int r_shadow_shadowmapsize; // changes for each light based on distance
253 int r_shadow_shadowmaplod; // changes for each light based on distance
254
255 GLuint r_shadow_prepassgeometryfbo;
256 GLuint r_shadow_prepasslightingfbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthtexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
266
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
269
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
271
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
279 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
280 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
281 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
282 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
283 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
284 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
285 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
286 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
288 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
289 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
290 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
291 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
292 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
293 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
294 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
295 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
296 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
297 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
298 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
299 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
301 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
302 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
303 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
304 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
319 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
320 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
321 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
322 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
323 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
324 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
325 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
326 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
327 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
328 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
329 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
330 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
331 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
332 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
333
334 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
335 #define ATTENTABLESIZE 256
336 // 1D gradient, 2D circle and 3D sphere attenuation textures
337 #define ATTEN1DSIZE 32
338 #define ATTEN2DSIZE 64
339 #define ATTEN3DSIZE 32
340
341 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
342 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
343 static float r_shadow_attentable[ATTENTABLESIZE+1];
344
345 rtlight_t *r_shadow_compilingrtlight;
346 static memexpandablearray_t r_shadow_worldlightsarray;
347 dlight_t *r_shadow_selectedlight;
348 dlight_t r_shadow_bufferlight;
349 vec3_t r_editlights_cursorlocation;
350
351 extern int con_vislines;
352
353 typedef struct cubemapinfo_s
354 {
355         char basename[64];
356         rtexture_t *texture;
357 }
358 cubemapinfo_t;
359
360 static int numcubemaps;
361 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
362
363 void R_Shadow_UncompileWorldLights(void);
364 void R_Shadow_ClearWorldLights(void);
365 void R_Shadow_SaveWorldLights(void);
366 void R_Shadow_LoadWorldLights(void);
367 void R_Shadow_LoadLightsFile(void);
368 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
369 void R_Shadow_EditLights_Reload_f(void);
370 void R_Shadow_ValidateCvars(void);
371 static void R_Shadow_MakeTextures(void);
372
373 #define EDLIGHTSPRSIZE                  8
374 skinframe_t *r_editlights_sprcursor;
375 skinframe_t *r_editlights_sprlight;
376 skinframe_t *r_editlights_sprnoshadowlight;
377 skinframe_t *r_editlights_sprcubemaplight;
378 skinframe_t *r_editlights_sprcubemapnoshadowlight;
379 skinframe_t *r_editlights_sprselection;
380
381 void R_Shadow_SetShadowMode(void)
382 {
383         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
384         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
385         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
386         r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
387         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
388         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
389         r_shadow_shadowmaplod = -1;
390         r_shadow_shadowmapsize = 0;
391         r_shadow_shadowmapsampler = false;
392         r_shadow_shadowmappcf = 0;
393         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
394         switch(vid.renderpath)
395         {
396         case RENDERPATH_GL20:
397         case RENDERPATH_CGGL:
398                 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
399                 {
400                         if(r_shadow_shadowmapfilterquality < 0)
401                         {
402                                 if(strstr(gl_vendor, "NVIDIA")) 
403                                 {
404                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
405                                         r_shadow_shadowmappcf = 1;
406                                 }
407                                 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) 
408                                         r_shadow_shadowmappcf = 1;
409                                 else if(strstr(gl_vendor, "ATI")) 
410                                         r_shadow_shadowmappcf = 1;
411                                 else 
412                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
413                         }
414                         else 
415                         {
416                                 switch (r_shadow_shadowmapfilterquality)
417                                 {
418                                 case 1:
419                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
420                                         break;
421                                 case 2:
422                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
423                                         r_shadow_shadowmappcf = 1;
424                                         break;
425                                 case 3:
426                                         r_shadow_shadowmappcf = 1;
427                                         break;
428                                 case 4:
429                                         r_shadow_shadowmappcf = 2;
430                                         break;
431                                 }
432                         }
433                         switch (r_shadow_shadowmaptexturetype)
434                         {
435                         case 0:
436                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
437                                 break;
438                         case 1:
439                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
440                                 break;
441                         case 2:
442                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
443                                 break;
444                         default:
445                                 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
446                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
447                                 else if(vid.support.arb_texture_rectangle) 
448                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
449                                 else
450                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
451                                 break;
452                         }
453                 }
454                 break;
455         case RENDERPATH_GL13:
456                 break;
457         case RENDERPATH_GL11:
458                 break;
459         }
460 }
461
462 void R_Shadow_FreeShadowMaps(void)
463 {
464         int i;
465
466         R_Shadow_SetShadowMode();
467
468         if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
469                 return;
470
471         CHECKGLERROR
472
473         if (r_shadow_fborectangle)
474                 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
475         r_shadow_fborectangle = 0;
476
477         if (r_shadow_fbo2d)
478                 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
479         r_shadow_fbo2d = 0;
480         for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
481                 if (r_shadow_fbocubeside[i])
482                         qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
483         memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
484
485         if (r_shadow_shadowmaprectangletexture)
486                 R_FreeTexture(r_shadow_shadowmaprectangletexture);
487         r_shadow_shadowmaprectangletexture = NULL;
488
489         if (r_shadow_shadowmap2dtexture)
490                 R_FreeTexture(r_shadow_shadowmap2dtexture);
491         r_shadow_shadowmap2dtexture = NULL;
492
493         for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
494                 if (r_shadow_shadowmapcubetexture[i])
495                         R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
496         memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
497
498         if (r_shadow_shadowmapvsdcttexture)
499                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
500         r_shadow_shadowmapvsdcttexture = NULL;
501
502         CHECKGLERROR
503 }
504
505 void r_shadow_start(void)
506 {
507         // allocate vertex processing arrays
508         numcubemaps = 0;
509         r_shadow_attenuationgradienttexture = NULL;
510         r_shadow_attenuation2dtexture = NULL;
511         r_shadow_attenuation3dtexture = NULL;
512         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
513         r_shadow_shadowmaprectangletexture = NULL;
514         r_shadow_shadowmap2dtexture = NULL;
515         memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
516         r_shadow_shadowmapvsdcttexture = NULL;
517         r_shadow_shadowmapmaxsize = 0;
518         r_shadow_shadowmapsize = 0;
519         r_shadow_shadowmaplod = 0;
520         r_shadow_shadowmapfilterquality = -1;
521         r_shadow_shadowmaptexturetype = -1;
522         r_shadow_shadowmapdepthbits = 0;
523         r_shadow_shadowmapvsdct = false;
524         r_shadow_shadowmapsampler = false;
525         r_shadow_shadowmappcf = 0;
526         r_shadow_fborectangle = 0;
527         r_shadow_fbo2d = 0;
528         memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
529
530         R_Shadow_FreeShadowMaps();
531
532         r_shadow_texturepool = NULL;
533         r_shadow_filters_texturepool = NULL;
534         R_Shadow_ValidateCvars();
535         R_Shadow_MakeTextures();
536         maxshadowtriangles = 0;
537         shadowelements = NULL;
538         maxshadowvertices = 0;
539         shadowvertex3f = NULL;
540         maxvertexupdate = 0;
541         vertexupdate = NULL;
542         vertexremap = NULL;
543         vertexupdatenum = 0;
544         maxshadowmark = 0;
545         numshadowmark = 0;
546         shadowmark = NULL;
547         shadowmarklist = NULL;
548         shadowmarkcount = 0;
549         maxshadowsides = 0;
550         numshadowsides = 0;
551         shadowsides = NULL;
552         shadowsideslist = NULL;
553         r_shadow_buffer_numleafpvsbytes = 0;
554         r_shadow_buffer_visitingleafpvs = NULL;
555         r_shadow_buffer_leafpvs = NULL;
556         r_shadow_buffer_leaflist = NULL;
557         r_shadow_buffer_numsurfacepvsbytes = 0;
558         r_shadow_buffer_surfacepvs = NULL;
559         r_shadow_buffer_surfacelist = NULL;
560         r_shadow_buffer_surfacesides = NULL;
561         r_shadow_buffer_numshadowtrispvsbytes = 0;
562         r_shadow_buffer_shadowtrispvs = NULL;
563         r_shadow_buffer_numlighttrispvsbytes = 0;
564         r_shadow_buffer_lighttrispvs = NULL;
565
566         r_shadow_usingdeferredprepass = false;
567         r_shadow_prepass_width = r_shadow_prepass_height = 0;
568 }
569
570 static void R_Shadow_FreeDeferred(void);
571 void r_shadow_shutdown(void)
572 {
573         CHECKGLERROR
574         R_Shadow_UncompileWorldLights();
575
576         R_Shadow_FreeShadowMaps();
577
578         r_shadow_usingdeferredprepass = false;
579         if (r_shadow_prepass_width)
580                 R_Shadow_FreeDeferred();
581         r_shadow_prepass_width = r_shadow_prepass_height = 0;
582
583         CHECKGLERROR
584         numcubemaps = 0;
585         r_shadow_attenuationgradienttexture = NULL;
586         r_shadow_attenuation2dtexture = NULL;
587         r_shadow_attenuation3dtexture = NULL;
588         R_FreeTexturePool(&r_shadow_texturepool);
589         R_FreeTexturePool(&r_shadow_filters_texturepool);
590         maxshadowtriangles = 0;
591         if (shadowelements)
592                 Mem_Free(shadowelements);
593         shadowelements = NULL;
594         if (shadowvertex3f)
595                 Mem_Free(shadowvertex3f);
596         shadowvertex3f = NULL;
597         maxvertexupdate = 0;
598         if (vertexupdate)
599                 Mem_Free(vertexupdate);
600         vertexupdate = NULL;
601         if (vertexremap)
602                 Mem_Free(vertexremap);
603         vertexremap = NULL;
604         vertexupdatenum = 0;
605         maxshadowmark = 0;
606         numshadowmark = 0;
607         if (shadowmark)
608                 Mem_Free(shadowmark);
609         shadowmark = NULL;
610         if (shadowmarklist)
611                 Mem_Free(shadowmarklist);
612         shadowmarklist = NULL;
613         shadowmarkcount = 0;
614         maxshadowsides = 0;
615         numshadowsides = 0;
616         if (shadowsides)
617                 Mem_Free(shadowsides);
618         shadowsides = NULL;
619         if (shadowsideslist)
620                 Mem_Free(shadowsideslist);
621         shadowsideslist = NULL;
622         r_shadow_buffer_numleafpvsbytes = 0;
623         if (r_shadow_buffer_visitingleafpvs)
624                 Mem_Free(r_shadow_buffer_visitingleafpvs);
625         r_shadow_buffer_visitingleafpvs = NULL;
626         if (r_shadow_buffer_leafpvs)
627                 Mem_Free(r_shadow_buffer_leafpvs);
628         r_shadow_buffer_leafpvs = NULL;
629         if (r_shadow_buffer_leaflist)
630                 Mem_Free(r_shadow_buffer_leaflist);
631         r_shadow_buffer_leaflist = NULL;
632         r_shadow_buffer_numsurfacepvsbytes = 0;
633         if (r_shadow_buffer_surfacepvs)
634                 Mem_Free(r_shadow_buffer_surfacepvs);
635         r_shadow_buffer_surfacepvs = NULL;
636         if (r_shadow_buffer_surfacelist)
637                 Mem_Free(r_shadow_buffer_surfacelist);
638         r_shadow_buffer_surfacelist = NULL;
639         if (r_shadow_buffer_surfacesides)
640                 Mem_Free(r_shadow_buffer_surfacesides);
641         r_shadow_buffer_surfacesides = NULL;
642         r_shadow_buffer_numshadowtrispvsbytes = 0;
643         if (r_shadow_buffer_shadowtrispvs)
644                 Mem_Free(r_shadow_buffer_shadowtrispvs);
645         r_shadow_buffer_numlighttrispvsbytes = 0;
646         if (r_shadow_buffer_lighttrispvs)
647                 Mem_Free(r_shadow_buffer_lighttrispvs);
648 }
649
650 void r_shadow_newmap(void)
651 {
652         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
653         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
654         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
655         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
656         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
657         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
658         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
659         if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
660                 R_Shadow_EditLights_Reload_f();
661 }
662
663 void R_Shadow_Init(void)
664 {
665         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
666         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
667         Cvar_RegisterVariable(&r_shadow_usenormalmap);
668         Cvar_RegisterVariable(&r_shadow_debuglight);
669         Cvar_RegisterVariable(&r_shadow_deferred);
670         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
671 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
672         Cvar_RegisterVariable(&r_shadow_gloss);
673         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
674         Cvar_RegisterVariable(&r_shadow_glossintensity);
675         Cvar_RegisterVariable(&r_shadow_glossexponent);
676         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
677         Cvar_RegisterVariable(&r_shadow_glossexact);
678         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
679         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
680         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
681         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
682         Cvar_RegisterVariable(&r_shadow_projectdistance);
683         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
684         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
685         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
686         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
687         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
688         Cvar_RegisterVariable(&r_shadow_realtime_world);
689         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
690         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
691         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
692         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
693         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
694         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
695         Cvar_RegisterVariable(&r_shadow_scissor);
696         Cvar_RegisterVariable(&r_shadow_shadowmapping);
697         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
698         Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
699         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
700         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
701         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
702         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
703         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
704 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
705 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
706         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
707         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
708         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
709         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
710         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
711         Cvar_RegisterVariable(&r_shadow_polygonfactor);
712         Cvar_RegisterVariable(&r_shadow_polygonoffset);
713         Cvar_RegisterVariable(&r_shadow_texture3d);
714         Cvar_RegisterVariable(&r_coronas);
715         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
716         Cvar_RegisterVariable(&r_coronas_occlusionquery);
717         Cvar_RegisterVariable(&gl_flashblend);
718         Cvar_RegisterVariable(&gl_ext_separatestencil);
719         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
720         if (gamemode == GAME_TENEBRAE)
721         {
722                 Cvar_SetValue("r_shadow_gloss", 2);
723                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
724         }
725         R_Shadow_EditLights_Init();
726         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
727         maxshadowtriangles = 0;
728         shadowelements = NULL;
729         maxshadowvertices = 0;
730         shadowvertex3f = NULL;
731         maxvertexupdate = 0;
732         vertexupdate = NULL;
733         vertexremap = NULL;
734         vertexupdatenum = 0;
735         maxshadowmark = 0;
736         numshadowmark = 0;
737         shadowmark = NULL;
738         shadowmarklist = NULL;
739         shadowmarkcount = 0;
740         maxshadowsides = 0;
741         numshadowsides = 0;
742         shadowsides = NULL;
743         shadowsideslist = NULL;
744         r_shadow_buffer_numleafpvsbytes = 0;
745         r_shadow_buffer_visitingleafpvs = NULL;
746         r_shadow_buffer_leafpvs = NULL;
747         r_shadow_buffer_leaflist = NULL;
748         r_shadow_buffer_numsurfacepvsbytes = 0;
749         r_shadow_buffer_surfacepvs = NULL;
750         r_shadow_buffer_surfacelist = NULL;
751         r_shadow_buffer_surfacesides = NULL;
752         r_shadow_buffer_shadowtrispvs = NULL;
753         r_shadow_buffer_lighttrispvs = NULL;
754         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
755 }
756
757 matrix4x4_t matrix_attenuationxyz =
758 {
759         {
760                 {0.5, 0.0, 0.0, 0.5},
761                 {0.0, 0.5, 0.0, 0.5},
762                 {0.0, 0.0, 0.5, 0.5},
763                 {0.0, 0.0, 0.0, 1.0}
764         }
765 };
766
767 matrix4x4_t matrix_attenuationz =
768 {
769         {
770                 {0.0, 0.0, 0.5, 0.5},
771                 {0.0, 0.0, 0.0, 0.5},
772                 {0.0, 0.0, 0.0, 0.5},
773                 {0.0, 0.0, 0.0, 1.0}
774         }
775 };
776
777 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
778 {
779         numvertices = ((numvertices + 255) & ~255) * vertscale;
780         numtriangles = ((numtriangles + 255) & ~255) * triscale;
781         // make sure shadowelements is big enough for this volume
782         if (maxshadowtriangles < numtriangles)
783         {
784                 maxshadowtriangles = numtriangles;
785                 if (shadowelements)
786                         Mem_Free(shadowelements);
787                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
788         }
789         // make sure shadowvertex3f is big enough for this volume
790         if (maxshadowvertices < numvertices)
791         {
792                 maxshadowvertices = numvertices;
793                 if (shadowvertex3f)
794                         Mem_Free(shadowvertex3f);
795                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
796         }
797 }
798
799 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
800 {
801         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
802         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
803         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
804         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
805         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
806         {
807                 if (r_shadow_buffer_visitingleafpvs)
808                         Mem_Free(r_shadow_buffer_visitingleafpvs);
809                 if (r_shadow_buffer_leafpvs)
810                         Mem_Free(r_shadow_buffer_leafpvs);
811                 if (r_shadow_buffer_leaflist)
812                         Mem_Free(r_shadow_buffer_leaflist);
813                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
814                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
815                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
816                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
817         }
818         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
819         {
820                 if (r_shadow_buffer_surfacepvs)
821                         Mem_Free(r_shadow_buffer_surfacepvs);
822                 if (r_shadow_buffer_surfacelist)
823                         Mem_Free(r_shadow_buffer_surfacelist);
824                 if (r_shadow_buffer_surfacesides)
825                         Mem_Free(r_shadow_buffer_surfacesides);
826                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
827                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
828                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
829                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
830         }
831         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
832         {
833                 if (r_shadow_buffer_shadowtrispvs)
834                         Mem_Free(r_shadow_buffer_shadowtrispvs);
835                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
836                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
837         }
838         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
839         {
840                 if (r_shadow_buffer_lighttrispvs)
841                         Mem_Free(r_shadow_buffer_lighttrispvs);
842                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
843                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
844         }
845 }
846
847 void R_Shadow_PrepareShadowMark(int numtris)
848 {
849         // make sure shadowmark is big enough for this volume
850         if (maxshadowmark < numtris)
851         {
852                 maxshadowmark = numtris;
853                 if (shadowmark)
854                         Mem_Free(shadowmark);
855                 if (shadowmarklist)
856                         Mem_Free(shadowmarklist);
857                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
858                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
859                 shadowmarkcount = 0;
860         }
861         shadowmarkcount++;
862         // if shadowmarkcount wrapped we clear the array and adjust accordingly
863         if (shadowmarkcount == 0)
864         {
865                 shadowmarkcount = 1;
866                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
867         }
868         numshadowmark = 0;
869 }
870
871 void R_Shadow_PrepareShadowSides(int numtris)
872 {
873     if (maxshadowsides < numtris)
874     {
875         maxshadowsides = numtris;
876         if (shadowsides)
877                         Mem_Free(shadowsides);
878                 if (shadowsideslist)
879                         Mem_Free(shadowsideslist);
880                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
881                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
882         }
883         numshadowsides = 0;
884 }
885
886 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
887 {
888         int i, j;
889         int outtriangles = 0, outvertices = 0;
890         const int *element;
891         const float *vertex;
892         float ratio, direction[3], projectvector[3];
893
894         if (projectdirection)
895                 VectorScale(projectdirection, projectdistance, projectvector);
896         else
897                 VectorClear(projectvector);
898
899         // create the vertices
900         if (projectdirection)
901         {
902                 for (i = 0;i < numshadowmarktris;i++)
903                 {
904                         element = inelement3i + shadowmarktris[i] * 3;
905                         for (j = 0;j < 3;j++)
906                         {
907                                 if (vertexupdate[element[j]] != vertexupdatenum)
908                                 {
909                                         vertexupdate[element[j]] = vertexupdatenum;
910                                         vertexremap[element[j]] = outvertices;
911                                         vertex = invertex3f + element[j] * 3;
912                                         // project one copy of the vertex according to projectvector
913                                         VectorCopy(vertex, outvertex3f);
914                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
915                                         outvertex3f += 6;
916                                         outvertices += 2;
917                                 }
918                         }
919                 }
920         }
921         else
922         {
923                 for (i = 0;i < numshadowmarktris;i++)
924                 {
925                         element = inelement3i + shadowmarktris[i] * 3;
926                         for (j = 0;j < 3;j++)
927                         {
928                                 if (vertexupdate[element[j]] != vertexupdatenum)
929                                 {
930                                         vertexupdate[element[j]] = vertexupdatenum;
931                                         vertexremap[element[j]] = outvertices;
932                                         vertex = invertex3f + element[j] * 3;
933                                         // project one copy of the vertex to the sphere radius of the light
934                                         // (FIXME: would projecting it to the light box be better?)
935                                         VectorSubtract(vertex, projectorigin, direction);
936                                         ratio = projectdistance / VectorLength(direction);
937                                         VectorCopy(vertex, outvertex3f);
938                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
939                                         outvertex3f += 6;
940                                         outvertices += 2;
941                                 }
942                         }
943                 }
944         }
945
946         if (r_shadow_frontsidecasting.integer)
947         {
948                 for (i = 0;i < numshadowmarktris;i++)
949                 {
950                         int remappedelement[3];
951                         int markindex;
952                         const int *neighbortriangle;
953
954                         markindex = shadowmarktris[i] * 3;
955                         element = inelement3i + markindex;
956                         neighbortriangle = inneighbor3i + markindex;
957                         // output the front and back triangles
958                         outelement3i[0] = vertexremap[element[0]];
959                         outelement3i[1] = vertexremap[element[1]];
960                         outelement3i[2] = vertexremap[element[2]];
961                         outelement3i[3] = vertexremap[element[2]] + 1;
962                         outelement3i[4] = vertexremap[element[1]] + 1;
963                         outelement3i[5] = vertexremap[element[0]] + 1;
964
965                         outelement3i += 6;
966                         outtriangles += 2;
967                         // output the sides (facing outward from this triangle)
968                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
969                         {
970                                 remappedelement[0] = vertexremap[element[0]];
971                                 remappedelement[1] = vertexremap[element[1]];
972                                 outelement3i[0] = remappedelement[1];
973                                 outelement3i[1] = remappedelement[0];
974                                 outelement3i[2] = remappedelement[0] + 1;
975                                 outelement3i[3] = remappedelement[1];
976                                 outelement3i[4] = remappedelement[0] + 1;
977                                 outelement3i[5] = remappedelement[1] + 1;
978
979                                 outelement3i += 6;
980                                 outtriangles += 2;
981                         }
982                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
983                         {
984                                 remappedelement[1] = vertexremap[element[1]];
985                                 remappedelement[2] = vertexremap[element[2]];
986                                 outelement3i[0] = remappedelement[2];
987                                 outelement3i[1] = remappedelement[1];
988                                 outelement3i[2] = remappedelement[1] + 1;
989                                 outelement3i[3] = remappedelement[2];
990                                 outelement3i[4] = remappedelement[1] + 1;
991                                 outelement3i[5] = remappedelement[2] + 1;
992
993                                 outelement3i += 6;
994                                 outtriangles += 2;
995                         }
996                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
997                         {
998                                 remappedelement[0] = vertexremap[element[0]];
999                                 remappedelement[2] = vertexremap[element[2]];
1000                                 outelement3i[0] = remappedelement[0];
1001                                 outelement3i[1] = remappedelement[2];
1002                                 outelement3i[2] = remappedelement[2] + 1;
1003                                 outelement3i[3] = remappedelement[0];
1004                                 outelement3i[4] = remappedelement[2] + 1;
1005                                 outelement3i[5] = remappedelement[0] + 1;
1006
1007                                 outelement3i += 6;
1008                                 outtriangles += 2;
1009                         }
1010                 }
1011         }
1012         else
1013         {
1014                 for (i = 0;i < numshadowmarktris;i++)
1015                 {
1016                         int remappedelement[3];
1017                         int markindex;
1018                         const int *neighbortriangle;
1019
1020                         markindex = shadowmarktris[i] * 3;
1021                         element = inelement3i + markindex;
1022                         neighbortriangle = inneighbor3i + markindex;
1023                         // output the front and back triangles
1024                         outelement3i[0] = vertexremap[element[2]];
1025                         outelement3i[1] = vertexremap[element[1]];
1026                         outelement3i[2] = vertexremap[element[0]];
1027                         outelement3i[3] = vertexremap[element[0]] + 1;
1028                         outelement3i[4] = vertexremap[element[1]] + 1;
1029                         outelement3i[5] = vertexremap[element[2]] + 1;
1030
1031                         outelement3i += 6;
1032                         outtriangles += 2;
1033                         // output the sides (facing outward from this triangle)
1034                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1035                         {
1036                                 remappedelement[0] = vertexremap[element[0]];
1037                                 remappedelement[1] = vertexremap[element[1]];
1038                                 outelement3i[0] = remappedelement[0];
1039                                 outelement3i[1] = remappedelement[1];
1040                                 outelement3i[2] = remappedelement[1] + 1;
1041                                 outelement3i[3] = remappedelement[0];
1042                                 outelement3i[4] = remappedelement[1] + 1;
1043                                 outelement3i[5] = remappedelement[0] + 1;
1044
1045                                 outelement3i += 6;
1046                                 outtriangles += 2;
1047                         }
1048                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1049                         {
1050                                 remappedelement[1] = vertexremap[element[1]];
1051                                 remappedelement[2] = vertexremap[element[2]];
1052                                 outelement3i[0] = remappedelement[1];
1053                                 outelement3i[1] = remappedelement[2];
1054                                 outelement3i[2] = remappedelement[2] + 1;
1055                                 outelement3i[3] = remappedelement[1];
1056                                 outelement3i[4] = remappedelement[2] + 1;
1057                                 outelement3i[5] = remappedelement[1] + 1;
1058
1059                                 outelement3i += 6;
1060                                 outtriangles += 2;
1061                         }
1062                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1063                         {
1064                                 remappedelement[0] = vertexremap[element[0]];
1065                                 remappedelement[2] = vertexremap[element[2]];
1066                                 outelement3i[0] = remappedelement[2];
1067                                 outelement3i[1] = remappedelement[0];
1068                                 outelement3i[2] = remappedelement[0] + 1;
1069                                 outelement3i[3] = remappedelement[2];
1070                                 outelement3i[4] = remappedelement[0] + 1;
1071                                 outelement3i[5] = remappedelement[2] + 1;
1072
1073                                 outelement3i += 6;
1074                                 outtriangles += 2;
1075                         }
1076                 }
1077         }
1078         if (outnumvertices)
1079                 *outnumvertices = outvertices;
1080         return outtriangles;
1081 }
1082
1083 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1084 {
1085         int i, j, k;
1086         int outtriangles = 0, outvertices = 0;
1087         const int *element;
1088         const float *vertex;
1089         float ratio, direction[3], projectvector[3];
1090         qboolean side[4];
1091
1092         if (projectdirection)
1093                 VectorScale(projectdirection, projectdistance, projectvector);
1094         else
1095                 VectorClear(projectvector);
1096
1097         for (i = 0;i < numshadowmarktris;i++)
1098         {
1099                 int remappedelement[3];
1100                 int markindex;
1101                 const int *neighbortriangle;
1102
1103                 markindex = shadowmarktris[i] * 3;
1104                 neighbortriangle = inneighbor3i + markindex;
1105                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1106                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1107                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1108                 if (side[0] + side[1] + side[2] == 0)
1109                         continue;
1110
1111                 side[3] = side[0];
1112                 element = inelement3i + markindex;
1113
1114                 // create the vertices
1115                 for (j = 0;j < 3;j++)
1116                 {
1117                         if (side[j] + side[j+1] == 0)
1118                                 continue;
1119                         k = element[j];
1120                         if (vertexupdate[k] != vertexupdatenum)
1121                         {
1122                                 vertexupdate[k] = vertexupdatenum;
1123                                 vertexremap[k] = outvertices;
1124                                 vertex = invertex3f + k * 3;
1125                                 VectorCopy(vertex, outvertex3f);
1126                                 if (projectdirection)
1127                                 {
1128                                         // project one copy of the vertex according to projectvector
1129                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1130                                 }
1131                                 else
1132                                 {
1133                                         // project one copy of the vertex to the sphere radius of the light
1134                                         // (FIXME: would projecting it to the light box be better?)
1135                                         VectorSubtract(vertex, projectorigin, direction);
1136                                         ratio = projectdistance / VectorLength(direction);
1137                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1138                                 }
1139                                 outvertex3f += 6;
1140                                 outvertices += 2;
1141                         }
1142                 }
1143
1144                 // output the sides (facing outward from this triangle)
1145                 if (!side[0])
1146                 {
1147                         remappedelement[0] = vertexremap[element[0]];
1148                         remappedelement[1] = vertexremap[element[1]];
1149                         outelement3i[0] = remappedelement[1];
1150                         outelement3i[1] = remappedelement[0];
1151                         outelement3i[2] = remappedelement[0] + 1;
1152                         outelement3i[3] = remappedelement[1];
1153                         outelement3i[4] = remappedelement[0] + 1;
1154                         outelement3i[5] = remappedelement[1] + 1;
1155
1156                         outelement3i += 6;
1157                         outtriangles += 2;
1158                 }
1159                 if (!side[1])
1160                 {
1161                         remappedelement[1] = vertexremap[element[1]];
1162                         remappedelement[2] = vertexremap[element[2]];
1163                         outelement3i[0] = remappedelement[2];
1164                         outelement3i[1] = remappedelement[1];
1165                         outelement3i[2] = remappedelement[1] + 1;
1166                         outelement3i[3] = remappedelement[2];
1167                         outelement3i[4] = remappedelement[1] + 1;
1168                         outelement3i[5] = remappedelement[2] + 1;
1169
1170                         outelement3i += 6;
1171                         outtriangles += 2;
1172                 }
1173                 if (!side[2])
1174                 {
1175                         remappedelement[0] = vertexremap[element[0]];
1176                         remappedelement[2] = vertexremap[element[2]];
1177                         outelement3i[0] = remappedelement[0];
1178                         outelement3i[1] = remappedelement[2];
1179                         outelement3i[2] = remappedelement[2] + 1;
1180                         outelement3i[3] = remappedelement[0];
1181                         outelement3i[4] = remappedelement[2] + 1;
1182                         outelement3i[5] = remappedelement[0] + 1;
1183
1184                         outelement3i += 6;
1185                         outtriangles += 2;
1186                 }
1187         }
1188         if (outnumvertices)
1189                 *outnumvertices = outvertices;
1190         return outtriangles;
1191 }
1192
1193 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1194 {
1195         int t, tend;
1196         const int *e;
1197         const float *v[3];
1198         float normal[3];
1199         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1200                 return;
1201         tend = firsttriangle + numtris;
1202         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1203         {
1204                 // surface box entirely inside light box, no box cull
1205                 if (projectdirection)
1206                 {
1207                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1208                         {
1209                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1210                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1211                                         shadowmarklist[numshadowmark++] = t;
1212                         }
1213                 }
1214                 else
1215                 {
1216                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1217                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1218                                         shadowmarklist[numshadowmark++] = t;
1219                 }
1220         }
1221         else
1222         {
1223                 // surface box not entirely inside light box, cull each triangle
1224                 if (projectdirection)
1225                 {
1226                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1227                         {
1228                                 v[0] = invertex3f + e[0] * 3;
1229                                 v[1] = invertex3f + e[1] * 3;
1230                                 v[2] = invertex3f + e[2] * 3;
1231                                 TriangleNormal(v[0], v[1], v[2], normal);
1232                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1233                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1234                                         shadowmarklist[numshadowmark++] = t;
1235                         }
1236                 }
1237                 else
1238                 {
1239                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1240                         {
1241                                 v[0] = invertex3f + e[0] * 3;
1242                                 v[1] = invertex3f + e[1] * 3;
1243                                 v[2] = invertex3f + e[2] * 3;
1244                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1245                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1246                                         shadowmarklist[numshadowmark++] = t;
1247                         }
1248                 }
1249         }
1250 }
1251
1252 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1253 {
1254 #if 1
1255         return false;
1256 #else
1257         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1258                 return false;
1259         // check if the shadow volume intersects the near plane
1260         //
1261         // a ray between the eye and light origin may intersect the caster,
1262         // indicating that the shadow may touch the eye location, however we must
1263         // test the near plane (a polygon), not merely the eye location, so it is
1264         // easiest to enlarge the caster bounding shape slightly for this.
1265         // TODO
1266         return true;
1267 #endif
1268 }
1269
1270 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1271 {
1272         int i, tris, outverts;
1273         if (projectdistance < 0.1)
1274         {
1275                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1276                 return;
1277         }
1278         if (!numverts || !nummarktris)
1279                 return;
1280         // make sure shadowelements is big enough for this volume
1281         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1282                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1283
1284         if (maxvertexupdate < numverts)
1285         {
1286                 maxvertexupdate = numverts;
1287                 if (vertexupdate)
1288                         Mem_Free(vertexupdate);
1289                 if (vertexremap)
1290                         Mem_Free(vertexremap);
1291                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1292                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1293                 vertexupdatenum = 0;
1294         }
1295         vertexupdatenum++;
1296         if (vertexupdatenum == 0)
1297         {
1298                 vertexupdatenum = 1;
1299                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1300                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1301         }
1302
1303         for (i = 0;i < nummarktris;i++)
1304                 shadowmark[marktris[i]] = shadowmarkcount;
1305
1306         if (r_shadow_compilingrtlight)
1307         {
1308                 // if we're compiling an rtlight, capture the mesh
1309                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1310                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1311                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1312                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1313         }
1314         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1315         {
1316                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1317                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1318                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1319         }
1320         else
1321         {
1322                 // decide which type of shadow to generate and set stencil mode
1323                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1324                 // generate the sides or a solid volume, depending on type
1325                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1326                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1327                 else
1328                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1329                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1330                 r_refdef.stats.lights_shadowtriangles += tris;
1331                 CHECKGLERROR
1332                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1333                 GL_LockArrays(0, outverts);
1334                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1335                 {
1336                         // increment stencil if frontface is infront of depthbuffer
1337                         GL_CullFace(r_refdef.view.cullface_front);
1338                         qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1339                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1340                         // decrement stencil if backface is infront of depthbuffer
1341                         GL_CullFace(r_refdef.view.cullface_back);
1342                         qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1343                 }
1344                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1345                 {
1346                         // decrement stencil if backface is behind depthbuffer
1347                         GL_CullFace(r_refdef.view.cullface_front);
1348                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1349                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1350                         // increment stencil if frontface is behind depthbuffer
1351                         GL_CullFace(r_refdef.view.cullface_back);
1352                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1353                 }
1354                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1355                 GL_LockArrays(0, 0);
1356                 CHECKGLERROR
1357         }
1358 }
1359
1360 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1361 {
1362     // p1, p2, p3 are in the cubemap's local coordinate system
1363     // bias = border/(size - border)
1364         int mask = 0x3F;
1365
1366     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1367           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1368           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1369         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1370         mask &= (3<<4)
1371                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1372                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1373                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1374     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1375         mask &= (3<<4)
1376             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1377             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1378             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1379
1380     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1381     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1382     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1383     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1384         mask &= (3<<0)
1385             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1386             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1387             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1388     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1389         mask &= (3<<0)
1390             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1391             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1392             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1393
1394     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1395     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1396     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1397     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1398         mask &= (3<<2)
1399             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1400             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1401             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1402     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1403         mask &= (3<<2)
1404             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1405             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1406             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1407
1408         return mask;
1409 }
1410
1411 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1412 {
1413         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1414         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1415         int mask = 0x3F;
1416
1417         VectorSubtract(maxs, mins, radius);
1418     VectorScale(radius, 0.5f, radius);
1419     VectorAdd(mins, radius, center);
1420     Matrix4x4_Transform(worldtolight, center, lightcenter);
1421         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1422         VectorSubtract(lightcenter, lightradius, pmin);
1423         VectorAdd(lightcenter, lightradius, pmax);
1424
1425     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1426     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1427     if(ap1 > bias*an1 && ap2 > bias*an2)
1428         mask &= (3<<4)
1429             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1430             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1431     if(an1 > bias*ap1 && an2 > bias*ap2)
1432         mask &= (3<<4)
1433             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1434             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1435
1436     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1437     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1438     if(ap1 > bias*an1 && ap2 > bias*an2)
1439         mask &= (3<<0)
1440             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1441             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1442     if(an1 > bias*ap1 && an2 > bias*ap2)
1443         mask &= (3<<0)
1444             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1445             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1446
1447     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1448     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1449     if(ap1 > bias*an1 && ap2 > bias*an2)
1450         mask &= (3<<2)
1451             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1452             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1453     if(an1 > bias*ap1 && an2 > bias*ap2)
1454         mask &= (3<<2)
1455             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1456             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1457
1458     return mask;
1459 }
1460
1461 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1462
1463 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1464 {
1465     // p is in the cubemap's local coordinate system
1466     // bias = border/(size - border)
1467     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1468     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1469     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1470     int mask = 0x3F;
1471     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1472     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1473     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1474     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1475     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1476     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1477     return mask;
1478 }
1479
1480 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1481 {
1482         int i;
1483         vec3_t p, n;
1484         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1485         float scale = (size - 2*border)/size, len;
1486         float bias = border / (float)(size - border), dp, dn, ap, an;
1487         // check if cone enclosing side would cross frustum plane 
1488         scale = 2 / (scale*scale + 2);
1489         for (i = 0;i < 5;i++)
1490         {
1491                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1492                         continue;
1493                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1494                 len = scale*VectorLength2(n);
1495                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1496                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1497                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1498         }
1499         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1500         {
1501         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1502         len = scale*VectorLength(n);
1503                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1504                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1505                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1506         }
1507         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1508         // check if frustum corners/origin cross plane sides
1509         for (i = 0;i < 5;i++)
1510         {
1511                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1512                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1513                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1514                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1515                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1516                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1517                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1518                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1519                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1520                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1521         }
1522         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1523 }
1524
1525 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1526 {
1527         int t, tend;
1528         const int *e;
1529         const float *v[3];
1530         float normal[3];
1531         vec3_t p[3];
1532         float bias;
1533         int mask, surfacemask = 0;
1534         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1535                 return 0;
1536         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1537         tend = firsttriangle + numtris;
1538         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1539         {
1540                 // surface box entirely inside light box, no box cull
1541                 if (projectdirection)
1542                 {
1543                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1544                         {
1545                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1546                                 TriangleNormal(v[0], v[1], v[2], normal);
1547                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1548                                 {
1549                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1550                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1551                                         surfacemask |= mask;
1552                                         if(totals)
1553                                         {
1554                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1555                                                 shadowsides[numshadowsides] = mask;
1556                                                 shadowsideslist[numshadowsides++] = t;
1557                                         }
1558                                 }
1559                         }
1560                 }
1561                 else
1562                 {
1563                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1564                         {
1565                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1566                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1567                                 {
1568                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1569                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1570                                         surfacemask |= mask;
1571                                         if(totals)
1572                                         {
1573                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1574                                                 shadowsides[numshadowsides] = mask;
1575                                                 shadowsideslist[numshadowsides++] = t;
1576                                         }
1577                                 }
1578                         }
1579                 }
1580         }
1581         else
1582         {
1583                 // surface box not entirely inside light box, cull each triangle
1584                 if (projectdirection)
1585                 {
1586                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1587                         {
1588                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1589                                 TriangleNormal(v[0], v[1], v[2], normal);
1590                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1591                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1592                                 {
1593                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1594                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1595                                         surfacemask |= mask;
1596                                         if(totals)
1597                                         {
1598                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1599                                                 shadowsides[numshadowsides] = mask;
1600                                                 shadowsideslist[numshadowsides++] = t;
1601                                         }
1602                                 }
1603                         }
1604                 }
1605                 else
1606                 {
1607                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1608                         {
1609                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1610                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1611                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1612                                 {
1613                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1614                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1615                                         surfacemask |= mask;
1616                                         if(totals)
1617                                         {
1618                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1619                                                 shadowsides[numshadowsides] = mask;
1620                                                 shadowsideslist[numshadowsides++] = t;
1621                                         }
1622                                 }
1623                         }
1624                 }
1625         }
1626         return surfacemask;
1627 }
1628
1629 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1630 {
1631         int i, j, outtriangles = 0;
1632         int *outelement3i[6];
1633         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1634                 return;
1635         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1636         // make sure shadowelements is big enough for this mesh
1637         if (maxshadowtriangles < outtriangles)
1638                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1639
1640         // compute the offset and size of the separate index lists for each cubemap side
1641         outtriangles = 0;
1642         for (i = 0;i < 6;i++)
1643         {
1644                 outelement3i[i] = shadowelements + outtriangles * 3;
1645                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1646                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1647                 outtriangles += sidetotals[i];
1648         }
1649
1650         // gather up the (sparse) triangles into separate index lists for each cubemap side
1651         for (i = 0;i < numsidetris;i++)
1652         {
1653                 const int *element = elements + sidetris[i] * 3;
1654                 for (j = 0;j < 6;j++)
1655                 {
1656                         if (sides[i] & (1 << j))
1657                         {
1658                                 outelement3i[j][0] = element[0];
1659                                 outelement3i[j][1] = element[1];
1660                                 outelement3i[j][2] = element[2];
1661                                 outelement3i[j] += 3;
1662                         }
1663                 }
1664         }
1665                         
1666         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1667 }
1668
1669 static void R_Shadow_MakeTextures_MakeCorona(void)
1670 {
1671         float dx, dy;
1672         int x, y, a;
1673         unsigned char pixels[32][32][4];
1674         for (y = 0;y < 32;y++)
1675         {
1676                 dy = (y - 15.5f) * (1.0f / 16.0f);
1677                 for (x = 0;x < 32;x++)
1678                 {
1679                         dx = (x - 15.5f) * (1.0f / 16.0f);
1680                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1681                         a = bound(0, a, 255);
1682                         pixels[y][x][0] = a;
1683                         pixels[y][x][1] = a;
1684                         pixels[y][x][2] = a;
1685                         pixels[y][x][3] = 255;
1686                 }
1687         }
1688         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1689 }
1690
1691 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1692 {
1693         float dist = sqrt(x*x+y*y+z*z);
1694         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1695         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1696         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1697 }
1698
1699 static void R_Shadow_MakeTextures(void)
1700 {
1701         int x, y, z;
1702         float intensity, dist;
1703         unsigned int *data;
1704         R_Shadow_FreeShadowMaps();
1705         R_FreeTexturePool(&r_shadow_texturepool);
1706         r_shadow_texturepool = R_AllocTexturePool();
1707         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1708         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1709         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1710         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1711         for (x = 0;x <= ATTENTABLESIZE;x++)
1712         {
1713                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1714                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1715                 r_shadow_attentable[x] = bound(0, intensity, 1);
1716         }
1717         // 1D gradient texture
1718         for (x = 0;x < ATTEN1DSIZE;x++)
1719                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1720         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1721         // 2D circle texture
1722         for (y = 0;y < ATTEN2DSIZE;y++)
1723                 for (x = 0;x < ATTEN2DSIZE;x++)
1724                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1725         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1726         // 3D sphere texture
1727         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1728         {
1729                 for (z = 0;z < ATTEN3DSIZE;z++)
1730                         for (y = 0;y < ATTEN3DSIZE;y++)
1731                                 for (x = 0;x < ATTEN3DSIZE;x++)
1732                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1733                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1734         }
1735         else
1736                 r_shadow_attenuation3dtexture = NULL;
1737         Mem_Free(data);
1738
1739         R_Shadow_MakeTextures_MakeCorona();
1740
1741         // Editor light sprites
1742         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1743         "................"
1744         ".3............3."
1745         "..5...2332...5.."
1746         "...7.3....3.7..."
1747         "....7......7...."
1748         "...3.7....7.3..."
1749         "..2...7..7...2.."
1750         "..3..........3.."
1751         "..3..........3.."
1752         "..2...7..7...2.."
1753         "...3.7....7.3..."
1754         "....7......7...."
1755         "...7.3....3.7..."
1756         "..5...2332...5.."
1757         ".3............3."
1758         "................"
1759         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1760         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1761         "................"
1762         "................"
1763         "......1111......"
1764         "....11233211...."
1765         "...1234554321..."
1766         "...1356776531..."
1767         "..124677776421.."
1768         "..135777777531.."
1769         "..135777777531.."
1770         "..124677776421.."
1771         "...1356776531..."
1772         "...1234554321..."
1773         "....11233211...."
1774         "......1111......"
1775         "................"
1776         "................"
1777         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1778         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1779         "................"
1780         "................"
1781         "......1111......"
1782         "....11233211...."
1783         "...1234554321..."
1784         "...1356226531..."
1785         "..12462..26421.."
1786         "..1352....2531.."
1787         "..1352....2531.."
1788         "..12462..26421.."
1789         "...1356226531..."
1790         "...1234554321..."
1791         "....11233211...."
1792         "......1111......"
1793         "................"
1794         "................"
1795         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1796         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1797         "................"
1798         "................"
1799         "......2772......"
1800         "....27755772...."
1801         "..277533335772.."
1802         "..753333333357.."
1803         "..777533335777.."
1804         "..735775577537.."
1805         "..733357753337.."
1806         "..733337733337.."
1807         "..753337733357.."
1808         "..277537735772.."
1809         "....27777772...."
1810         "......2772......"
1811         "................"
1812         "................"
1813         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1814         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1815         "................"
1816         "................"
1817         "......2772......"
1818         "....27722772...."
1819         "..2772....2772.."
1820         "..72........27.."
1821         "..7772....2777.."
1822         "..7.27722772.7.."
1823         "..7...2772...7.."
1824         "..7....77....7.."
1825         "..72...77...27.."
1826         "..2772.77.2772.."
1827         "....27777772...."
1828         "......2772......"
1829         "................"
1830         "................"
1831         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1832         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1833         "................"
1834         ".777752..257777."
1835         ".742........247."
1836         ".72..........27."
1837         ".7............7."
1838         ".5............5."
1839         ".2............2."
1840         "................"
1841         "................"
1842         ".2............2."
1843         ".5............5."
1844         ".7............7."
1845         ".72..........27."
1846         ".742........247."
1847         ".777752..257777."
1848         "................"
1849         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1850 }
1851
1852 void R_Shadow_ValidateCvars(void)
1853 {
1854         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1855                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1856         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1857                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1858         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1859                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1860 }
1861
1862 void R_Shadow_RenderMode_Begin(void)
1863 {
1864 #if 0
1865         GLint drawbuffer;
1866         GLint readbuffer;
1867 #endif
1868         R_Shadow_ValidateCvars();
1869
1870         if (!r_shadow_attenuation2dtexture
1871          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1872          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1873          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1874                 R_Shadow_MakeTextures();
1875
1876         CHECKGLERROR
1877         R_Mesh_ColorPointer(NULL, 0, 0);
1878         R_Mesh_ResetTextureState();
1879         GL_BlendFunc(GL_ONE, GL_ZERO);
1880         GL_DepthRange(0, 1);
1881         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1882         GL_DepthTest(true);
1883         GL_DepthMask(false);
1884         GL_Color(0, 0, 0, 1);
1885         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1886
1887         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1888
1889         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1890         {
1891                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1892                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1893         }
1894         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1895         {
1896                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1897                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1898         }
1899         else
1900         {
1901                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1902                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1903         }
1904
1905         switch(vid.renderpath)
1906         {
1907         case RENDERPATH_GL20:
1908         case RENDERPATH_CGGL:
1909                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1910                 break;
1911         case RENDERPATH_GL13:
1912         case RENDERPATH_GL11:
1913                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1914                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1915                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1916                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1917                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1918                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1919                 else
1920                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1921                 break;
1922         }
1923
1924         CHECKGLERROR
1925 #if 0
1926         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1927         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1928         r_shadow_drawbuffer = drawbuffer;
1929         r_shadow_readbuffer = readbuffer;
1930 #endif
1931         r_shadow_cullface_front = r_refdef.view.cullface_front;
1932         r_shadow_cullface_back = r_refdef.view.cullface_back;
1933 }
1934
1935 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1936 {
1937         rsurface.rtlight = rtlight;
1938 }
1939
1940 void R_Shadow_RenderMode_Reset(void)
1941 {
1942         CHECKGLERROR
1943         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1944         {
1945                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1946         }
1947         if (vid.support.ext_framebuffer_object)
1948         {
1949                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1950         }
1951 #if 0
1952         qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1953         qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1954 #endif
1955         R_SetViewport(&r_refdef.view.viewport);
1956         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1957         R_Mesh_ColorPointer(NULL, 0, 0);
1958         R_Mesh_ResetTextureState();
1959         GL_DepthRange(0, 1);
1960         GL_DepthTest(true);
1961         GL_DepthMask(false);
1962         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1963         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1964         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1965         qglStencilMask(~0);CHECKGLERROR
1966         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1967         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1968         r_refdef.view.cullface_front = r_shadow_cullface_front;
1969         r_refdef.view.cullface_back = r_shadow_cullface_back;
1970         GL_CullFace(r_refdef.view.cullface_back);
1971         GL_Color(1, 1, 1, 1);
1972         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1973         GL_BlendFunc(GL_ONE, GL_ZERO);
1974         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1975         r_shadow_usingshadowmaprect = false;
1976         r_shadow_usingshadowmapcube = false;
1977         r_shadow_usingshadowmap2d = false;
1978         CHECKGLERROR
1979 }
1980
1981 void R_Shadow_ClearStencil(void)
1982 {
1983         CHECKGLERROR
1984         GL_Clear(GL_STENCIL_BUFFER_BIT);
1985         r_refdef.stats.lights_clears++;
1986 }
1987
1988 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1989 {
1990         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1991         if (r_shadow_rendermode == mode)
1992                 return;
1993         CHECKGLERROR
1994         R_Shadow_RenderMode_Reset();
1995         GL_ColorMask(0, 0, 0, 0);
1996         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1997         R_SetupShader_DepthOrShadow();
1998         qglDepthFunc(GL_LESS);CHECKGLERROR
1999         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2000         r_shadow_rendermode = mode;
2001         switch(mode)
2002         {
2003         default:
2004                 break;
2005         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2006                 GL_CullFace(GL_NONE);
2007                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2008                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2009                 break;
2010         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2011                 GL_CullFace(GL_NONE);
2012                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2013                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2014                 break;
2015         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2016                 GL_CullFace(GL_NONE);
2017                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2018                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2019                 qglStencilMask(~0);CHECKGLERROR
2020                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2021                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2022                 qglStencilMask(~0);CHECKGLERROR
2023                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2024                 break;
2025         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2026                 GL_CullFace(GL_NONE);
2027                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2028                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2029                 qglStencilMask(~0);CHECKGLERROR
2030                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2031                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2032                 qglStencilMask(~0);CHECKGLERROR
2033                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2034                 break;
2035         }
2036 }
2037
2038 static void R_Shadow_MakeVSDCT(void)
2039 {
2040         // maps to a 2x3 texture rectangle with normalized coordinates
2041         // +-
2042         // XX
2043         // YY
2044         // ZZ
2045         // stores abs(dir.xy), offset.xy/2.5
2046         unsigned char data[4*6] =
2047         {
2048                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2049                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2050                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2051                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2052                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2053                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2054         };
2055         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
2056 }
2057
2058 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
2059 {
2060         int status;
2061         int maxsize;
2062         float nearclip, farclip, bias;
2063         r_viewport_t viewport;
2064         GLuint fbo = 0;
2065         CHECKGLERROR
2066         maxsize = r_shadow_shadowmapmaxsize;
2067         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2068         farclip = 1.0f;
2069         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2070         r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2071         r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2072         r_shadow_shadowmapside = side;
2073         r_shadow_shadowmapsize = size;
2074         if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2075         {
2076                 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2077                 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2078                 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2079                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2080
2081                 // complex unrolled cube approach (more flexible)
2082                 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2083                         R_Shadow_MakeVSDCT();
2084                 if (!r_shadow_shadowmap2dtexture)
2085                 {
2086 #if 1
2087                         int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
2088                         r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2089                         qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2090                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2091                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2092             // render depth into the fbo, do not render color at all
2093                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2094                         qglReadBuffer(GL_NONE);CHECKGLERROR
2095                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2096                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2097                         {
2098                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2099                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2100                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2101                         }
2102 #endif
2103                 }
2104                 CHECKGLERROR
2105                 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2106                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2107                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2108                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2109         }
2110         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2111         {
2112                 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2113                 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2114                 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2115                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2116
2117                 // complex unrolled cube approach (more flexible)
2118                 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2119                         R_Shadow_MakeVSDCT();
2120                 if (!r_shadow_shadowmaprectangletexture)
2121                 {
2122 #if 1
2123                         r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2124                         qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2125                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2126                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2127                         // render depth into the fbo, do not render color at all
2128                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2129                         qglReadBuffer(GL_NONE);CHECKGLERROR
2130                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2131                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2132                         {
2133                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2134                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2135                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2136                         }
2137 #endif
2138                 }
2139                 CHECKGLERROR
2140                 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2141                 r_shadow_shadowmap_texturescale[0] = 1.0f;
2142                 r_shadow_shadowmap_texturescale[1] = 1.0f;
2143                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2144         }
2145         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2146         {
2147                 r_shadow_shadowmap_parameters[0] = 1.0f;
2148                 r_shadow_shadowmap_parameters[1] = 1.0f;
2149                 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2150                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2151
2152                 // simple cube approach
2153                 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2154                 {
2155  #if 1
2156                         r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2157                         qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2158                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2159                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2160                         // render depth into the fbo, do not render color at all
2161                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2162                         qglReadBuffer(GL_NONE);CHECKGLERROR
2163                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2164                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2165                         {
2166                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2167                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2168                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2169                         }
2170  #endif
2171                 }
2172                 CHECKGLERROR
2173                 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2174                 r_shadow_shadowmap_texturescale[0] = 0.0f;
2175                 r_shadow_shadowmap_texturescale[1] = 0.0f;
2176                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2177         }
2178
2179         R_Shadow_RenderMode_Reset();
2180         if (fbo)
2181         {
2182                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2183                 R_SetupShader_DepthOrShadow();
2184         }
2185         else
2186         {
2187                 R_SetupShader_ShowDepth();
2188                 qglClearColor(1,1,1,1);CHECKGLERROR
2189         }
2190         CHECKGLERROR
2191         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2192         GL_DepthMask(true);
2193         GL_DepthTest(true);
2194         qglClearDepth(1);
2195         CHECKGLERROR
2196
2197 init_done:
2198         R_SetViewport(&viewport);
2199         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2200         if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2201         {
2202                 int flipped = (side&1)^(side>>2);
2203                 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2204                 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2205                 GL_CullFace(r_refdef.view.cullface_back);
2206         }
2207         else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2208         {
2209                 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2210         }
2211         if (clear)
2212                 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |  GL_STENCIL_BUFFER_BIT);
2213         CHECKGLERROR
2214 }
2215
2216 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2217 {
2218         if (transparent)
2219         {
2220                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2221                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2222                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2223                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2224         }
2225         CHECKGLERROR
2226         R_Shadow_RenderMode_Reset();
2227         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2228         if (!transparent)
2229         {
2230                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2231         }
2232         if (stenciltest)
2233         {
2234                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2235                 // only draw light where this geometry was already rendered AND the
2236                 // stencil is 128 (values other than this mean shadow)
2237                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2238         }
2239         r_shadow_rendermode = r_shadow_lightingrendermode;
2240         // do global setup needed for the chosen lighting mode
2241         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2242         {
2243                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2244                 CHECKGLERROR
2245         }
2246         if (shadowmapping)
2247         {
2248                 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2249                         r_shadow_usingshadowmap2d = true;
2250                 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2251                         r_shadow_usingshadowmaprect = true;
2252                 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2253                         r_shadow_usingshadowmapcube = true;
2254         }
2255         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2256         CHECKGLERROR
2257 }
2258
2259 static const unsigned short bboxelements[36] =
2260 {
2261         5, 1, 3, 5, 3, 7,
2262         6, 2, 0, 6, 0, 4,
2263         7, 3, 2, 7, 2, 6,
2264         4, 0, 1, 4, 1, 5,
2265         4, 5, 7, 4, 7, 6,
2266         1, 0, 2, 1, 2, 3,
2267 };
2268
2269 static const float bboxpoints[8][3] =
2270 {
2271         {-1,-1,-1},
2272         { 1,-1,-1},
2273         {-1, 1,-1},
2274         { 1, 1,-1},
2275         {-1,-1, 1},
2276         { 1,-1, 1},
2277         {-1, 1, 1},
2278         { 1, 1, 1},
2279 };
2280
2281 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2282 {
2283         int i;
2284         float vertex3f[8*3];
2285         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2286         CHECKGLERROR
2287         R_Shadow_RenderMode_Reset();
2288         r_shadow_rendermode = r_shadow_lightingrendermode;
2289         // do global setup needed for the chosen lighting mode
2290         {
2291                 R_EntityMatrix(&identitymatrix);
2292                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2293                 if (stenciltest)
2294                 {
2295                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2296                         // only draw light where this geometry was already rendered AND the
2297                         // stencil is 128 (values other than this mean shadow)
2298                         qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2299                 }
2300                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2301                 if (shadowmapping)
2302                 {
2303                         if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2304                                 r_shadow_usingshadowmap2d = true;
2305                         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2306                                 r_shadow_usingshadowmaprect = true;
2307                         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2308                                 r_shadow_usingshadowmapcube = true;
2309                 }
2310
2311                 // render the lighting
2312                 R_SetupShader_DeferredLight(rsurface.rtlight);
2313                 for (i = 0;i < 8;i++)
2314                         Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2315                 CHECKGLERROR
2316                 R_Mesh_VertexPointer(vertex3f, 0, 0);
2317                 R_Mesh_ColorPointer(NULL, 0, 0);
2318                 GL_ColorMask(1,1,1,1);
2319                 GL_DepthMask(false);
2320                 GL_DepthRange(0, 1);
2321                 GL_PolygonOffset(0, 0);
2322                 GL_DepthTest(true);
2323                 qglDepthFunc(GL_GREATER);CHECKGLERROR
2324                 GL_CullFace(r_refdef.view.cullface_back);
2325                 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2326         }
2327 }
2328
2329 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2330 {
2331         CHECKGLERROR
2332         R_Shadow_RenderMode_Reset();
2333         GL_BlendFunc(GL_ONE, GL_ONE);
2334         GL_DepthRange(0, 1);
2335         GL_DepthTest(r_showshadowvolumes.integer < 2);
2336         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2337         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2338         GL_CullFace(GL_NONE);
2339         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2340 }
2341
2342 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2343 {
2344         CHECKGLERROR
2345         R_Shadow_RenderMode_Reset();
2346         GL_BlendFunc(GL_ONE, GL_ONE);
2347         GL_DepthRange(0, 1);
2348         GL_DepthTest(r_showlighting.integer < 2);
2349         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2350         if (!transparent)
2351         {
2352                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2353         }
2354         if (stenciltest)
2355         {
2356                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2357                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2358         }
2359         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2360 }
2361
2362 void R_Shadow_RenderMode_End(void)
2363 {
2364         CHECKGLERROR
2365         R_Shadow_RenderMode_Reset();
2366         R_Shadow_RenderMode_ActiveLight(NULL);
2367         GL_DepthMask(true);
2368         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2369         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2370 }
2371
2372 int bboxedges[12][2] =
2373 {
2374         // top
2375         {0, 1}, // +X
2376         {0, 2}, // +Y
2377         {1, 3}, // Y, +X
2378         {2, 3}, // X, +Y
2379         // bottom
2380         {4, 5}, // +X
2381         {4, 6}, // +Y
2382         {5, 7}, // Y, +X
2383         {6, 7}, // X, +Y
2384         // verticals
2385         {0, 4}, // +Z
2386         {1, 5}, // X, +Z
2387         {2, 6}, // Y, +Z
2388         {3, 7}, // XY, +Z
2389 };
2390
2391 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2392 {
2393         int i, ix1, iy1, ix2, iy2;
2394         float x1, y1, x2, y2;
2395         vec4_t v, v2;
2396         float vertex[20][3];
2397         int j, k;
2398         vec4_t plane4f;
2399         int numvertices;
2400         float corner[8][4];
2401         float dist[8];
2402         int sign[8];
2403         float f;
2404
2405         r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2406         r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2407         r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2408         r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2409
2410         if (!r_shadow_scissor.integer)
2411                 return false;
2412
2413         // if view is inside the light box, just say yes it's visible
2414         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2415                 return false;
2416
2417         x1 = y1 = x2 = y2 = 0;
2418
2419         // transform all corners that are infront of the nearclip plane
2420         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2421         plane4f[3] = r_refdef.view.frustum[4].dist;
2422         numvertices = 0;
2423         for (i = 0;i < 8;i++)
2424         {
2425                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2426                 dist[i] = DotProduct4(corner[i], plane4f);
2427                 sign[i] = dist[i] > 0;
2428                 if (!sign[i])
2429                 {
2430                         VectorCopy(corner[i], vertex[numvertices]);
2431                         numvertices++;
2432                 }
2433         }
2434         // if some points are behind the nearclip, add clipped edge points to make
2435         // sure that the scissor boundary is complete
2436         if (numvertices > 0 && numvertices < 8)
2437         {
2438                 // add clipped edge points
2439                 for (i = 0;i < 12;i++)
2440                 {
2441                         j = bboxedges[i][0];
2442                         k = bboxedges[i][1];
2443                         if (sign[j] != sign[k])
2444                         {
2445                                 f = dist[j] / (dist[j] - dist[k]);
2446                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2447                                 numvertices++;
2448                         }
2449                 }
2450         }
2451
2452         // if we have no points to check, the light is behind the view plane
2453         if (!numvertices)
2454                 return true;
2455
2456         // if we have some points to transform, check what screen area is covered
2457         x1 = y1 = x2 = y2 = 0;
2458         v[3] = 1.0f;
2459         //Con_Printf("%i vertices to transform...\n", numvertices);
2460         for (i = 0;i < numvertices;i++)
2461         {
2462                 VectorCopy(vertex[i], v);
2463                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2464                 //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]);
2465                 if (i)
2466                 {
2467                         if (x1 > v2[0]) x1 = v2[0];
2468                         if (x2 < v2[0]) x2 = v2[0];
2469                         if (y1 > v2[1]) y1 = v2[1];
2470                         if (y2 < v2[1]) y2 = v2[1];
2471                 }
2472                 else
2473                 {
2474                         x1 = x2 = v2[0];
2475                         y1 = y2 = v2[1];
2476                 }
2477         }
2478
2479         // now convert the scissor rectangle to integer screen coordinates
2480         ix1 = (int)(x1 - 1.0f);
2481         iy1 = vid.height - (int)(y2 - 1.0f);
2482         ix2 = (int)(x2 + 1.0f);
2483         iy2 = vid.height - (int)(y1 + 1.0f);
2484         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2485
2486         // clamp it to the screen
2487         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2488         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2489         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2490         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2491
2492         // if it is inside out, it's not visible
2493         if (ix2 <= ix1 || iy2 <= iy1)
2494                 return true;
2495
2496         // the light area is visible, set up the scissor rectangle
2497         r_shadow_lightscissor[0] = ix1;
2498         r_shadow_lightscissor[1] = iy1;
2499         r_shadow_lightscissor[2] = ix2 - ix1;
2500         r_shadow_lightscissor[3] = iy2 - iy1;
2501
2502         r_refdef.stats.lights_scissored++;
2503         return false;
2504 }
2505
2506 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2507 {
2508         const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2509         const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2510         float *color4f = rsurface.array_color4f + 4 * firstvertex;
2511         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2512         switch (r_shadow_rendermode)
2513         {
2514         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2515         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2516                 if (VectorLength2(diffusecolor) > 0)
2517                 {
2518                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2519                         {
2520                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2521                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2522                                 if ((dot = DotProduct(n, v)) < 0)
2523                                 {
2524                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2525                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2526                                 }
2527                                 else
2528                                         VectorCopy(ambientcolor, color4f);
2529                                 if (r_refdef.fogenabled)
2530                                 {
2531                                         float f;
2532                                         f = RSurf_FogVertex(vertex3f);
2533                                         VectorScale(color4f, f, color4f);
2534                                 }
2535                                 color4f[3] = 1;
2536                         }
2537                 }
2538                 else
2539                 {
2540                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2541                         {
2542                                 VectorCopy(ambientcolor, color4f);
2543                                 if (r_refdef.fogenabled)
2544                                 {
2545                                         float f;
2546                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2547                                         f = RSurf_FogVertex(vertex3f);
2548                                         VectorScale(color4f, f, color4f);
2549                                 }
2550                                 color4f[3] = 1;
2551                         }
2552                 }
2553                 break;
2554         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2555                 if (VectorLength2(diffusecolor) > 0)
2556                 {
2557                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2558                         {
2559                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2560                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2561                                 {
2562                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2563                                         if ((dot = DotProduct(n, v)) < 0)
2564                                         {
2565                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2566                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2567                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2568                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2569                                         }
2570                                         else
2571                                         {
2572                                                 color4f[0] = ambientcolor[0] * distintensity;
2573                                                 color4f[1] = ambientcolor[1] * distintensity;
2574                                                 color4f[2] = ambientcolor[2] * distintensity;
2575                                         }
2576                                         if (r_refdef.fogenabled)
2577                                         {
2578                                                 float f;
2579                                                 f = RSurf_FogVertex(vertex3f);
2580                                                 VectorScale(color4f, f, color4f);
2581                                         }
2582                                 }
2583                                 else
2584                                         VectorClear(color4f);
2585                                 color4f[3] = 1;
2586                         }
2587                 }
2588                 else
2589                 {
2590                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2591                         {
2592                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2593                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2594                                 {
2595                                         color4f[0] = ambientcolor[0] * distintensity;
2596                                         color4f[1] = ambientcolor[1] * distintensity;
2597                                         color4f[2] = ambientcolor[2] * distintensity;
2598                                         if (r_refdef.fogenabled)
2599                                         {
2600                                                 float f;
2601                                                 f = RSurf_FogVertex(vertex3f);
2602                                                 VectorScale(color4f, f, color4f);
2603                                         }
2604                                 }
2605                                 else
2606                                         VectorClear(color4f);
2607                                 color4f[3] = 1;
2608                         }
2609                 }
2610                 break;
2611         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2612                 if (VectorLength2(diffusecolor) > 0)
2613                 {
2614                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2615                         {
2616                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2617                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2618                                 {
2619                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2620                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2621                                         if ((dot = DotProduct(n, v)) < 0)
2622                                         {
2623                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2624                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2625                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2626                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2627                                         }
2628                                         else
2629                                         {
2630                                                 color4f[0] = ambientcolor[0] * distintensity;
2631                                                 color4f[1] = ambientcolor[1] * distintensity;
2632                                                 color4f[2] = ambientcolor[2] * distintensity;
2633                                         }
2634                                         if (r_refdef.fogenabled)
2635                                         {
2636                                                 float f;
2637                                                 f = RSurf_FogVertex(vertex3f);
2638                                                 VectorScale(color4f, f, color4f);
2639                                         }
2640                                 }
2641                                 else
2642                                         VectorClear(color4f);
2643                                 color4f[3] = 1;
2644                         }
2645                 }
2646                 else
2647                 {
2648                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2649                         {
2650                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2651                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2652                                 {
2653                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2654                                         color4f[0] = ambientcolor[0] * distintensity;
2655                                         color4f[1] = ambientcolor[1] * distintensity;
2656                                         color4f[2] = ambientcolor[2] * distintensity;
2657                                         if (r_refdef.fogenabled)
2658                                         {
2659                                                 float f;
2660                                                 f = RSurf_FogVertex(vertex3f);
2661                                                 VectorScale(color4f, f, color4f);
2662                                         }
2663                                 }
2664                                 else
2665                                         VectorClear(color4f);
2666                                 color4f[3] = 1;
2667                         }
2668                 }
2669                 break;
2670         default:
2671                 break;
2672         }
2673 }
2674
2675 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2676 {
2677         // used to display how many times a surface is lit for level design purposes
2678         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2679 }
2680
2681 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2682 {
2683         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2684         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2685         if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
2686                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
2687         else
2688                 R_Mesh_ColorPointer(NULL, 0, 0);
2689         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2690         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
2691         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
2692         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
2693         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2694         {
2695                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2696         }
2697         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2698         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2699         {
2700                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2701         }
2702 }
2703
2704 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2705 {
2706         int renders;
2707         int i;
2708         int stop;
2709         int newfirstvertex;
2710         int newlastvertex;
2711         int newnumtriangles;
2712         int *newe;
2713         const int *e;
2714         float *c;
2715         int maxtriangles = 4096;
2716         static int newelements[4096*3];
2717         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2718         for (renders = 0;renders < 64;renders++)
2719         {
2720                 stop = true;
2721                 newfirstvertex = 0;
2722                 newlastvertex = 0;
2723                 newnumtriangles = 0;
2724                 newe = newelements;
2725                 // due to low fillrate on the cards this vertex lighting path is
2726                 // designed for, we manually cull all triangles that do not
2727                 // contain a lit vertex
2728                 // this builds batches of triangles from multiple surfaces and
2729                 // renders them at once
2730                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2731                 {
2732                         if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2733                         {
2734                                 if (newnumtriangles)
2735                                 {
2736                                         newfirstvertex = min(newfirstvertex, e[0]);
2737                                         newlastvertex  = max(newlastvertex, e[0]);
2738                                 }
2739                                 else
2740                                 {
2741                                         newfirstvertex = e[0];
2742                                         newlastvertex = e[0];
2743                                 }
2744                                 newfirstvertex = min(newfirstvertex, e[1]);
2745                                 newlastvertex  = max(newlastvertex, e[1]);
2746                                 newfirstvertex = min(newfirstvertex, e[2]);
2747                                 newlastvertex  = max(newlastvertex, e[2]);
2748                                 newe[0] = e[0];
2749                                 newe[1] = e[1];
2750                                 newe[2] = e[2];
2751                                 newnumtriangles++;
2752                                 newe += 3;
2753                                 if (newnumtriangles >= maxtriangles)
2754                                 {
2755                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2756                                         newnumtriangles = 0;
2757                                         newe = newelements;
2758                                         stop = false;
2759                                 }
2760                         }
2761                 }
2762                 if (newnumtriangles >= 1)
2763                 {
2764                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2765                         stop = false;
2766                 }
2767                 // if we couldn't find any lit triangles, exit early
2768                 if (stop)
2769                         break;
2770                 // now reduce the intensity for the next overbright pass
2771                 // we have to clamp to 0 here incase the drivers have improper
2772                 // handling of negative colors
2773                 // (some old drivers even have improper handling of >1 color)
2774                 stop = true;
2775                 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2776                 {
2777                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2778                         {
2779                                 c[0] = max(0, c[0] - 1);
2780                                 c[1] = max(0, c[1] - 1);
2781                                 c[2] = max(0, c[2] - 1);
2782                                 stop = false;
2783                         }
2784                         else
2785                                 VectorClear(c);
2786                 }
2787                 // another check...
2788                 if (stop)
2789                         break;
2790         }
2791 }
2792
2793 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2794 {
2795         // OpenGL 1.1 path (anything)
2796         float ambientcolorbase[3], diffusecolorbase[3];
2797         float ambientcolorpants[3], diffusecolorpants[3];
2798         float ambientcolorshirt[3], diffusecolorshirt[3];
2799         const float *surfacecolor = rsurface.texture->dlightcolor;
2800         const float *surfacepants = rsurface.colormap_pantscolor;
2801         const float *surfaceshirt = rsurface.colormap_shirtcolor;
2802         rtexture_t *basetexture = rsurface.texture->basetexture;
2803         rtexture_t *pantstexture = rsurface.texture->pantstexture;
2804         rtexture_t *shirttexture = rsurface.texture->shirttexture;
2805         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2806         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2807         ambientscale *= 2 * r_refdef.view.colorscale;
2808         diffusescale *= 2 * r_refdef.view.colorscale;
2809         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2810         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2811         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2812         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2813         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2814         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2815         R_Mesh_TexBind(0, basetexture);
2816         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2817         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2818         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2819         switch(r_shadow_rendermode)
2820         {
2821         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2822                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2823                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2824                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2825                 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2826                 break;
2827         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2828                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2829                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2830                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2831                 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2832                 // fall through
2833         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2834                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2835                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2836                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2837                 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2838                 break;
2839         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2840                 break;
2841         default:
2842                 break;
2843         }
2844         //R_Mesh_TexBind(0, basetexture);
2845         R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2846         if (dopants)
2847         {
2848                 R_Mesh_TexBind(0, pantstexture);
2849                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2850         }
2851         if (doshirt)
2852         {
2853                 R_Mesh_TexBind(0, shirttexture);
2854                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2855         }
2856 }
2857
2858 extern cvar_t gl_lightmaps;
2859 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2860 {
2861         float ambientscale, diffusescale, specularscale;
2862         qboolean negated;
2863         float lightcolor[3];
2864         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2865         ambientscale = rsurface.rtlight->ambientscale;
2866         diffusescale = rsurface.rtlight->diffusescale;
2867         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2868         if (!r_shadow_usenormalmap.integer)
2869         {
2870                 ambientscale += 1.0f * diffusescale;
2871                 diffusescale = 0;
2872                 specularscale = 0;
2873         }
2874         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2875                 return;
2876         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2877         if(negated)
2878         {
2879                 VectorNegate(lightcolor, lightcolor);
2880                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2881         }
2882         RSurf_SetupDepthAndCulling();
2883         switch (r_shadow_rendermode)
2884         {
2885         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2886                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2887                 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2888                 break;
2889         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2890                 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2891                 break;
2892         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2893         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2894         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2895         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2896                 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2897                 break;
2898         default:
2899                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2900                 break;
2901         }
2902         if(negated)
2903                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2904 }
2905
2906 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2907 {
2908         matrix4x4_t tempmatrix = *matrix;
2909         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2910
2911         // if this light has been compiled before, free the associated data
2912         R_RTLight_Uncompile(rtlight);
2913
2914         // clear it completely to avoid any lingering data
2915         memset(rtlight, 0, sizeof(*rtlight));
2916
2917         // copy the properties
2918         rtlight->matrix_lighttoworld = tempmatrix;
2919         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2920         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2921         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2922         VectorCopy(color, rtlight->color);
2923         rtlight->cubemapname[0] = 0;
2924         if (cubemapname && cubemapname[0])
2925                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2926         rtlight->shadow = shadow;
2927         rtlight->corona = corona;
2928         rtlight->style = style;
2929         rtlight->isstatic = isstatic;
2930         rtlight->coronasizescale = coronasizescale;
2931         rtlight->ambientscale = ambientscale;
2932         rtlight->diffusescale = diffusescale;
2933         rtlight->specularscale = specularscale;
2934         rtlight->flags = flags;
2935
2936         // compute derived data
2937         //rtlight->cullradius = rtlight->radius;
2938         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2939         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2940         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2941         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2942         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2943         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2944         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2945 }
2946
2947 // compiles rtlight geometry
2948 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2949 void R_RTLight_Compile(rtlight_t *rtlight)
2950 {
2951         int i;
2952         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2953         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2954         entity_render_t *ent = r_refdef.scene.worldentity;
2955         dp_model_t *model = r_refdef.scene.worldmodel;
2956         unsigned char *data;
2957         shadowmesh_t *mesh;
2958
2959         // compile the light
2960         rtlight->compiled = true;
2961         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2962         rtlight->static_numleafs = 0;
2963         rtlight->static_numleafpvsbytes = 0;
2964         rtlight->static_leaflist = NULL;
2965         rtlight->static_leafpvs = NULL;
2966         rtlight->static_numsurfaces = 0;
2967         rtlight->static_surfacelist = NULL;
2968         rtlight->static_shadowmap_receivers = 0x3F;
2969         rtlight->static_shadowmap_casters = 0x3F;
2970         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2971         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2972         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2973         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2974         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2975         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2976
2977         if (model && model->GetLightInfo)
2978         {
2979                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2980                 r_shadow_compilingrtlight = rtlight;
2981                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
2982                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2983                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2984                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2985                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2986                 rtlight->static_numsurfaces = numsurfaces;
2987                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2988                 rtlight->static_numleafs = numleafs;
2989                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2990                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2991                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2992                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2993                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2994                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2995                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2996                 if (rtlight->static_numsurfaces)
2997                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2998                 if (rtlight->static_numleafs)
2999                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3000                 if (rtlight->static_numleafpvsbytes)
3001                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3002                 if (rtlight->static_numshadowtrispvsbytes)
3003                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3004                 if (rtlight->static_numlighttrispvsbytes)
3005                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3006                 switch (rtlight->shadowmode)
3007                 {
3008                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3009                 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3010                 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3011                         if (model->CompileShadowMap && rtlight->shadow)
3012                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3013                         break;
3014                 default:
3015                         if (model->CompileShadowVolume && rtlight->shadow)
3016                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3017                         break;
3018                 }
3019                 // now we're done compiling the rtlight
3020                 r_shadow_compilingrtlight = NULL;
3021         }
3022
3023
3024         // use smallest available cullradius - box radius or light radius
3025         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3026         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3027
3028         shadowzpasstris = 0;
3029         if (rtlight->static_meshchain_shadow_zpass)
3030                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3031                         shadowzpasstris += mesh->numtriangles;
3032
3033         shadowzfailtris = 0;
3034         if (rtlight->static_meshchain_shadow_zfail)
3035                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3036                         shadowzfailtris += mesh->numtriangles;
3037
3038         lighttris = 0;
3039         if (rtlight->static_numlighttrispvsbytes)
3040                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3041                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3042                                 lighttris++;
3043
3044         shadowtris = 0;
3045         if (rtlight->static_numlighttrispvsbytes)
3046                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3047                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3048                                 shadowtris++;
3049
3050         if (developer_extra.integer)
3051                 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3052 }
3053
3054 void R_RTLight_Uncompile(rtlight_t *rtlight)
3055 {
3056         if (rtlight->compiled)
3057         {
3058                 if (rtlight->static_meshchain_shadow_zpass)
3059                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3060                 rtlight->static_meshchain_shadow_zpass = NULL;
3061                 if (rtlight->static_meshchain_shadow_zfail)
3062                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3063                 rtlight->static_meshchain_shadow_zfail = NULL;
3064                 if (rtlight->static_meshchain_shadow_shadowmap)
3065                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3066                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3067                 // these allocations are grouped
3068                 if (rtlight->static_surfacelist)
3069                         Mem_Free(rtlight->static_surfacelist);
3070                 rtlight->static_numleafs = 0;
3071                 rtlight->static_numleafpvsbytes = 0;
3072                 rtlight->static_leaflist = NULL;
3073                 rtlight->static_leafpvs = NULL;
3074                 rtlight->static_numsurfaces = 0;
3075                 rtlight->static_surfacelist = NULL;
3076                 rtlight->static_numshadowtrispvsbytes = 0;
3077                 rtlight->static_shadowtrispvs = NULL;
3078                 rtlight->static_numlighttrispvsbytes = 0;
3079                 rtlight->static_lighttrispvs = NULL;
3080                 rtlight->compiled = false;
3081         }
3082 }
3083
3084 void R_Shadow_UncompileWorldLights(void)
3085 {
3086         size_t lightindex;
3087         dlight_t *light;
3088         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3089         for (lightindex = 0;lightindex < range;lightindex++)
3090         {
3091                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3092                 if (!light)
3093                         continue;
3094                 R_RTLight_Uncompile(&light->rtlight);
3095         }
3096 }
3097
3098 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3099 {
3100         int i, j;
3101         mplane_t plane;
3102         // reset the count of frustum planes
3103         // see rtlight->cached_frustumplanes definition for how much this array
3104         // can hold
3105         rtlight->cached_numfrustumplanes = 0;
3106
3107         // haven't implemented a culling path for ortho rendering
3108         if (!r_refdef.view.useperspective)
3109         {
3110                 // check if the light is on screen and copy the 4 planes if it is
3111                 for (i = 0;i < 4;i++)
3112                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3113                                 break;
3114                 if (i == 4)
3115                         for (i = 0;i < 4;i++)
3116                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3117                 return;
3118         }
3119
3120 #if 1
3121         // generate a deformed frustum that includes the light origin, this is
3122         // used to cull shadow casting surfaces that can not possibly cast a
3123         // shadow onto the visible light-receiving surfaces, which can be a
3124         // performance gain
3125         //
3126         // if the light origin is onscreen the result will be 4 planes exactly
3127         // if the light origin is offscreen on only one axis the result will
3128         // be exactly 5 planes (split-side case)
3129         // if the light origin is offscreen on two axes the result will be
3130         // exactly 4 planes (stretched corner case)
3131         for (i = 0;i < 4;i++)
3132         {
3133                 // quickly reject standard frustum planes that put the light
3134                 // origin outside the frustum
3135                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3136                         continue;
3137                 // copy the plane
3138                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3139         }
3140         // if all the standard frustum planes were accepted, the light is onscreen
3141         // otherwise we need to generate some more planes below...
3142         if (rtlight->cached_numfrustumplanes < 4)
3143         {
3144                 // at least one of the stock frustum planes failed, so we need to
3145                 // create one or two custom planes to enclose the light origin
3146                 for (i = 0;i < 4;i++)
3147                 {
3148                         // create a plane using the view origin and light origin, and a
3149                         // single point from the frustum corner set
3150                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3151                         VectorNormalize(plane.normal);
3152                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3153                         // see if this plane is backwards and flip it if so
3154                         for (j = 0;j < 4;j++)
3155                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3156                                         break;
3157                         if (j < 4)
3158                         {
3159                                 VectorNegate(plane.normal, plane.normal);
3160                                 plane.dist *= -1;
3161                                 // flipped plane, test again to see if it is now valid
3162                                 for (j = 0;j < 4;j++)
3163                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3164                                                 break;
3165                                 // if the plane is still not valid, then it is dividing the
3166                                 // frustum and has to be rejected
3167                                 if (j < 4)
3168                                         continue;
3169                         }
3170                         // we have created a valid plane, compute extra info
3171                         PlaneClassify(&plane);
3172                         // copy the plane
3173                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3174 #if 1
3175                         // if we've found 5 frustum planes then we have constructed a
3176                         // proper split-side case and do not need to keep searching for
3177                         // planes to enclose the light origin
3178                         if (rtlight->cached_numfrustumplanes == 5)
3179                                 break;
3180 #endif
3181                 }
3182         }
3183 #endif
3184
3185 #if 0
3186         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3187         {
3188                 plane = rtlight->cached_frustumplanes[i];
3189                 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3190         }
3191 #endif
3192
3193 #if 0
3194         // now add the light-space box planes if the light box is rotated, as any
3195         // caster outside the oriented light box is irrelevant (even if it passed
3196         // the worldspace light box, which is axial)
3197         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3198         {
3199                 for (i = 0;i < 6;i++)
3200                 {
3201                         vec3_t v;
3202                         VectorClear(v);
3203                         v[i >> 1] = (i & 1) ? -1 : 1;
3204                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3205                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3206                         plane.dist = VectorNormalizeLength(plane.normal);
3207                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3208                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3209                 }
3210         }
3211 #endif
3212
3213 #if 0
3214         // add the world-space reduced box planes
3215         for (i = 0;i < 6;i++)
3216         {
3217                 VectorClear(plane.normal);
3218                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3219                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3220                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3221         }
3222 #endif
3223
3224 #if 0
3225         {
3226         int j, oldnum;
3227         vec3_t points[8];
3228         vec_t bestdist;
3229         // reduce all plane distances to tightly fit the rtlight cull box, which
3230         // is in worldspace
3231         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3232         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3233         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3234         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3235         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3236         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3237         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3238         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3239         oldnum = rtlight->cached_numfrustumplanes;
3240         rtlight->cached_numfrustumplanes = 0;
3241         for (j = 0;j < oldnum;j++)
3242         {
3243                 // find the nearest point on the box to this plane
3244                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3245                 for (i = 1;i < 8;i++)
3246                 {
3247                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3248                         if (bestdist > dist)
3249                                 bestdist = dist;
3250                 }
3251                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3252                 // if the nearest point is near or behind the plane, we want this
3253                 // plane, otherwise the plane is useless as it won't cull anything
3254                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3255                 {
3256                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3257                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3258                 }
3259         }
3260         }
3261 #endif
3262 }
3263
3264 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3265 {
3266         shadowmesh_t *mesh;
3267
3268         RSurf_ActiveWorldEntity();
3269
3270         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3271         {
3272                 CHECKGLERROR
3273                 GL_CullFace(GL_NONE);
3274         mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3275         for (;mesh;mesh = mesh->next)
3276         {
3277                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3278                                 continue;
3279             r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3280             R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3281             R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3282         }
3283         CHECKGLERROR
3284     }
3285         else if (r_refdef.scene.worldentity->model)
3286                 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3287
3288         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3289 }
3290
3291 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3292 {
3293         qboolean zpass = false;
3294         shadowmesh_t *mesh;
3295         int t, tend;
3296         int surfacelistindex;
3297         msurface_t *surface;
3298
3299         RSurf_ActiveWorldEntity();
3300
3301         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3302         {
3303                 CHECKGLERROR
3304                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3305                 {
3306                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3307                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3308                 }
3309                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3310                 for (;mesh;mesh = mesh->next)
3311                 {
3312                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3313                         R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3314                         GL_LockArrays(0, mesh->numverts);
3315                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3316                         {
3317                                 // increment stencil if frontface is infront of depthbuffer
3318                                 GL_CullFace(r_refdef.view.cullface_back);
3319                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3320                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3321                                 // decrement stencil if backface is infront of depthbuffer
3322                                 GL_CullFace(r_refdef.view.cullface_front);
3323                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3324                         }
3325                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3326                         {
3327                                 // decrement stencil if backface is behind depthbuffer
3328                                 GL_CullFace(r_refdef.view.cullface_front);
3329                                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3330                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3331                                 // increment stencil if frontface is behind depthbuffer
3332                                 GL_CullFace(r_refdef.view.cullface_back);
3333                                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3334                         }
3335                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3336                         GL_LockArrays(0, 0);
3337                 }
3338                 CHECKGLERROR
3339         }
3340         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3341         {
3342                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3343                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3344                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3345                 {
3346                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3347                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3348                                 if (CHECKPVSBIT(trispvs, t))
3349                                         shadowmarklist[numshadowmark++] = t;
3350                 }
3351                 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3352         }
3353         else if (numsurfaces)
3354                 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3355
3356         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3357 }
3358
3359 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3360 {
3361         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3362         vec_t relativeshadowradius;
3363         RSurf_ActiveModelEntity(ent, false, false, false);
3364         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3365         // we need to re-init the shader for each entity because the matrix changed
3366         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3367         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3368         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3369         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3370         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3371         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3372         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3373         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3374         {
3375                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3376         }
3377         else
3378                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3379         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3380 }
3381
3382 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3383 {
3384         // set up properties for rendering light onto this entity
3385         RSurf_ActiveModelEntity(ent, true, true, false);
3386         GL_AlphaTest(false);
3387         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3388         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3389         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3390         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3391 }
3392
3393 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3394 {
3395         if (!r_refdef.scene.worldmodel->DrawLight)
3396                 return;
3397
3398         // set up properties for rendering light onto this entity
3399         RSurf_ActiveWorldEntity();
3400         GL_AlphaTest(false);
3401         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3402         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3403         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3404         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3405
3406         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3407
3408         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3409 }
3410
3411 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3412 {
3413         dp_model_t *model = ent->model;
3414         if (!model->DrawLight)
3415                 return;
3416
3417         R_Shadow_SetupEntityLight(ent);
3418
3419         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3420
3421         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3422 }
3423
3424 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3425 {
3426         int i;
3427         float f;
3428         int numleafs, numsurfaces;
3429         int *leaflist, *surfacelist;
3430         unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
3431         int numlightentities;
3432         int numlightentities_noselfshadow;
3433         int numshadowentities;
3434         int numshadowentities_noselfshadow;
3435         static entity_render_t *lightentities[MAX_EDICTS];
3436         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3437         static entity_render_t *shadowentities[MAX_EDICTS];
3438         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3439
3440         rtlight->draw = false;
3441
3442         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3443         // skip lights that are basically invisible (color 0 0 0)
3444         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3445                 return;
3446
3447         // loading is done before visibility checks because loading should happen
3448         // all at once at the start of a level, not when it stalls gameplay.
3449         // (especially important to benchmarks)
3450         // compile light
3451         if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3452         {
3453                 if (rtlight->compiled)
3454                         R_RTLight_Uncompile(rtlight);
3455                 R_RTLight_Compile(rtlight);
3456         }
3457
3458         // load cubemap
3459         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3460
3461         // look up the light style value at this time
3462         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3463         VectorScale(rtlight->color, f, rtlight->currentcolor);
3464         /*
3465         if (rtlight->selected)
3466         {
3467                 f = 2 + sin(realtime * M_PI * 4.0);
3468                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3469         }
3470         */
3471
3472         // if lightstyle is currently off, don't draw the light
3473         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3474                 return;
3475
3476         // if the light box is offscreen, skip it
3477         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3478                 return;
3479
3480         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3481         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3482
3483         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3484
3485         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3486         {
3487                 // compiled light, world available and can receive realtime lighting
3488                 // retrieve leaf information
3489                 numleafs = rtlight->static_numleafs;
3490                 leaflist = rtlight->static_leaflist;
3491                 leafpvs = rtlight->static_leafpvs;
3492                 numsurfaces = rtlight->static_numsurfaces;
3493                 surfacelist = rtlight->static_surfacelist;
3494                 surfacesides = NULL;
3495                 shadowtrispvs = rtlight->static_shadowtrispvs;
3496                 lighttrispvs = rtlight->static_lighttrispvs;
3497         }
3498         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3499         {
3500                 // dynamic light, world available and can receive realtime lighting
3501                 // calculate lit surfaces and leafs
3502                 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3503                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3504                 leaflist = r_shadow_buffer_leaflist;
3505                 leafpvs = r_shadow_buffer_leafpvs;
3506                 surfacelist = r_shadow_buffer_surfacelist;
3507                 surfacesides = r_shadow_buffer_surfacesides;
3508                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3509                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3510                 // if the reduced leaf bounds are offscreen, skip it
3511                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3512                         return;
3513         }
3514         else
3515         {
3516                 // no world
3517                 numleafs = 0;
3518                 leaflist = NULL;
3519                 leafpvs = NULL;
3520                 numsurfaces = 0;
3521                 surfacelist = NULL;
3522                 surfacesides = NULL;
3523                 shadowtrispvs = NULL;
3524                 lighttrispvs = NULL;
3525         }
3526         // check if light is illuminating any visible leafs
3527         if (numleafs)
3528         {
3529                 for (i = 0;i < numleafs;i++)
3530                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3531                                 break;
3532                 if (i == numleafs)
3533                         return;
3534         }
3535
3536         // make a list of lit entities and shadow casting entities
3537         numlightentities = 0;
3538         numlightentities_noselfshadow = 0;
3539         numshadowentities = 0;
3540         numshadowentities_noselfshadow = 0;
3541
3542         // add dynamic entities that are lit by the light
3543         for (i = 0;i < r_refdef.scene.numentities;i++)
3544         {
3545                 dp_model_t *model;
3546                 entity_render_t *ent = r_refdef.scene.entities[i];
3547                 vec3_t org;
3548                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3549                         continue;
3550                 // skip the object entirely if it is not within the valid
3551                 // shadow-casting region (which includes the lit region)
3552                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3553                         continue;
3554                 if (!(model = ent->model))
3555                         continue;
3556                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3557                 {
3558                         // this entity wants to receive light, is visible, and is
3559                         // inside the light box
3560                         // TODO: check if the surfaces in the model can receive light
3561                         // so now check if it's in a leaf seen by the light
3562                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3563                                 continue;
3564                         if (ent->flags & RENDER_NOSELFSHADOW)
3565                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3566                         else
3567                                 lightentities[numlightentities++] = ent;
3568                         // since it is lit, it probably also casts a shadow...
3569                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3570                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3571                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3572                         {
3573                                 // note: exterior models without the RENDER_NOSELFSHADOW
3574                                 // flag still create a RENDER_NOSELFSHADOW shadow but
3575                                 // are lit normally, this means that they are
3576                                 // self-shadowing but do not shadow other
3577                                 // RENDER_NOSELFSHADOW entities such as the gun
3578                                 // (very weird, but keeps the player shadow off the gun)
3579                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3580                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3581                                 else
3582                                         shadowentities[numshadowentities++] = ent;
3583                         }
3584                 }
3585                 else if (ent->flags & RENDER_SHADOW)
3586                 {
3587                         // this entity is not receiving light, but may still need to
3588                         // cast a shadow...
3589                         // TODO: check if the surfaces in the model can cast shadow
3590                         // now check if it is in a leaf seen by the light
3591                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3592                                 continue;
3593                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3594                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3595                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3596                         {
3597                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3598                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3599                                 else
3600                                         shadowentities[numshadowentities++] = ent;
3601                         }
3602                 }
3603         }
3604
3605         // return if there's nothing at all to light
3606         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3607                 return;
3608
3609         // count this light in the r_speeds
3610         r_refdef.stats.lights++;
3611
3612         // flag it as worth drawing later
3613         rtlight->draw = true;
3614
3615         // cache all the animated entities that cast a shadow but are not visible
3616         for (i = 0;i < numshadowentities;i++)
3617                 if (!shadowentities[i]->animcache_vertex3f)
3618                         R_AnimCache_GetEntity(shadowentities[i], false, false);
3619         for (i = 0;i < numshadowentities_noselfshadow;i++)
3620                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3621                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3622
3623         // allocate some temporary memory for rendering this light later in the frame
3624         // reusable buffers need to be copied, static data can be used as-is
3625         rtlight->cached_numlightentities               = numlightentities;
3626         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
3627         rtlight->cached_numshadowentities              = numshadowentities;
3628         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3629         rtlight->cached_numsurfaces                    = numsurfaces;
3630         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3631         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3632         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3633         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3634         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3635         {
3636                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3637                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3638                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3639                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3640                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3641         }
3642         else
3643         {
3644                 // compiled light data
3645                 rtlight->cached_shadowtrispvs = shadowtrispvs;
3646                 rtlight->cached_lighttrispvs = lighttrispvs;
3647                 rtlight->cached_surfacelist = surfacelist;
3648         }
3649 }
3650
3651 void R_Shadow_DrawLight(rtlight_t *rtlight)
3652 {
3653         int i;
3654         int numsurfaces;
3655         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3656         int numlightentities;
3657         int numlightentities_noselfshadow;
3658         int numshadowentities;
3659         int numshadowentities_noselfshadow;
3660         entity_render_t **lightentities;
3661         entity_render_t **lightentities_noselfshadow;
3662         entity_render_t **shadowentities;
3663         entity_render_t **shadowentities_noselfshadow;
3664         int *surfacelist;
3665         static unsigned char entitysides[MAX_EDICTS];
3666         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3667         vec3_t nearestpoint;
3668         vec_t distance;
3669         qboolean castshadows;
3670         int lodlinear;
3671
3672         // check if we cached this light this frame (meaning it is worth drawing)
3673         if (!rtlight->draw)
3674                 return;
3675
3676         // if R_FrameData_Store ran out of space we skip anything dependent on it
3677         if (r_framedata_failed)
3678                 return;
3679
3680         numlightentities = rtlight->cached_numlightentities;
3681         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3682         numshadowentities = rtlight->cached_numshadowentities;
3683         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3684         numsurfaces = rtlight->cached_numsurfaces;
3685         lightentities = rtlight->cached_lightentities;
3686         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3687         shadowentities = rtlight->cached_shadowentities;
3688         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3689         shadowtrispvs = rtlight->cached_shadowtrispvs;
3690         lighttrispvs = rtlight->cached_lighttrispvs;
3691         surfacelist = rtlight->cached_surfacelist;
3692
3693         // set up a scissor rectangle for this light
3694         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3695                 return;
3696
3697         // don't let sound skip if going slow
3698         if (r_refdef.scene.extraupdate)
3699                 S_ExtraUpdate ();
3700
3701         // make this the active rtlight for rendering purposes
3702         R_Shadow_RenderMode_ActiveLight(rtlight);
3703
3704         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3705         {
3706                 // optionally draw visible shape of the shadow volumes
3707                 // for performance analysis by level designers
3708                 R_Shadow_RenderMode_VisibleShadowVolumes();
3709                 if (numsurfaces)
3710                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3711                 for (i = 0;i < numshadowentities;i++)
3712                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3713                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3714                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3715                 R_Shadow_RenderMode_VisibleLighting(false, false);
3716         }
3717
3718         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3719         {
3720                 // optionally draw the illuminated areas
3721                 // for performance analysis by level designers
3722                 R_Shadow_RenderMode_VisibleLighting(false, false);
3723                 if (numsurfaces)
3724                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3725                 for (i = 0;i < numlightentities;i++)
3726                         R_Shadow_DrawEntityLight(lightentities[i]);
3727                 for (i = 0;i < numlightentities_noselfshadow;i++)
3728                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3729         }
3730
3731         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3732
3733         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3734         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3735         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3736         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3737
3738         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3739         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3740         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3741
3742         if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3743         {
3744                 float borderbias;
3745                 int side;
3746                 int size;
3747                 int castermask = 0;
3748                 int receivermask = 0;
3749                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3750                 Matrix4x4_Abs(&radiustolight);
3751
3752                 r_shadow_shadowmaplod = 0;
3753                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3754                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3755                                 r_shadow_shadowmaplod = i;
3756
3757                 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3758                         size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3759                 else
3760                         size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3761                         
3762                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3763
3764                 surfacesides = NULL;
3765                 if (numsurfaces)
3766                 {
3767                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3768                         {
3769                                 castermask = rtlight->static_shadowmap_casters;
3770                                 receivermask = rtlight->static_shadowmap_receivers;
3771                         }
3772                         else
3773                         {
3774                                 surfacesides = r_shadow_buffer_surfacesides;
3775                                 for(i = 0;i < numsurfaces;i++)
3776                                 {
3777                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3778                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
3779                                         castermask |= surfacesides[i];
3780                                         receivermask |= surfacesides[i];
3781                                 }
3782                         }
3783                 }
3784                 if (receivermask < 0x3F) 
3785                 {
3786                         for (i = 0;i < numlightentities;i++)
3787                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3788                         if (receivermask < 0x3F)
3789                                 for(i = 0; i < numlightentities_noselfshadow;i++)
3790                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3791                 }
3792
3793                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3794
3795                 if (receivermask)
3796                 {
3797                         for (i = 0;i < numshadowentities;i++)
3798                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3799                         for (i = 0;i < numshadowentities_noselfshadow;i++)
3800                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
3801                 }
3802
3803                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3804
3805                 // render shadow casters into 6 sided depth texture
3806                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3807                 {
3808                         R_Shadow_RenderMode_ShadowMap(side, true, size);
3809                         if (! (castermask & (1 << side))) continue;
3810                         if (numsurfaces)
3811                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3812                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3813                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
3814                 }
3815
3816                 if (numlightentities_noselfshadow)
3817                 {
3818                         // render lighting using the depth texture as shadowmap
3819                         // draw lighting in the unmasked areas
3820                         R_Shadow_RenderMode_Lighting(false, false, true);
3821                         for (i = 0;i < numlightentities_noselfshadow;i++)
3822                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3823                 }
3824
3825                 // render shadow casters into 6 sided depth texture
3826                 if (numshadowentities_noselfshadow)
3827                 {
3828                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3829                         {
3830                                 R_Shadow_RenderMode_ShadowMap(side, false, size);
3831                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3832                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3833                         }
3834                 }
3835
3836                 // render lighting using the depth texture as shadowmap
3837                 // draw lighting in the unmasked areas
3838                 R_Shadow_RenderMode_Lighting(false, false, true);
3839                 // draw lighting in the unmasked areas
3840                 if (numsurfaces)
3841                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3842                 for (i = 0;i < numlightentities;i++)
3843                         R_Shadow_DrawEntityLight(lightentities[i]);
3844         }
3845         else if (castshadows && vid.stencil)
3846         {
3847                 // draw stencil shadow volumes to mask off pixels that are in shadow
3848                 // so that they won't receive lighting
3849                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3850                 R_Shadow_ClearStencil();
3851
3852                 if (numsurfaces)
3853                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3854                 for (i = 0;i < numshadowentities;i++)
3855                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3856
3857                 // draw lighting in the unmasked areas
3858                 R_Shadow_RenderMode_Lighting(true, false, false);
3859                 for (i = 0;i < numlightentities_noselfshadow;i++)
3860                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3861
3862                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3863                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3864
3865                 // draw lighting in the unmasked areas
3866                 R_Shadow_RenderMode_Lighting(true, false, false);
3867                 if (numsurfaces)
3868                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3869                 for (i = 0;i < numlightentities;i++)
3870                         R_Shadow_DrawEntityLight(lightentities[i]);
3871         }
3872         else
3873         {
3874                 // draw lighting in the unmasked areas
3875                 R_Shadow_RenderMode_Lighting(false, false, false);
3876                 if (numsurfaces)
3877                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3878                 for (i = 0;i < numlightentities;i++)
3879                         R_Shadow_DrawEntityLight(lightentities[i]);
3880                 for (i = 0;i < numlightentities_noselfshadow;i++)
3881                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3882         }
3883
3884         if (r_shadow_usingdeferredprepass)
3885         {
3886                 // when rendering deferred lighting, we simply rasterize the box
3887                 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3888                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
3889                 else if (castshadows && vid.stencil)
3890                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
3891                 else
3892                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
3893         }
3894 }
3895
3896 static void R_Shadow_FreeDeferred(void)
3897 {
3898         if (r_shadow_prepassgeometryfbo)
3899                 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3900         r_shadow_prepassgeometryfbo = 0;
3901
3902         if (r_shadow_prepasslightingfbo)
3903                 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3904         r_shadow_prepasslightingfbo = 0;
3905
3906         if (r_shadow_prepassgeometrydepthtexture)
3907                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3908         r_shadow_prepassgeometrydepthtexture = NULL;
3909
3910         if (r_shadow_prepassgeometrynormalmaptexture)
3911                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3912         r_shadow_prepassgeometrynormalmaptexture = NULL;
3913
3914         if (r_shadow_prepasslightingdiffusetexture)
3915                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3916         r_shadow_prepasslightingdiffusetexture = NULL;
3917
3918         if (r_shadow_prepasslightingspeculartexture)
3919                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3920         r_shadow_prepasslightingspeculartexture = NULL;
3921 }
3922
3923 void R_Shadow_DrawPrepass(void)
3924 {
3925         int i;
3926         int flag;
3927         int lnum;
3928         size_t lightindex;
3929         dlight_t *light;
3930         size_t range;
3931         entity_render_t *ent;
3932
3933         GL_AlphaTest(false);
3934         R_Mesh_ColorPointer(NULL, 0, 0);
3935         R_Mesh_ResetTextureState();
3936         GL_DepthMask(true);
3937         GL_ColorMask(1,1,1,1);
3938         GL_BlendFunc(GL_ONE, GL_ZERO);
3939         GL_Color(1,1,1,1);
3940         GL_DepthTest(true);
3941         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3942         qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3943         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3944
3945         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3946                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3947         if (r_timereport_active)
3948                 R_TimeReport("prepassworld");
3949
3950         for (i = 0;i < r_refdef.scene.numentities;i++)
3951         {
3952                 if (!r_refdef.viewcache.entityvisible[i])
3953                         continue;
3954                 ent = r_refdef.scene.entities[i];
3955                 if (ent->model && ent->model->DrawPrepass != NULL)
3956                         ent->model->DrawPrepass(ent);
3957         }
3958
3959         if (r_timereport_active)
3960                 R_TimeReport("prepassmodels");
3961
3962         GL_DepthMask(false);
3963         GL_ColorMask(1,1,1,1);
3964         GL_Color(1,1,1,1);
3965         GL_DepthTest(true);
3966         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
3967         qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
3968         GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3969         if (r_refdef.fogenabled)
3970                 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3971
3972         R_Shadow_RenderMode_Begin();
3973
3974         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3975         if (r_shadow_debuglight.integer >= 0)
3976         {
3977                 lightindex = r_shadow_debuglight.integer;
3978                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3979                 if (light && (light->flags & flag))
3980                         R_Shadow_DrawLight(&light->rtlight);
3981         }
3982         else
3983         {
3984                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3985                 for (lightindex = 0;lightindex < range;lightindex++)
3986                 {
3987                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3988                         if (light && (light->flags & flag))
3989                                 R_Shadow_DrawLight(&light->rtlight);
3990                 }
3991         }
3992         if (r_refdef.scene.rtdlight)
3993                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3994                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3995
3996         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
3997         if (r_refdef.fogenabled)
3998                 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3999
4000         R_Shadow_RenderMode_End();
4001
4002         if (r_timereport_active)
4003                 R_TimeReport("prepasslights");
4004 }
4005
4006 void R_Shadow_DrawLightSprites(void);
4007 void R_Shadow_PrepareLights(void)
4008 {
4009         int flag;
4010         int lnum;
4011         size_t lightindex;
4012         dlight_t *light;
4013         size_t range;
4014         float f;
4015         GLenum status;
4016
4017         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4018                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4019                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
4020                 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4021                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4022                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4023                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4024                 R_Shadow_FreeShadowMaps();
4025
4026         switch (vid.renderpath)
4027         {
4028         case RENDERPATH_GL20:
4029         case RENDERPATH_CGGL:
4030                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
4031                 {
4032                         r_shadow_usingdeferredprepass = false;
4033                         if (r_shadow_prepass_width)
4034                                 R_Shadow_FreeDeferred();
4035                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4036                         break;
4037                 }
4038
4039                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4040                 {
4041                         R_Shadow_FreeDeferred();
4042
4043                         r_shadow_usingdeferredprepass = true;
4044                         r_shadow_prepass_width = vid.width;
4045                         r_shadow_prepass_height = vid.height;
4046                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4047                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4048                         r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4049                         r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4050
4051                         // set up the geometry pass fbo (depth + normalmap)
4052                         qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4053                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4054                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4055                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4056                         // render depth into one texture and normalmap into the other
4057                         qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4058                         qglReadBuffer(GL_NONE);CHECKGLERROR
4059                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4060                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4061                         {
4062                                 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4063                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4064                                 r_shadow_usingdeferredprepass = false;
4065                         }
4066
4067                         // set up the lighting pass fbo (diffuse + specular)
4068                         qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4069                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4070                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4071                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4072                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4073                         // render diffuse into one texture and specular into another,
4074                         // with depth and normalmap bound as textures,
4075                         // with depth bound as attachment as well
4076                         qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4077                         qglReadBuffer(GL_NONE);CHECKGLERROR
4078                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4079                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4080                         {
4081                                 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4082                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4083                                 r_shadow_usingdeferredprepass = false;
4084                         }
4085                 }
4086                 break;
4087         case RENDERPATH_GL13:
4088         case RENDERPATH_GL11:
4089                 r_shadow_usingdeferredprepass = false;
4090                 break;
4091         }
4092
4093         R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4094
4095         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4096         if (r_shadow_debuglight.integer >= 0)
4097         {
4098                 lightindex = r_shadow_debuglight.integer;
4099                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4100                 if (light && (light->flags & flag))
4101                         R_Shadow_PrepareLight(&light->rtlight);
4102         }
4103         else
4104         {
4105                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4106                 for (lightindex = 0;lightindex < range;lightindex++)
4107                 {
4108                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4109                         if (light && (light->flags & flag))
4110                                 R_Shadow_PrepareLight(&light->rtlight);
4111                 }
4112         }
4113         if (r_refdef.scene.rtdlight)
4114         {
4115                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4116                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4117         }
4118         else if(gl_flashblend.integer)
4119         {
4120                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4121                 {
4122                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4123                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4124                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4125                 }
4126         }
4127
4128         if (r_editlights.integer)
4129                 R_Shadow_DrawLightSprites();
4130 }
4131
4132 void R_Shadow_DrawLights(void)
4133 {
4134         int flag;
4135         int lnum;
4136         size_t lightindex;
4137         dlight_t *light;
4138         size_t range;
4139
4140         R_Shadow_RenderMode_Begin();
4141
4142         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4143         if (r_shadow_debuglight.integer >= 0)
4144         {
4145                 lightindex = r_shadow_debuglight.integer;
4146                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4147                 if (light && (light->flags & flag))
4148                         R_Shadow_DrawLight(&light->rtlight);
4149         }
4150         else
4151         {
4152                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4153                 for (lightindex = 0;lightindex < range;lightindex++)
4154                 {
4155                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4156                         if (light && (light->flags & flag))
4157                                 R_Shadow_DrawLight(&light->rtlight);
4158                 }
4159         }
4160         if (r_refdef.scene.rtdlight)
4161                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4162                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4163
4164         R_Shadow_RenderMode_End();
4165 }
4166
4167 extern const float r_screenvertex3f[12];
4168 extern void R_SetupView(qboolean allowwaterclippingplane);
4169 extern void R_ResetViewRendering3D(void);
4170 extern void R_ResetViewRendering2D(void);
4171 extern cvar_t r_shadows;
4172 extern cvar_t r_shadows_darken;
4173 extern cvar_t r_shadows_drawafterrtlighting;
4174 extern cvar_t r_shadows_castfrombmodels;
4175 extern cvar_t r_shadows_throwdistance;
4176 extern cvar_t r_shadows_throwdirection;
4177 void R_DrawModelShadows(void)
4178 {
4179         int i;
4180         float relativethrowdistance;
4181         entity_render_t *ent;
4182         vec3_t relativelightorigin;
4183         vec3_t relativelightdirection;
4184         vec3_t relativeshadowmins, relativeshadowmaxs;
4185         vec3_t tmp, shadowdir;
4186
4187         if (!r_refdef.scene.numentities || !vid.stencil)
4188                 return;
4189
4190         CHECKGLERROR
4191         R_ResetViewRendering3D();
4192         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4193         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4194         R_Shadow_RenderMode_Begin();
4195         R_Shadow_RenderMode_ActiveLight(NULL);
4196         r_shadow_lightscissor[0] = r_refdef.view.x;
4197         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4198         r_shadow_lightscissor[2] = r_refdef.view.width;
4199         r_shadow_lightscissor[3] = r_refdef.view.height;
4200         R_Shadow_RenderMode_StencilShadowVolumes(false);
4201
4202         // get shadow dir
4203         if (r_shadows.integer == 2)
4204         {
4205                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4206                 VectorNormalize(shadowdir);
4207         }
4208
4209         R_Shadow_ClearStencil();
4210
4211         for (i = 0;i < r_refdef.scene.numentities;i++)
4212         {
4213                 ent = r_refdef.scene.entities[i];
4214
4215                 // cast shadows from anything of the map (submodels are optional)
4216                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4217                 {
4218                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4219                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4220                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4221                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4222                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4223                         else
4224                         {
4225                                 if(ent->entitynumber != 0)
4226                                 {
4227                                         // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4228                                         int entnum, entnum2, recursion;
4229                                         entnum = entnum2 = ent->entitynumber;
4230                                         for(recursion = 32; recursion > 0; --recursion)
4231                                         {
4232                                                 entnum2 = cl.entities[entnum].state_current.tagentity;
4233                                                 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4234                                                         entnum = entnum2;
4235                                                 else
4236                                                         break;
4237                                         }
4238                                         if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4239                                         {
4240                                                 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4241                                                 // transform into modelspace of OUR entity
4242                                                 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4243                                                 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4244                                         }
4245                                         else
4246                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4247                                 }
4248                                 else
4249                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4250                         }
4251
4252                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4253                         RSurf_ActiveModelEntity(ent, false, false, false);
4254                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4255                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4256                 }
4257         }
4258
4259         // not really the right mode, but this will disable any silly stencil features
4260         R_Shadow_RenderMode_End();
4261
4262         // set up ortho view for rendering this pass
4263         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4264         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4265         //GL_ScissorTest(true);
4266         //R_EntityMatrix(&identitymatrix);
4267         //R_Mesh_ResetTextureState();
4268         R_ResetViewRendering2D();
4269         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4270         R_Mesh_ColorPointer(NULL, 0, 0);
4271         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4272
4273         // set up a darkening blend on shadowed areas
4274         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4275         //GL_DepthRange(0, 1);
4276         //GL_DepthTest(false);
4277         //GL_DepthMask(false);
4278         //GL_PolygonOffset(0, 0);CHECKGLERROR
4279         GL_Color(0, 0, 0, r_shadows_darken.value);
4280         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4281         //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4282         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4283         qglStencilMask(~0);CHECKGLERROR
4284         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4285         qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4286
4287         // apply the blend to the shadowed areas
4288         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4289
4290         // restore the viewport
4291         R_SetViewport(&r_refdef.view.viewport);
4292
4293         // restore other state to normal
4294         //R_Shadow_RenderMode_End();
4295 }
4296
4297 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4298 {
4299         float zdist;
4300         vec3_t centerorigin;
4301         float vertex3f[12];
4302         // if it's too close, skip it
4303         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4304                 return;
4305         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4306         if (zdist < 32)
4307                 return;
4308         if (usequery && r_numqueries + 2 <= r_maxqueries)
4309         {
4310                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4311                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4312                 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4313                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4314
4315                 CHECKGLERROR
4316                 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4317                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4318                 qglDepthFunc(GL_ALWAYS);
4319                 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4320                 R_Mesh_VertexPointer(vertex3f, 0, 0);
4321                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4322                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4323                 qglDepthFunc(GL_LEQUAL);
4324                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4325                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4326                 R_Mesh_VertexPointer(vertex3f, 0, 0);
4327                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4328                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4329                 CHECKGLERROR
4330         }
4331         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4332 }
4333
4334 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4335
4336 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4337 {
4338         vec3_t color;
4339         GLint allpixels = 0, visiblepixels = 0;
4340         // now we have to check the query result
4341         if (rtlight->corona_queryindex_visiblepixels)
4342         {
4343                 CHECKGLERROR
4344                 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4345                 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4346                 CHECKGLERROR
4347                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4348                 if (visiblepixels < 1 || allpixels < 1)
4349                         return;
4350                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4351                 cscale *= rtlight->corona_visibility;
4352         }
4353         else
4354         {
4355                 // FIXME: these traces should scan all render entities instead of cl.world
4356                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4357                         return;
4358         }
4359         VectorScale(rtlight->currentcolor, cscale, color);
4360         if (VectorLength(color) > (1.0f / 256.0f))
4361         {
4362                 float vertex3f[12];
4363                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4364                 if(negated)
4365                 {
4366                         VectorNegate(color, color);
4367                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4368                 }
4369                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4370                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4371                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4372                 if(negated)
4373                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4374         }
4375 }
4376
4377 void R_Shadow_DrawCoronas(void)
4378 {
4379         int i, flag;
4380         qboolean usequery;
4381         size_t lightindex;
4382         dlight_t *light;
4383         rtlight_t *rtlight;
4384         size_t range;
4385         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4386                 return;
4387         if (r_waterstate.renderingscene)
4388                 return;
4389         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4390         R_EntityMatrix(&identitymatrix);
4391
4392         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4393
4394         // check occlusion of coronas
4395         // use GL_ARB_occlusion_query if available
4396         // otherwise use raytraces
4397         r_numqueries = 0;
4398         usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4399         if (usequery)
4400         {
4401                 GL_ColorMask(0,0,0,0);
4402                 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4403                 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4404                 {
4405                         i = r_maxqueries;
4406                         r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4407                         r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4408                         CHECKGLERROR
4409                         qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4410                         CHECKGLERROR
4411                 }
4412                 RSurf_ActiveWorldEntity();
4413                 GL_BlendFunc(GL_ONE, GL_ZERO);
4414                 GL_CullFace(GL_NONE);
4415                 GL_DepthMask(false);
4416                 GL_DepthRange(0, 1);
4417                 GL_PolygonOffset(0, 0);
4418                 GL_DepthTest(true);
4419                 R_Mesh_ColorPointer(NULL, 0, 0);
4420                 R_Mesh_ResetTextureState();
4421                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4422         }
4423         for (lightindex = 0;lightindex < range;lightindex++)
4424         {
4425                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4426                 if (!light)
4427                         continue;
4428                 rtlight = &light->rtlight;
4429                 rtlight->corona_visibility = 0;
4430                 rtlight->corona_queryindex_visiblepixels = 0;
4431                 rtlight->corona_queryindex_allpixels = 0;
4432                 if (!(rtlight->flags & flag))
4433                         continue;
4434                 if (rtlight->corona <= 0)
4435                         continue;
4436                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4437                         continue;
4438                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4439         }
4440         for (i = 0;i < r_refdef.scene.numlights;i++)
4441         {
4442                 rtlight = r_refdef.scene.lights[i];
4443                 rtlight->corona_visibility = 0;
4444                 rtlight->corona_queryindex_visiblepixels = 0;
4445                 rtlight->corona_queryindex_allpixels = 0;
4446                 if (!(rtlight->flags & flag))
4447                         continue;
4448                 if (rtlight->corona <= 0)
4449                         continue;
4450                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4451         }
4452         if (usequery)
4453                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4454
4455         // now draw the coronas using the query data for intensity info
4456         for (lightindex = 0;lightindex < range;lightindex++)
4457         {
4458                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4459                 if (!light)
4460                         continue;
4461                 rtlight = &light->rtlight;
4462                 if (rtlight->corona_visibility <= 0)
4463                         continue;
4464                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4465         }
4466         for (i = 0;i < r_refdef.scene.numlights;i++)
4467         {
4468                 rtlight = r_refdef.scene.lights[i];
4469                 if (rtlight->corona_visibility <= 0)
4470                         continue;
4471                 if (gl_flashblend.integer)
4472                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4473                 else
4474                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4475         }
4476 }
4477
4478
4479
4480 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4481 typedef struct suffixinfo_s
4482 {
4483         char *suffix;
4484         qboolean flipx, flipy, flipdiagonal;
4485 }
4486 suffixinfo_t;
4487 static suffixinfo_t suffix[3][6] =
4488 {
4489         {
4490                 {"px",   false, false, false},
4491                 {"nx",   false, false, false},
4492                 {"py",   false, false, false},
4493                 {"ny",   false, false, false},
4494                 {"pz",   false, false, false},
4495                 {"nz",   false, false, false}
4496         },
4497         {
4498                 {"posx", false, false, false},
4499                 {"negx", false, false, false},
4500                 {"posy", false, false, false},
4501                 {"negy", false, false, false},
4502                 {"posz", false, false, false},
4503                 {"negz", false, false, false}
4504         },
4505         {
4506                 {"rt",    true, false,  true},
4507                 {"lf",   false,  true,  true},
4508                 {"ft",    true,  true, false},
4509                 {"bk",   false, false, false},
4510                 {"up",    true, false,  true},
4511                 {"dn",    true, false,  true}
4512         }
4513 };
4514
4515 static int componentorder[4] = {0, 1, 2, 3};
4516
4517 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4518 {
4519         int i, j, cubemapsize;
4520         unsigned char *cubemappixels, *image_buffer;
4521         rtexture_t *cubemaptexture;
4522         char name[256];
4523         // must start 0 so the first loadimagepixels has no requested width/height
4524         cubemapsize = 0;
4525         cubemappixels = NULL;
4526         cubemaptexture = NULL;
4527         // keep trying different suffix groups (posx, px, rt) until one loads
4528         for (j = 0;j < 3 && !cubemappixels;j++)
4529         {
4530                 // load the 6 images in the suffix group
4531                 for (i = 0;i < 6;i++)
4532                 {
4533                         // generate an image name based on the base and and suffix
4534                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4535                         // load it
4536                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4537                         {
4538                                 // an image loaded, make sure width and height are equal
4539                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4540                                 {
4541                                         // if this is the first image to load successfully, allocate the cubemap memory
4542                                         if (!cubemappixels && image_width >= 1)
4543                                         {
4544                                                 cubemapsize = image_width;
4545                                                 // note this clears to black, so unavailable sides are black
4546                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4547                                         }
4548                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4549                                         if (cubemappixels)
4550                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4551                                 }
4552                                 else
4553                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4554                                 // free the image
4555                                 Mem_Free(image_buffer);
4556                         }
4557                 }
4558         }
4559         // if a cubemap loaded, upload it
4560         if (cubemappixels)
4561         {
4562                 if (developer_loading.integer)
4563                         Con_Printf("loading cubemap \"%s\"\n", basename);
4564
4565                 if (!r_shadow_filters_texturepool)
4566                         r_shadow_filters_texturepool = R_AllocTexturePool();
4567                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4568                 Mem_Free(cubemappixels);
4569         }
4570         else
4571         {
4572                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4573                 if (developer_loading.integer)
4574                 {
4575                         Con_Printf("(tried tried images ");
4576                         for (j = 0;j < 3;j++)
4577                                 for (i = 0;i < 6;i++)
4578                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4579                         Con_Print(" and was unable to find any of them).\n");
4580                 }
4581         }
4582         return cubemaptexture;
4583 }
4584
4585 rtexture_t *R_Shadow_Cubemap(const char *basename)
4586 {
4587         int i;
4588         for (i = 0;i < numcubemaps;i++)
4589                 if (!strcasecmp(cubemaps[i].basename, basename))
4590                         return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4591         if (i >= MAX_CUBEMAPS)
4592                 return r_texture_whitecube;
4593         numcubemaps++;
4594         strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4595         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4596         return cubemaps[i].texture;
4597 }
4598
4599 void R_Shadow_FreeCubemaps(void)
4600 {
4601         int i;
4602         for (i = 0;i < numcubemaps;i++)
4603         {
4604                 if (developer_loading.integer)
4605                         Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4606                 if (cubemaps[i].texture)
4607                         R_FreeTexture(cubemaps[i].texture);
4608         }
4609
4610         numcubemaps = 0;
4611         R_FreeTexturePool(&r_shadow_filters_texturepool);
4612 }
4613
4614 dlight_t *R_Shadow_NewWorldLight(void)
4615 {
4616         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4617 }
4618
4619 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)
4620 {
4621         matrix4x4_t matrix;
4622         // validate parameters
4623         if (style < 0 || style >= MAX_LIGHTSTYLES)
4624         {
4625                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4626                 style = 0;
4627         }
4628         if (!cubemapname)
4629                 cubemapname = "";
4630
4631         // copy to light properties
4632         VectorCopy(origin, light->origin);
4633         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4634         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4635         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4636         /*
4637         light->color[0] = max(color[0], 0);
4638         light->color[1] = max(color[1], 0);
4639         light->color[2] = max(color[2], 0);
4640         */
4641         light->color[0] = color[0];
4642         light->color[1] = color[1];
4643         light->color[2] = color[2];
4644         light->radius = max(radius, 0);
4645         light->style = style;
4646         light->shadow = shadowenable;
4647         light->corona = corona;
4648         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4649         light->coronasizescale = coronasizescale;
4650         light->ambientscale = ambientscale;
4651         light->diffusescale = diffusescale;
4652         light->specularscale = specularscale;
4653         light->flags = flags;
4654
4655         // update renderable light data
4656         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4657         R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4658 }
4659
4660 void R_Shadow_FreeWorldLight(dlight_t *light)
4661 {
4662         if (r_shadow_selectedlight == light)
4663                 r_shadow_selectedlight = NULL;
4664         R_RTLight_Uncompile(&light->rtlight);
4665         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4666 }
4667
4668 void R_Shadow_ClearWorldLights(void)
4669 {
4670         size_t lightindex;
4671         dlight_t *light;
4672         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4673         for (lightindex = 0;lightindex < range;lightindex++)
4674         {
4675                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4676                 if (light)
4677                         R_Shadow_FreeWorldLight(light);
4678         }
4679         r_shadow_selectedlight = NULL;
4680         R_Shadow_FreeCubemaps();
4681 }
4682
4683 void R_Shadow_SelectLight(dlight_t *light)
4684 {
4685         if (r_shadow_selectedlight)
4686                 r_shadow_selectedlight->selected = false;
4687         r_shadow_selectedlight = light;
4688         if (r_shadow_selectedlight)
4689                 r_shadow_selectedlight->selected = true;
4690 }
4691
4692 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4693 {
4694         // this is never batched (there can be only one)
4695         float vertex3f[12];
4696         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4697         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4698         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4699 }
4700
4701 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4702 {
4703         float intensity;
4704         float s;
4705         vec3_t spritecolor;
4706         skinframe_t *skinframe;
4707         float vertex3f[12];
4708
4709         // this is never batched (due to the ent parameter changing every time)
4710         // so numsurfaces == 1 and surfacelist[0] == lightnumber
4711         const dlight_t *light = (dlight_t *)ent;
4712         s = EDLIGHTSPRSIZE;
4713
4714         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4715
4716         intensity = 0.5f;
4717         VectorScale(light->color, intensity, spritecolor);
4718         if (VectorLength(spritecolor) < 0.1732f)
4719                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4720         if (VectorLength(spritecolor) > 1.0f)
4721                 VectorNormalize(spritecolor);
4722
4723         // draw light sprite
4724         if (light->cubemapname[0] && !light->shadow)
4725                 skinframe = r_editlights_sprcubemapnoshadowlight;
4726         else if (light->cubemapname[0])
4727                 skinframe = r_editlights_sprcubemaplight;
4728         else if (!light->shadow)
4729                 skinframe = r_editlights_sprnoshadowlight;
4730         else
4731                 skinframe = r_editlights_sprlight;
4732
4733         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4734         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4735
4736         // draw selection sprite if light is selected
4737         if (light->selected)
4738         {
4739                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4740                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4741                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4742         }
4743 }
4744
4745 void R_Shadow_DrawLightSprites(void)
4746 {
4747         size_t lightindex;
4748         dlight_t *light;
4749         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4750         for (lightindex = 0;lightindex < range;lightindex++)
4751         {
4752                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4753                 if (light)
4754                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4755         }
4756         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4757 }
4758
4759 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4760 {
4761         unsigned int range;
4762         dlight_t *light;
4763         rtlight_t *rtlight;
4764         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4765         if (lightindex >= range)
4766                 return -1;
4767         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4768         if (!light)
4769                 return 0;
4770         rtlight = &light->rtlight;
4771         //if (!(rtlight->flags & flag))
4772         //      return 0;
4773         VectorCopy(rtlight->shadoworigin, origin);
4774         *radius = rtlight->radius;
4775         VectorCopy(rtlight->color, color);
4776         return 1;
4777 }
4778
4779 void R_Shadow_SelectLightInView(void)
4780 {
4781         float bestrating, rating, temp[3];
4782         dlight_t *best;
4783         size_t lightindex;
4784         dlight_t *light;
4785         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4786         best = NULL;
4787         bestrating = 0;
4788         for (lightindex = 0;lightindex < range;lightindex++)
4789         {
4790                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4791                 if (!light)
4792                         continue;
4793                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4794                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4795                 if (rating >= 0.95)
4796                 {
4797                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4798                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4799                         {
4800                                 bestrating = rating;
4801                                 best = light;
4802                         }
4803                 }
4804         }
4805         R_Shadow_SelectLight(best);
4806 }
4807
4808 void R_Shadow_LoadWorldLights(void)
4809 {
4810         int n, a, style, shadow, flags;
4811         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4812         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4813         if (cl.worldmodel == NULL)
4814         {
4815                 Con_Print("No map loaded.\n");
4816                 return;
4817         }
4818         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4819         strlcat (name, ".rtlights", sizeof (name));
4820         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4821         if (lightsstring)
4822         {
4823                 s = lightsstring;
4824                 n = 0;
4825                 while (*s)
4826                 {
4827                         t = s;
4828                         /*
4829                         shadow = true;
4830                         for (;COM_Parse(t, true) && strcmp(
4831                         if (COM_Parse(t, true))
4832                         {
4833                                 if (com_token[0] == '!')
4834                                 {
4835                                         shadow = false;
4836                                         origin[0] = atof(com_token+1);
4837                                 }
4838                                 else
4839                                         origin[0] = atof(com_token);
4840                                 if (Com_Parse(t
4841                         }
4842                         */
4843                         t = s;
4844                         while (*s && *s != '\n' && *s != '\r')
4845                                 s++;
4846                         if (!*s)
4847                                 break;
4848                         tempchar = *s;
4849                         shadow = true;
4850                         // check for modifier flags
4851                         if (*t == '!')
4852                         {
4853                                 shadow = false;
4854                                 t++;
4855                         }
4856                         *s = 0;
4857 #if _MSC_VER >= 1400
4858 #define sscanf sscanf_s
4859 #endif
4860                         cubemapname[sizeof(cubemapname)-1] = 0;
4861 #if MAX_QPATH != 128
4862 #error update this code if MAX_QPATH changes
4863 #endif
4864                         a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4865 #if _MSC_VER >= 1400
4866 , sizeof(cubemapname)
4867 #endif
4868 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4869                         *s = tempchar;
4870                         if (a < 18)
4871                                 flags = LIGHTFLAG_REALTIMEMODE;
4872                         if (a < 17)
4873                                 specularscale = 1;
4874                         if (a < 16)
4875                                 diffusescale = 1;
4876                         if (a < 15)
4877                                 ambientscale = 0;
4878                         if (a < 14)
4879                                 coronasizescale = 0.25f;
4880                         if (a < 13)
4881                                 VectorClear(angles);
4882                         if (a < 10)
4883                                 corona = 0;
4884                         if (a < 9 || !strcmp(cubemapname, "\"\""))
4885                                 cubemapname[0] = 0;
4886                         // remove quotes on cubemapname
4887                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4888                         {
4889                                 size_t namelen;
4890                                 namelen = strlen(cubemapname) - 2;
4891                                 memmove(cubemapname, cubemapname + 1, namelen);
4892                                 cubemapname[namelen] = '\0';
4893                         }
4894                         if (a < 8)
4895                         {
4896                                 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);
4897                                 break;
4898                         }
4899                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4900                         if (*s == '\r')
4901                                 s++;
4902                         if (*s == '\n')
4903                                 s++;
4904                         n++;
4905                 }
4906                 if (*s)
4907                         Con_Printf("invalid rtlights file \"%s\"\n", name);
4908                 Mem_Free(lightsstring);
4909         }
4910 }
4911
4912 void R_Shadow_SaveWorldLights(void)
4913 {
4914         size_t lightindex;
4915         dlight_t *light;
4916         size_t bufchars, bufmaxchars;
4917         char *buf, *oldbuf;
4918         char name[MAX_QPATH];
4919         char line[MAX_INPUTLINE];
4920         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4921         // I hate lines which are 3 times my screen size :( --blub
4922         if (!range)
4923                 return;
4924         if (cl.worldmodel == NULL)
4925         {
4926                 Con_Print("No map loaded.\n");
4927                 return;
4928         }
4929         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4930         strlcat (name, ".rtlights", sizeof (name));
4931         bufchars = bufmaxchars = 0;
4932         buf = NULL;
4933         for (lightindex = 0;lightindex < range;lightindex++)
4934         {
4935                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4936                 if (!light)
4937                         continue;
4938                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4939                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4940                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4941                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
4942                 else
4943                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
4944                 if (bufchars + strlen(line) > bufmaxchars)
4945                 {
4946                         bufmaxchars = bufchars + strlen(line) + 2048;
4947                         oldbuf = buf;
4948                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4949                         if (oldbuf)
4950                         {
4951                                 if (bufchars)
4952                                         memcpy(buf, oldbuf, bufchars);
4953                                 Mem_Free(oldbuf);
4954                         }
4955                 }
4956                 if (strlen(line))
4957                 {
4958                         memcpy(buf + bufchars, line, strlen(line));
4959                         bufchars += strlen(line);
4960                 }
4961         }
4962         if (bufchars)
4963                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
4964         if (buf)
4965                 Mem_Free(buf);
4966 }
4967
4968 void R_Shadow_LoadLightsFile(void)
4969 {
4970         int n, a, style;
4971         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
4972         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
4973         if (cl.worldmodel == NULL)
4974         {
4975                 Con_Print("No map loaded.\n");
4976                 return;
4977         }
4978         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4979         strlcat (name, ".lights", sizeof (name));
4980         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4981         if (lightsstring)
4982         {
4983                 s = lightsstring;
4984                 n = 0;
4985                 while (*s)
4986                 {
4987                         t = s;
4988                         while (*s && *s != '\n' && *s != '\r')
4989                                 s++;
4990                         if (!*s)
4991                                 break;
4992                         tempchar = *s;
4993                         *s = 0;
4994                         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);
4995                         *s = tempchar;
4996                         if (a < 14)
4997                         {
4998                                 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);
4999                                 break;
5000                         }
5001                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5002                         radius = bound(15, radius, 4096);
5003                         VectorScale(color, (2.0f / (8388608.0f)), color);
5004                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5005                         if (*s == '\r')
5006                                 s++;
5007                         if (*s == '\n')
5008                                 s++;
5009                         n++;
5010                 }
5011                 if (*s)
5012                         Con_Printf("invalid lights file \"%s\"\n", name);
5013                 Mem_Free(lightsstring);
5014         }
5015 }
5016
5017 // tyrlite/hmap2 light types in the delay field
5018 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5019
5020 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5021 {
5022         int entnum, style, islight, skin, pflags, effects, type, n;
5023         char *entfiledata;
5024         const char *data;
5025         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5026         char key[256], value[MAX_INPUTLINE];
5027
5028         if (cl.worldmodel == NULL)
5029         {
5030                 Con_Print("No map loaded.\n");
5031                 return;
5032         }
5033         // try to load a .ent file first
5034         FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5035         strlcat (key, ".ent", sizeof (key));
5036         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5037         // and if that is not found, fall back to the bsp file entity string
5038         if (!data)
5039                 data = cl.worldmodel->brush.entities;
5040         if (!data)
5041                 return;
5042         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5043         {
5044                 type = LIGHTTYPE_MINUSX;
5045                 origin[0] = origin[1] = origin[2] = 0;
5046                 originhack[0] = originhack[1] = originhack[2] = 0;
5047                 angles[0] = angles[1] = angles[2] = 0;
5048                 color[0] = color[1] = color[2] = 1;
5049                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5050                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5051                 fadescale = 1;
5052                 lightscale = 1;
5053                 style = 0;
5054                 skin = 0;
5055                 pflags = 0;
5056                 effects = 0;
5057                 islight = false;
5058                 while (1)
5059                 {
5060                         if (!COM_ParseToken_Simple(&data, false, false))
5061                                 break; // error
5062                         if (com_token[0] == '}')
5063                                 break; // end of entity
5064                         if (com_token[0] == '_')
5065                                 strlcpy(key, com_token + 1, sizeof(key));
5066                         else
5067                                 strlcpy(key, com_token, sizeof(key));
5068                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5069                                 key[strlen(key)-1] = 0;
5070                         if (!COM_ParseToken_Simple(&data, false, false))
5071                                 break; // error
5072                         strlcpy(value, com_token, sizeof(value));
5073
5074                         // now that we have the key pair worked out...
5075                         if (!strcmp("light", key))
5076                         {
5077                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5078                                 if (n == 1)
5079                                 {
5080                                         // quake
5081                                         light[0] = vec[0] * (1.0f / 256.0f);
5082                                         light[1] = vec[0] * (1.0f / 256.0f);
5083                                         light[2] = vec[0] * (1.0f / 256.0f);
5084                                         light[3] = vec[0];
5085                                 }
5086                                 else if (n == 4)
5087                                 {
5088                                         // halflife
5089                                         light[0] = vec[0] * (1.0f / 255.0f);
5090                                         light[1] = vec[1] * (1.0f / 255.0f);
5091                                         light[2] = vec[2] * (1.0f / 255.0f);
5092                                         light[3] = vec[3];
5093                                 }
5094                         }
5095                         else if (!strcmp("delay", key))
5096                                 type = atoi(value);
5097                         else if (!strcmp("origin", key))
5098                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5099                         else if (!strcmp("angle", key))
5100                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5101                         else if (!strcmp("angles", key))
5102                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5103                         else if (!strcmp("color", key))
5104                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5105                         else if (!strcmp("wait", key))
5106                                 fadescale = atof(value);
5107                         else if (!strcmp("classname", key))
5108                         {
5109                                 if (!strncmp(value, "light", 5))
5110                                 {
5111                                         islight = true;
5112                                         if (!strcmp(value, "light_fluoro"))
5113                                         {
5114                                                 originhack[0] = 0;
5115                                                 originhack[1] = 0;
5116                                                 originhack[2] = 0;
5117                                                 overridecolor[0] = 1;
5118                                                 overridecolor[1] = 1;
5119                                                 overridecolor[2] = 1;
5120                                         }
5121                                         if (!strcmp(value, "light_fluorospark"))
5122                                         {
5123                                                 originhack[0] = 0;
5124                                                 originhack[1] = 0;
5125                                                 originhack[2] = 0;
5126                                                 overridecolor[0] = 1;
5127                                                 overridecolor[1] = 1;
5128                                                 overridecolor[2] = 1;
5129                                         }
5130                                         if (!strcmp(value, "light_globe"))
5131                                         {
5132                                                 originhack[0] = 0;
5133                                                 originhack[1] = 0;
5134                                                 originhack[2] = 0;
5135                                                 overridecolor[0] = 1;
5136                                                 overridecolor[1] = 0.8;
5137                                                 overridecolor[2] = 0.4;
5138                                         }
5139                                         if (!strcmp(value, "light_flame_large_yellow"))
5140                                         {
5141                                                 originhack[0] = 0;
5142                                                 originhack[1] = 0;
5143                                                 originhack[2] = 0;
5144                                                 overridecolor[0] = 1;
5145                                                 overridecolor[1] = 0.5;
5146                                                 overridecolor[2] = 0.1;
5147                                         }
5148                                         if (!strcmp(value, "light_flame_small_yellow"))
5149                                         {
5150                                                 originhack[0] = 0;
5151                                                 originhack[1] = 0;
5152                                                 originhack[2] = 0;
5153                                                 overridecolor[0] = 1;
5154                                                 overridecolor[1] = 0.5;
5155                                                 overridecolor[2] = 0.1;
5156                                         }
5157                                         if (!strcmp(value, "light_torch_small_white"))
5158                                         {
5159                                                 originhack[0] = 0;
5160                                                 originhack[1] = 0;
5161                                                 originhack[2] = 0;
5162                                                 overridecolor[0] = 1;
5163                                                 overridecolor[1] = 0.5;
5164                                                 overridecolor[2] = 0.1;
5165                                         }
5166                                         if (!strcmp(value, "light_torch_small_walltorch"))
5167                                         {
5168                                                 originhack[0] = 0;
5169                                                 originhack[1] = 0;
5170                                                 originhack[2] = 0;
5171                                                 overridecolor[0] = 1;
5172                                                 overridecolor[1] = 0.5;
5173                                                 overridecolor[2] = 0.1;
5174                                         }
5175                                 }
5176                         }
5177                         else if (!strcmp("style", key))
5178                                 style = atoi(value);
5179                         else if (!strcmp("skin", key))
5180                                 skin = (int)atof(value);
5181                         else if (!strcmp("pflags", key))
5182                                 pflags = (int)atof(value);
5183                         else if (!strcmp("effects", key))
5184                                 effects = (int)atof(value);
5185                         else if (cl.worldmodel->type == mod_brushq3)
5186                         {
5187                                 if (!strcmp("scale", key))
5188                                         lightscale = atof(value);
5189                                 if (!strcmp("fade", key))
5190                                         fadescale = atof(value);
5191                         }
5192                 }
5193                 if (!islight)
5194                         continue;
5195                 if (lightscale <= 0)
5196                         lightscale = 1;
5197                 if (fadescale <= 0)
5198                         fadescale = 1;
5199                 if (color[0] == color[1] && color[0] == color[2])
5200                 {
5201                         color[0] *= overridecolor[0];
5202                         color[1] *= overridecolor[1];
5203                         color[2] *= overridecolor[2];
5204                 }
5205                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5206                 color[0] = color[0] * light[0];
5207                 color[1] = color[1] * light[1];
5208                 color[2] = color[2] * light[2];
5209                 switch (type)
5210                 {
5211                 case LIGHTTYPE_MINUSX:
5212                         break;
5213                 case LIGHTTYPE_RECIPX:
5214                         radius *= 2;
5215                         VectorScale(color, (1.0f / 16.0f), color);
5216                         break;
5217                 case LIGHTTYPE_RECIPXX:
5218                         radius *= 2;
5219                         VectorScale(color, (1.0f / 16.0f), color);
5220                         break;
5221                 default:
5222                 case LIGHTTYPE_NONE:
5223                         break;
5224                 case LIGHTTYPE_SUN:
5225                         break;
5226                 case LIGHTTYPE_MINUSXX:
5227                         break;
5228                 }
5229                 VectorAdd(origin, originhack, origin);
5230                 if (radius >= 1)
5231                         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);
5232         }
5233         if (entfiledata)
5234                 Mem_Free(entfiledata);
5235 }
5236
5237
5238 void R_Shadow_SetCursorLocationForView(void)
5239 {
5240         vec_t dist, push;
5241         vec3_t dest, endpos;
5242         trace_t trace;
5243         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5244         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5245         if (trace.fraction < 1)
5246         {
5247                 dist = trace.fraction * r_editlights_cursordistance.value;
5248                 push = r_editlights_cursorpushback.value;
5249                 if (push > dist)
5250                         push = dist;
5251                 push = -push;
5252                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5253                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5254         }
5255         else
5256         {
5257                 VectorClear( endpos );
5258         }
5259         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5260         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5261         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5262 }
5263
5264 void R_Shadow_UpdateWorldLightSelection(void)
5265 {
5266         if (r_editlights.integer)
5267         {
5268                 R_Shadow_SetCursorLocationForView();
5269                 R_Shadow_SelectLightInView();
5270         }
5271         else
5272                 R_Shadow_SelectLight(NULL);
5273 }
5274
5275 void R_Shadow_EditLights_Clear_f(void)
5276 {
5277         R_Shadow_ClearWorldLights();
5278 }
5279
5280 void R_Shadow_EditLights_Reload_f(void)
5281 {
5282         if (!cl.worldmodel)
5283                 return;
5284         strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5285         R_Shadow_ClearWorldLights();
5286         R_Shadow_LoadWorldLights();
5287         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5288         {
5289                 R_Shadow_LoadLightsFile();
5290                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5291                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5292         }
5293 }
5294
5295 void R_Shadow_EditLights_Save_f(void)
5296 {
5297         if (!cl.worldmodel)
5298                 return;
5299         R_Shadow_SaveWorldLights();
5300 }
5301
5302 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5303 {
5304         R_Shadow_ClearWorldLights();
5305         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5306 }
5307
5308 void R_Shadow_EditLights_ImportLightsFile_f(void)
5309 {
5310         R_Shadow_ClearWorldLights();
5311         R_Shadow_LoadLightsFile();
5312 }
5313
5314 void R_Shadow_EditLights_Spawn_f(void)
5315 {
5316         vec3_t color;
5317         if (!r_editlights.integer)
5318         {
5319                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5320                 return;
5321         }
5322         if (Cmd_Argc() != 1)
5323         {
5324                 Con_Print("r_editlights_spawn does not take parameters\n");
5325                 return;
5326         }
5327         color[0] = color[1] = color[2] = 1;
5328         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5329 }
5330
5331 void R_Shadow_EditLights_Edit_f(void)
5332 {
5333         vec3_t origin, angles, color;
5334         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5335         int style, shadows, flags, normalmode, realtimemode;
5336         char cubemapname[MAX_INPUTLINE];
5337         if (!r_editlights.integer)
5338         {
5339                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5340                 return;
5341         }
5342         if (!r_shadow_selectedlight)
5343         {
5344                 Con_Print("No selected light.\n");
5345                 return;
5346         }
5347         VectorCopy(r_shadow_selectedlight->origin, origin);
5348         VectorCopy(r_shadow_selectedlight->angles, angles);
5349         VectorCopy(r_shadow_selectedlight->color, color);
5350         radius = r_shadow_selectedlight->radius;
5351         style = r_shadow_selectedlight->style;
5352         if (r_shadow_selectedlight->cubemapname)
5353                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5354         else
5355                 cubemapname[0] = 0;
5356         shadows = r_shadow_selectedlight->shadow;
5357         corona = r_shadow_selectedlight->corona;
5358         coronasizescale = r_shadow_selectedlight->coronasizescale;
5359         ambientscale = r_shadow_selectedlight->ambientscale;
5360         diffusescale = r_shadow_selectedlight->diffusescale;
5361         specularscale = r_shadow_selectedlight->specularscale;
5362         flags = r_shadow_selectedlight->flags;
5363         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5364         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5365         if (!strcmp(Cmd_Argv(1), "origin"))
5366         {
5367                 if (Cmd_Argc() != 5)
5368                 {
5369                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5370                         return;
5371                 }
5372                 origin[0] = atof(Cmd_Argv(2));
5373                 origin[1] = atof(Cmd_Argv(3));
5374                 origin[2] = atof(Cmd_Argv(4));
5375         }
5376         else if (!strcmp(Cmd_Argv(1), "originx"))
5377         {
5378                 if (Cmd_Argc() != 3)
5379                 {
5380                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5381                         return;
5382                 }
5383                 origin[0] = atof(Cmd_Argv(2));
5384         }
5385         else if (!strcmp(Cmd_Argv(1), "originy"))
5386         {
5387                 if (Cmd_Argc() != 3)
5388                 {
5389                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5390                         return;
5391                 }
5392                 origin[1] = atof(Cmd_Argv(2));
5393         }
5394         else if (!strcmp(Cmd_Argv(1), "originz"))
5395         {
5396                 if (Cmd_Argc() != 3)
5397                 {
5398                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5399                         return;
5400                 }
5401                 origin[2] = atof(Cmd_Argv(2));
5402         }
5403         else if (!strcmp(Cmd_Argv(1), "move"))
5404         {
5405                 if (Cmd_Argc() != 5)
5406                 {
5407                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5408                         return;
5409                 }
5410                 origin[0] += atof(Cmd_Argv(2));
5411                 origin[1] += atof(Cmd_Argv(3));
5412                 origin[2] += atof(Cmd_Argv(4));
5413         }
5414         else if (!strcmp(Cmd_Argv(1), "movex"))
5415         {
5416                 if (Cmd_Argc() != 3)
5417                 {
5418                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5419                         return;
5420                 }
5421                 origin[0] += atof(Cmd_Argv(2));
5422         }
5423         else if (!strcmp(Cmd_Argv(1), "movey"))
5424         {
5425                 if (Cmd_Argc() != 3)
5426                 {
5427                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5428                         return;
5429                 }
5430                 origin[1] += atof(Cmd_Argv(2));
5431         }
5432         else if (!strcmp(Cmd_Argv(1), "movez"))
5433         {
5434                 if (Cmd_Argc() != 3)
5435                 {
5436                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5437                         return;
5438                 }
5439                 origin[2] += atof(Cmd_Argv(2));
5440         }
5441         else if (!strcmp(Cmd_Argv(1), "angles"))
5442         {
5443                 if (Cmd_Argc() != 5)
5444                 {
5445                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5446                         return;
5447                 }
5448                 angles[0] = atof(Cmd_Argv(2));
5449                 angles[1] = atof(Cmd_Argv(3));
5450                 angles[2] = atof(Cmd_Argv(4));
5451         }
5452         else if (!strcmp(Cmd_Argv(1), "anglesx"))
5453         {
5454                 if (Cmd_Argc() != 3)
5455                 {
5456                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5457                         return;
5458                 }
5459                 angles[0] = atof(Cmd_Argv(2));
5460         }
5461         else if (!strcmp(Cmd_Argv(1), "anglesy"))
5462         {
5463                 if (Cmd_Argc() != 3)
5464                 {
5465                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5466                         return;
5467                 }
5468                 angles[1] = atof(Cmd_Argv(2));
5469         }
5470         else if (!strcmp(Cmd_Argv(1), "anglesz"))
5471         {
5472                 if (Cmd_Argc() != 3)
5473                 {
5474                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5475                         return;
5476                 }
5477                 angles[2] = atof(Cmd_Argv(2));
5478         }
5479         else if (!strcmp(Cmd_Argv(1), "color"))
5480         {
5481                 if (Cmd_Argc() != 5)
5482                 {
5483                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5484                         return;
5485                 }
5486                 color[0] = atof(Cmd_Argv(2));
5487                 color[1] = atof(Cmd_Argv(3));
5488                 color[2] = atof(Cmd_Argv(4));
5489         }
5490         else if (!strcmp(Cmd_Argv(1), "radius"))
5491         {
5492                 if (Cmd_Argc() != 3)
5493                 {
5494                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5495                         return;
5496                 }
5497                 radius = atof(Cmd_Argv(2));
5498         }
5499         else if (!strcmp(Cmd_Argv(1), "colorscale"))
5500         {
5501                 if (Cmd_Argc() == 3)
5502                 {
5503                         double scale = atof(Cmd_Argv(2));
5504                         color[0] *= scale;
5505                         color[1] *= scale;
5506                         color[2] *= scale;
5507                 }
5508                 else
5509                 {
5510                         if (Cmd_Argc() != 5)
5511                         {
5512                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
5513                                 return;
5514                         }
5515                         color[0] *= atof(Cmd_Argv(2));
5516                         color[1] *= atof(Cmd_Argv(3));
5517                         color[2] *= atof(Cmd_Argv(4));
5518                 }
5519         }
5520         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5521         {
5522                 if (Cmd_Argc() != 3)
5523                 {
5524                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5525                         return;
5526                 }
5527                 radius *= atof(Cmd_Argv(2));
5528         }
5529         else if (!strcmp(Cmd_Argv(1), "style"))
5530         {
5531                 if (Cmd_Argc() != 3)
5532                 {
5533                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5534                         return;
5535                 }
5536                 style = atoi(Cmd_Argv(2));
5537         }
5538         else if (!strcmp(Cmd_Argv(1), "cubemap"))
5539         {
5540                 if (Cmd_Argc() > 3)
5541                 {
5542                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5543                         return;
5544                 }
5545                 if (Cmd_Argc() == 3)
5546                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5547                 else
5548                         cubemapname[0] = 0;
5549         }
5550         else if (!strcmp(Cmd_Argv(1), "shadows"))
5551         {
5552                 if (Cmd_Argc() != 3)
5553                 {
5554                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5555                         return;
5556                 }
5557                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5558         }
5559         else if (!strcmp(Cmd_Argv(1), "corona"))
5560         {
5561                 if (Cmd_Argc() != 3)
5562                 {
5563                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5564                         return;
5565                 }
5566                 corona = atof(Cmd_Argv(2));
5567         }
5568         else if (!strcmp(Cmd_Argv(1), "coronasize"))
5569         {
5570                 if (Cmd_Argc() != 3)
5571                 {
5572                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5573                         return;
5574                 }
5575                 coronasizescale = atof(Cmd_Argv(2));
5576         }
5577         else if (!strcmp(Cmd_Argv(1), "ambient"))
5578         {
5579                 if (Cmd_Argc() != 3)
5580                 {
5581                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5582                         return;
5583                 }
5584                 ambientscale = atof(Cmd_Argv(2));
5585         }
5586         else if (!strcmp(Cmd_Argv(1), "diffuse"))
5587         {
5588                 if (Cmd_Argc() != 3)
5589                 {
5590                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5591                         return;
5592                 }
5593                 diffusescale = atof(Cmd_Argv(2));
5594         }
5595         else if (!strcmp(Cmd_Argv(1), "specular"))
5596         {
5597                 if (Cmd_Argc() != 3)
5598                 {
5599                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5600                         return;
5601                 }
5602                 specularscale = atof(Cmd_Argv(2));
5603         }
5604         else if (!strcmp(Cmd_Argv(1), "normalmode"))
5605         {
5606                 if (Cmd_Argc() != 3)
5607                 {
5608                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5609                         return;
5610                 }
5611                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5612         }
5613         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5614         {
5615                 if (Cmd_Argc() != 3)
5616                 {
5617                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5618                         return;
5619                 }
5620                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5621         }
5622         else
5623         {
5624                 Con_Print("usage: r_editlights_edit [property] [value]\n");
5625                 Con_Print("Selected light's properties:\n");
5626                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5627                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5628                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5629                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
5630                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
5631                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
5632                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5633                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
5634                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
5635                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
5636                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
5637                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
5638                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5639                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5640                 return;
5641         }
5642         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5643         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5644 }
5645
5646 void R_Shadow_EditLights_EditAll_f(void)
5647 {
5648         size_t lightindex;
5649         dlight_t *light;
5650         size_t range;
5651
5652         if (!r_editlights.integer)
5653         {
5654                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5655                 return;
5656         }
5657
5658         // EditLights doesn't seem to have a "remove" command or something so:
5659         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5660         for (lightindex = 0;lightindex < range;lightindex++)
5661         {
5662                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5663                 if (!light)
5664                         continue;
5665                 R_Shadow_SelectLight(light);
5666                 R_Shadow_EditLights_Edit_f();
5667         }
5668 }
5669
5670 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5671 {
5672         int lightnumber, lightcount;
5673         size_t lightindex, range;
5674         dlight_t *light;
5675         float x, y;
5676         char temp[256];
5677         if (!r_editlights.integer)
5678                 return;
5679         x = vid_conwidth.value - 240;
5680         y = 5;
5681         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5682         lightnumber = -1;
5683         lightcount = 0;
5684         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5685         for (lightindex = 0;lightindex < range;lightindex++)
5686         {
5687                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5688                 if (!light)
5689                         continue;
5690                 if (light == r_shadow_selectedlight)
5691                         lightnumber = lightindex;
5692                 lightcount++;
5693         }
5694         dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5695         dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5696         y += 8;
5697         if (r_shadow_selectedlight == NULL)
5698                 return;
5699         dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5700         dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5701         dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5702         dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5703         dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5704         dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5705         dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5706         dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5707         dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5708         dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5709         dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5710         dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5711         dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5712         dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5713         dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5714 }
5715
5716 void R_Shadow_EditLights_ToggleShadow_f(void)
5717 {
5718         if (!r_editlights.integer)
5719         {
5720                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5721                 return;
5722         }
5723         if (!r_shadow_selectedlight)
5724         {
5725                 Con_Print("No selected light.\n");
5726                 return;
5727         }
5728         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);
5729 }
5730
5731 void R_Shadow_EditLights_ToggleCorona_f(void)
5732 {
5733         if (!r_editlights.integer)
5734         {
5735                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5736                 return;
5737         }
5738         if (!r_shadow_selectedlight)
5739         {
5740                 Con_Print("No selected light.\n");
5741                 return;
5742         }
5743         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);
5744 }
5745
5746 void R_Shadow_EditLights_Remove_f(void)
5747 {
5748         if (!r_editlights.integer)
5749         {
5750                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
5751                 return;
5752         }
5753         if (!r_shadow_selectedlight)
5754         {
5755                 Con_Print("No selected light.\n");
5756                 return;
5757         }
5758         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5759         r_shadow_selectedlight = NULL;
5760 }
5761
5762 void R_Shadow_EditLights_Help_f(void)
5763 {
5764         Con_Print(
5765 "Documentation on r_editlights system:\n"
5766 "Settings:\n"
5767 "r_editlights : enable/disable editing mode\n"
5768 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5769 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5770 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5771 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5772 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5773 "Commands:\n"
5774 "r_editlights_help : this help\n"
5775 "r_editlights_clear : remove all lights\n"
5776 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5777 "r_editlights_save : save to .rtlights file\n"
5778 "r_editlights_spawn : create a light with default settings\n"
5779 "r_editlights_edit command : edit selected light - more documentation below\n"
5780 "r_editlights_remove : remove selected light\n"
5781 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5782 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5783 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5784 "Edit commands:\n"
5785 "origin x y z : set light location\n"
5786 "originx x: set x component of light location\n"
5787 "originy y: set y component of light location\n"
5788 "originz z: set z component of light location\n"
5789 "move x y z : adjust light location\n"
5790 "movex x: adjust x component of light location\n"
5791 "movey y: adjust y component of light location\n"
5792 "movez z: adjust z component of light location\n"
5793 "angles x y z : set light angles\n"
5794 "anglesx x: set x component of light angles\n"
5795 "anglesy y: set y component of light angles\n"
5796 "anglesz z: set z component of light angles\n"
5797 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5798 "radius radius : set radius (size) of light\n"
5799 "colorscale grey : multiply color of light (1 does nothing)\n"
5800 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5801 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5802 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5803 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5804 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5805 "shadows 1/0 : turn on/off shadows\n"
5806 "corona n : set corona intensity\n"
5807 "coronasize n : set corona size (0-1)\n"
5808 "ambient n : set ambient intensity (0-1)\n"
5809 "diffuse n : set diffuse intensity (0-1)\n"
5810 "specular n : set specular intensity (0-1)\n"
5811 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5812 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5813 "<nothing> : print light properties to console\n"
5814         );
5815 }
5816
5817 void R_Shadow_EditLights_CopyInfo_f(void)
5818 {
5819         if (!r_editlights.integer)
5820         {
5821                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
5822                 return;
5823         }
5824         if (!r_shadow_selectedlight)
5825         {
5826                 Con_Print("No selected light.\n");
5827                 return;
5828         }
5829         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5830         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5831         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5832         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5833         if (r_shadow_selectedlight->cubemapname)
5834                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5835         else
5836                 r_shadow_bufferlight.cubemapname[0] = 0;
5837         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5838         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5839         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5840         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5841         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5842         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5843         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5844 }
5845
5846 void R_Shadow_EditLights_PasteInfo_f(void)
5847 {
5848         if (!r_editlights.integer)
5849         {
5850                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
5851                 return;
5852         }
5853         if (!r_shadow_selectedlight)
5854         {
5855                 Con_Print("No selected light.\n");
5856                 return;
5857         }
5858         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);
5859 }
5860
5861 void R_Shadow_EditLights_Init(void)
5862 {
5863         Cvar_RegisterVariable(&r_editlights);
5864         Cvar_RegisterVariable(&r_editlights_cursordistance);
5865         Cvar_RegisterVariable(&r_editlights_cursorpushback);
5866         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5867         Cvar_RegisterVariable(&r_editlights_cursorgrid);
5868         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5869         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5870         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5871         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)");
5872         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5873         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5874         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5875         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)");
5876         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5877         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5878         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5879         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5880         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5881         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5882         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)");
5883 }
5884
5885
5886
5887 /*
5888 =============================================================================
5889
5890 LIGHT SAMPLING
5891
5892 =============================================================================
5893 */
5894
5895 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5896 {
5897         VectorClear(diffusecolor);
5898         VectorClear(diffusenormal);
5899
5900         if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5901         {
5902                 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
5903                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5904         }
5905         else
5906                 VectorSet(ambientcolor, 1, 1, 1);
5907
5908         if (dynamic)
5909         {
5910                 int i;
5911                 float f, v[3];
5912                 rtlight_t *light;
5913                 for (i = 0;i < r_refdef.scene.numlights;i++)
5914                 {
5915                         light = r_refdef.scene.lights[i];
5916                         Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5917                         f = 1 - VectorLength2(v);
5918                         if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5919                                 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
5920                 }
5921         }
5922 }