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GLSL shaders no longer use gl_TexCoord[] varying variables
[divverent/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
144
145 extern void R_Shadow_EditLights_Init(void);
146
147 typedef enum r_shadow_rendermode_e
148 {
149         R_SHADOW_RENDERMODE_NONE,
150         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
151         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
152         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
153         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
154         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
155         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
156         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
157         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
158         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
159         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
160         R_SHADOW_RENDERMODE_LIGHT_GLSL,
161         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
162         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
163         R_SHADOW_RENDERMODE_SHADOWMAP2D,
164         R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
165         R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
166 }
167 r_shadow_rendermode_t;
168
169 typedef enum r_shadow_shadowmode_e
170 {
171     R_SHADOW_SHADOWMODE_STENCIL,
172     R_SHADOW_SHADOWMODE_SHADOWMAP2D,
173     R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
174     R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
175 }
176 r_shadow_shadowmode_t;
177
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmaprect;
183 qboolean r_shadow_usingshadowmap2d;
184 qboolean r_shadow_usingshadowmapcube;
185 int r_shadow_shadowmapside;
186 float r_shadow_shadowmap_texturescale[2];
187 float r_shadow_shadowmap_parameters[4];
188 #if 0
189 int r_shadow_drawbuffer;
190 int r_shadow_readbuffer;
191 #endif
192 int r_shadow_cullface_front, r_shadow_cullface_back;
193 GLuint r_shadow_fborectangle;
194 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
195 GLuint r_shadow_fbo2d;
196 r_shadow_shadowmode_t r_shadow_shadowmode;
197 int r_shadow_shadowmapfilterquality;
198 int r_shadow_shadowmaptexturetype;
199 int r_shadow_shadowmapdepthbits;
200 int r_shadow_shadowmapmaxsize;
201 qboolean r_shadow_shadowmapvsdct;
202 qboolean r_shadow_shadowmapsampler;
203 int r_shadow_shadowmappcf;
204 int r_shadow_shadowmapborder;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
207
208 int maxshadowtriangles;
209 int *shadowelements;
210
211 int maxshadowvertices;
212 float *shadowvertex3f;
213
214 int maxshadowmark;
215 int numshadowmark;
216 int *shadowmark;
217 int *shadowmarklist;
218 int shadowmarkcount;
219
220 int maxshadowsides;
221 int numshadowsides;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
224
225 int maxvertexupdate;
226 int *vertexupdate;
227 int *vertexremap;
228 int vertexupdatenum;
229
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
234
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
239
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
244
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
256
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
265
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
268
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
271
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
273
274 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"};
275 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"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 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"};
278 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)"};
279 //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"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 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)"};
282 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"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
292 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
293 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)"};
294 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
295 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
296 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
297 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
298 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)"};
299 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"};
300 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
301 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
302 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"};
303 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
304 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
305 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)"};
306 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"};
307 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"};
308 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)"};
309 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
310 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
311 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
313 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"};
314 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
315 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
316 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
317 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
318 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
319 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
320 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
321 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
322 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
323 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)"};
324 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)"};
325 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
326 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"};
327 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
328 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
329 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
330 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
331 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
332 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
333 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
334 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
335 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
336 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
337
338 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
339 #define ATTENTABLESIZE 256
340 // 1D gradient, 2D circle and 3D sphere attenuation textures
341 #define ATTEN1DSIZE 32
342 #define ATTEN2DSIZE 64
343 #define ATTEN3DSIZE 32
344
345 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
346 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
347 static float r_shadow_attentable[ATTENTABLESIZE+1];
348
349 rtlight_t *r_shadow_compilingrtlight;
350 static memexpandablearray_t r_shadow_worldlightsarray;
351 dlight_t *r_shadow_selectedlight;
352 dlight_t r_shadow_bufferlight;
353 vec3_t r_editlights_cursorlocation;
354
355 extern int con_vislines;
356
357 typedef struct cubemapinfo_s
358 {
359         char basename[64];
360         rtexture_t *texture;
361 }
362 cubemapinfo_t;
363
364 static int numcubemaps;
365 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
366
367 void R_Shadow_UncompileWorldLights(void);
368 void R_Shadow_ClearWorldLights(void);
369 void R_Shadow_SaveWorldLights(void);
370 void R_Shadow_LoadWorldLights(void);
371 void R_Shadow_LoadLightsFile(void);
372 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
373 void R_Shadow_EditLights_Reload_f(void);
374 void R_Shadow_ValidateCvars(void);
375 static void R_Shadow_MakeTextures(void);
376
377 #define EDLIGHTSPRSIZE                  8
378 skinframe_t *r_editlights_sprcursor;
379 skinframe_t *r_editlights_sprlight;
380 skinframe_t *r_editlights_sprnoshadowlight;
381 skinframe_t *r_editlights_sprcubemaplight;
382 skinframe_t *r_editlights_sprcubemapnoshadowlight;
383 skinframe_t *r_editlights_sprselection;
384
385 void R_Shadow_SetShadowMode(void)
386 {
387         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
388         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
389         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
390         r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
391         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
392         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
393         r_shadow_shadowmaplod = -1;
394         r_shadow_shadowmapsize = 0;
395         r_shadow_shadowmapsampler = false;
396         r_shadow_shadowmappcf = 0;
397         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
398         switch(vid.renderpath)
399         {
400         case RENDERPATH_GL20:
401                 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
402                 {
403                         if(r_shadow_shadowmapfilterquality < 0)
404                         {
405                                 if(strstr(gl_vendor, "NVIDIA")) 
406                                 {
407                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
408                                         r_shadow_shadowmappcf = 1;
409                                 }
410                                 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) 
411                                         r_shadow_shadowmappcf = 1;
412                                 else if(strstr(gl_vendor, "ATI")) 
413                                         r_shadow_shadowmappcf = 1;
414                                 else 
415                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
416                         }
417                         else 
418                         {
419                                 switch (r_shadow_shadowmapfilterquality)
420                                 {
421                                 case 1:
422                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
423                                         break;
424                                 case 2:
425                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
426                                         r_shadow_shadowmappcf = 1;
427                                         break;
428                                 case 3:
429                                         r_shadow_shadowmappcf = 1;
430                                         break;
431                                 case 4:
432                                         r_shadow_shadowmappcf = 2;
433                                         break;
434                                 }
435                         }
436                         switch (r_shadow_shadowmaptexturetype)
437                         {
438                         case 0:
439                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
440                                 break;
441                         case 1:
442                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
443                                 break;
444                         case 2:
445                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
446                                 break;
447                         default:
448                                 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
449                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
450                                 else if(vid.support.arb_texture_rectangle) 
451                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
452                                 else
453                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
454                                 break;
455                         }
456                 }
457                 break;
458         case RENDERPATH_GL13:
459                 break;
460         case RENDERPATH_GL11:
461                 break;
462         }
463 }
464
465 void R_Shadow_FreeShadowMaps(void)
466 {
467         int i;
468
469         R_Shadow_SetShadowMode();
470
471         if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
472                 return;
473
474         CHECKGLERROR
475
476         if (r_shadow_fborectangle)
477                 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
478         r_shadow_fborectangle = 0;
479
480         if (r_shadow_fbo2d)
481                 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
482         r_shadow_fbo2d = 0;
483         for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
484                 if (r_shadow_fbocubeside[i])
485                         qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
486         memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
487
488         if (r_shadow_shadowmaprectangletexture)
489                 R_FreeTexture(r_shadow_shadowmaprectangletexture);
490         r_shadow_shadowmaprectangletexture = NULL;
491
492         if (r_shadow_shadowmap2dtexture)
493                 R_FreeTexture(r_shadow_shadowmap2dtexture);
494         r_shadow_shadowmap2dtexture = NULL;
495
496         for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
497                 if (r_shadow_shadowmapcubetexture[i])
498                         R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
499         memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
500
501         if (r_shadow_shadowmapvsdcttexture)
502                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
503         r_shadow_shadowmapvsdcttexture = NULL;
504
505         CHECKGLERROR
506 }
507
508 void r_shadow_start(void)
509 {
510         // allocate vertex processing arrays
511         numcubemaps = 0;
512         r_shadow_attenuationgradienttexture = NULL;
513         r_shadow_attenuation2dtexture = NULL;
514         r_shadow_attenuation3dtexture = NULL;
515         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
516         r_shadow_shadowmaprectangletexture = NULL;
517         r_shadow_shadowmap2dtexture = NULL;
518         memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
519         r_shadow_shadowmapvsdcttexture = NULL;
520         r_shadow_shadowmapmaxsize = 0;
521         r_shadow_shadowmapsize = 0;
522         r_shadow_shadowmaplod = 0;
523         r_shadow_shadowmapfilterquality = -1;
524         r_shadow_shadowmaptexturetype = -1;
525         r_shadow_shadowmapdepthbits = 0;
526         r_shadow_shadowmapvsdct = false;
527         r_shadow_shadowmapsampler = false;
528         r_shadow_shadowmappcf = 0;
529         r_shadow_fborectangle = 0;
530         r_shadow_fbo2d = 0;
531         memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
532
533         R_Shadow_FreeShadowMaps();
534
535         r_shadow_texturepool = NULL;
536         r_shadow_filters_texturepool = NULL;
537         R_Shadow_ValidateCvars();
538         R_Shadow_MakeTextures();
539         maxshadowtriangles = 0;
540         shadowelements = NULL;
541         maxshadowvertices = 0;
542         shadowvertex3f = NULL;
543         maxvertexupdate = 0;
544         vertexupdate = NULL;
545         vertexremap = NULL;
546         vertexupdatenum = 0;
547         maxshadowmark = 0;
548         numshadowmark = 0;
549         shadowmark = NULL;
550         shadowmarklist = NULL;
551         shadowmarkcount = 0;
552         maxshadowsides = 0;
553         numshadowsides = 0;
554         shadowsides = NULL;
555         shadowsideslist = NULL;
556         r_shadow_buffer_numleafpvsbytes = 0;
557         r_shadow_buffer_visitingleafpvs = NULL;
558         r_shadow_buffer_leafpvs = NULL;
559         r_shadow_buffer_leaflist = NULL;
560         r_shadow_buffer_numsurfacepvsbytes = 0;
561         r_shadow_buffer_surfacepvs = NULL;
562         r_shadow_buffer_surfacelist = NULL;
563         r_shadow_buffer_surfacesides = NULL;
564         r_shadow_buffer_numshadowtrispvsbytes = 0;
565         r_shadow_buffer_shadowtrispvs = NULL;
566         r_shadow_buffer_numlighttrispvsbytes = 0;
567         r_shadow_buffer_lighttrispvs = NULL;
568
569         r_shadow_usingdeferredprepass = false;
570         r_shadow_prepass_width = r_shadow_prepass_height = 0;
571 }
572
573 static void R_Shadow_FreeDeferred(void);
574 void r_shadow_shutdown(void)
575 {
576         CHECKGLERROR
577         R_Shadow_UncompileWorldLights();
578
579         R_Shadow_FreeShadowMaps();
580
581         r_shadow_usingdeferredprepass = false;
582         if (r_shadow_prepass_width)
583                 R_Shadow_FreeDeferred();
584         r_shadow_prepass_width = r_shadow_prepass_height = 0;
585
586         CHECKGLERROR
587         numcubemaps = 0;
588         r_shadow_attenuationgradienttexture = NULL;
589         r_shadow_attenuation2dtexture = NULL;
590         r_shadow_attenuation3dtexture = NULL;
591         R_FreeTexturePool(&r_shadow_texturepool);
592         R_FreeTexturePool(&r_shadow_filters_texturepool);
593         maxshadowtriangles = 0;
594         if (shadowelements)
595                 Mem_Free(shadowelements);
596         shadowelements = NULL;
597         if (shadowvertex3f)
598                 Mem_Free(shadowvertex3f);
599         shadowvertex3f = NULL;
600         maxvertexupdate = 0;
601         if (vertexupdate)
602                 Mem_Free(vertexupdate);
603         vertexupdate = NULL;
604         if (vertexremap)
605                 Mem_Free(vertexremap);
606         vertexremap = NULL;
607         vertexupdatenum = 0;
608         maxshadowmark = 0;
609         numshadowmark = 0;
610         if (shadowmark)
611                 Mem_Free(shadowmark);
612         shadowmark = NULL;
613         if (shadowmarklist)
614                 Mem_Free(shadowmarklist);
615         shadowmarklist = NULL;
616         shadowmarkcount = 0;
617         maxshadowsides = 0;
618         numshadowsides = 0;
619         if (shadowsides)
620                 Mem_Free(shadowsides);
621         shadowsides = NULL;
622         if (shadowsideslist)
623                 Mem_Free(shadowsideslist);
624         shadowsideslist = NULL;
625         r_shadow_buffer_numleafpvsbytes = 0;
626         if (r_shadow_buffer_visitingleafpvs)
627                 Mem_Free(r_shadow_buffer_visitingleafpvs);
628         r_shadow_buffer_visitingleafpvs = NULL;
629         if (r_shadow_buffer_leafpvs)
630                 Mem_Free(r_shadow_buffer_leafpvs);
631         r_shadow_buffer_leafpvs = NULL;
632         if (r_shadow_buffer_leaflist)
633                 Mem_Free(r_shadow_buffer_leaflist);
634         r_shadow_buffer_leaflist = NULL;
635         r_shadow_buffer_numsurfacepvsbytes = 0;
636         if (r_shadow_buffer_surfacepvs)
637                 Mem_Free(r_shadow_buffer_surfacepvs);
638         r_shadow_buffer_surfacepvs = NULL;
639         if (r_shadow_buffer_surfacelist)
640                 Mem_Free(r_shadow_buffer_surfacelist);
641         r_shadow_buffer_surfacelist = NULL;
642         if (r_shadow_buffer_surfacesides)
643                 Mem_Free(r_shadow_buffer_surfacesides);
644         r_shadow_buffer_surfacesides = NULL;
645         r_shadow_buffer_numshadowtrispvsbytes = 0;
646         if (r_shadow_buffer_shadowtrispvs)
647                 Mem_Free(r_shadow_buffer_shadowtrispvs);
648         r_shadow_buffer_numlighttrispvsbytes = 0;
649         if (r_shadow_buffer_lighttrispvs)
650                 Mem_Free(r_shadow_buffer_lighttrispvs);
651 }
652
653 void r_shadow_newmap(void)
654 {
655         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
656         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
657         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
658         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
659         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
660         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
661         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
662         if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
663                 R_Shadow_EditLights_Reload_f();
664 }
665
666 void R_Shadow_Init(void)
667 {
668         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
669         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
670         Cvar_RegisterVariable(&r_shadow_usenormalmap);
671         Cvar_RegisterVariable(&r_shadow_debuglight);
672         Cvar_RegisterVariable(&r_shadow_deferred);
673         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
674 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
675         Cvar_RegisterVariable(&r_shadow_gloss);
676         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
677         Cvar_RegisterVariable(&r_shadow_glossintensity);
678         Cvar_RegisterVariable(&r_shadow_glossexponent);
679         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
680         Cvar_RegisterVariable(&r_shadow_glossexact);
681         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
682         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
683         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
684         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
685         Cvar_RegisterVariable(&r_shadow_portallight);
686         Cvar_RegisterVariable(&r_shadow_projectdistance);
687         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
688         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
689         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
690         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
691         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
692         Cvar_RegisterVariable(&r_shadow_realtime_world);
693         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
694         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
695         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
696         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
697         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
698         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
699         Cvar_RegisterVariable(&r_shadow_scissor);
700         Cvar_RegisterVariable(&r_shadow_shadowmapping);
701         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
702         Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
703         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
704         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
705         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
706         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
707         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
708 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
709 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
710         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
711         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
712         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
713         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
714         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
715         Cvar_RegisterVariable(&r_shadow_culltriangles);
716         Cvar_RegisterVariable(&r_shadow_polygonfactor);
717         Cvar_RegisterVariable(&r_shadow_polygonoffset);
718         Cvar_RegisterVariable(&r_shadow_texture3d);
719         Cvar_RegisterVariable(&r_coronas);
720         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
721         Cvar_RegisterVariable(&r_coronas_occlusionquery);
722         Cvar_RegisterVariable(&gl_flashblend);
723         Cvar_RegisterVariable(&gl_ext_separatestencil);
724         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
725         if (gamemode == GAME_TENEBRAE)
726         {
727                 Cvar_SetValue("r_shadow_gloss", 2);
728                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
729         }
730         R_Shadow_EditLights_Init();
731         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
732         maxshadowtriangles = 0;
733         shadowelements = NULL;
734         maxshadowvertices = 0;
735         shadowvertex3f = NULL;
736         maxvertexupdate = 0;
737         vertexupdate = NULL;
738         vertexremap = NULL;
739         vertexupdatenum = 0;
740         maxshadowmark = 0;
741         numshadowmark = 0;
742         shadowmark = NULL;
743         shadowmarklist = NULL;
744         shadowmarkcount = 0;
745         maxshadowsides = 0;
746         numshadowsides = 0;
747         shadowsides = NULL;
748         shadowsideslist = NULL;
749         r_shadow_buffer_numleafpvsbytes = 0;
750         r_shadow_buffer_visitingleafpvs = NULL;
751         r_shadow_buffer_leafpvs = NULL;
752         r_shadow_buffer_leaflist = NULL;
753         r_shadow_buffer_numsurfacepvsbytes = 0;
754         r_shadow_buffer_surfacepvs = NULL;
755         r_shadow_buffer_surfacelist = NULL;
756         r_shadow_buffer_surfacesides = NULL;
757         r_shadow_buffer_shadowtrispvs = NULL;
758         r_shadow_buffer_lighttrispvs = NULL;
759         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
760 }
761
762 matrix4x4_t matrix_attenuationxyz =
763 {
764         {
765                 {0.5, 0.0, 0.0, 0.5},
766                 {0.0, 0.5, 0.0, 0.5},
767                 {0.0, 0.0, 0.5, 0.5},
768                 {0.0, 0.0, 0.0, 1.0}
769         }
770 };
771
772 matrix4x4_t matrix_attenuationz =
773 {
774         {
775                 {0.0, 0.0, 0.5, 0.5},
776                 {0.0, 0.0, 0.0, 0.5},
777                 {0.0, 0.0, 0.0, 0.5},
778                 {0.0, 0.0, 0.0, 1.0}
779         }
780 };
781
782 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
783 {
784         numvertices = ((numvertices + 255) & ~255) * vertscale;
785         numtriangles = ((numtriangles + 255) & ~255) * triscale;
786         // make sure shadowelements is big enough for this volume
787         if (maxshadowtriangles < numtriangles)
788         {
789                 maxshadowtriangles = numtriangles;
790                 if (shadowelements)
791                         Mem_Free(shadowelements);
792                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
793         }
794         // make sure shadowvertex3f is big enough for this volume
795         if (maxshadowvertices < numvertices)
796         {
797                 maxshadowvertices = numvertices;
798                 if (shadowvertex3f)
799                         Mem_Free(shadowvertex3f);
800                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
801         }
802 }
803
804 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
805 {
806         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
807         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
808         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
809         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
810         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
811         {
812                 if (r_shadow_buffer_visitingleafpvs)
813                         Mem_Free(r_shadow_buffer_visitingleafpvs);
814                 if (r_shadow_buffer_leafpvs)
815                         Mem_Free(r_shadow_buffer_leafpvs);
816                 if (r_shadow_buffer_leaflist)
817                         Mem_Free(r_shadow_buffer_leaflist);
818                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
819                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
820                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
821                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
822         }
823         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
824         {
825                 if (r_shadow_buffer_surfacepvs)
826                         Mem_Free(r_shadow_buffer_surfacepvs);
827                 if (r_shadow_buffer_surfacelist)
828                         Mem_Free(r_shadow_buffer_surfacelist);
829                 if (r_shadow_buffer_surfacesides)
830                         Mem_Free(r_shadow_buffer_surfacesides);
831                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
832                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
833                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
834                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
835         }
836         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
837         {
838                 if (r_shadow_buffer_shadowtrispvs)
839                         Mem_Free(r_shadow_buffer_shadowtrispvs);
840                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
841                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
842         }
843         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
844         {
845                 if (r_shadow_buffer_lighttrispvs)
846                         Mem_Free(r_shadow_buffer_lighttrispvs);
847                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
848                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
849         }
850 }
851
852 void R_Shadow_PrepareShadowMark(int numtris)
853 {
854         // make sure shadowmark is big enough for this volume
855         if (maxshadowmark < numtris)
856         {
857                 maxshadowmark = numtris;
858                 if (shadowmark)
859                         Mem_Free(shadowmark);
860                 if (shadowmarklist)
861                         Mem_Free(shadowmarklist);
862                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
863                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
864                 shadowmarkcount = 0;
865         }
866         shadowmarkcount++;
867         // if shadowmarkcount wrapped we clear the array and adjust accordingly
868         if (shadowmarkcount == 0)
869         {
870                 shadowmarkcount = 1;
871                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
872         }
873         numshadowmark = 0;
874 }
875
876 void R_Shadow_PrepareShadowSides(int numtris)
877 {
878     if (maxshadowsides < numtris)
879     {
880         maxshadowsides = numtris;
881         if (shadowsides)
882                         Mem_Free(shadowsides);
883                 if (shadowsideslist)
884                         Mem_Free(shadowsideslist);
885                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
886                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
887         }
888         numshadowsides = 0;
889 }
890
891 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)
892 {
893         int i, j;
894         int outtriangles = 0, outvertices = 0;
895         const int *element;
896         const float *vertex;
897         float ratio, direction[3], projectvector[3];
898
899         if (projectdirection)
900                 VectorScale(projectdirection, projectdistance, projectvector);
901         else
902                 VectorClear(projectvector);
903
904         // create the vertices
905         if (projectdirection)
906         {
907                 for (i = 0;i < numshadowmarktris;i++)
908                 {
909                         element = inelement3i + shadowmarktris[i] * 3;
910                         for (j = 0;j < 3;j++)
911                         {
912                                 if (vertexupdate[element[j]] != vertexupdatenum)
913                                 {
914                                         vertexupdate[element[j]] = vertexupdatenum;
915                                         vertexremap[element[j]] = outvertices;
916                                         vertex = invertex3f + element[j] * 3;
917                                         // project one copy of the vertex according to projectvector
918                                         VectorCopy(vertex, outvertex3f);
919                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
920                                         outvertex3f += 6;
921                                         outvertices += 2;
922                                 }
923                         }
924                 }
925         }
926         else
927         {
928                 for (i = 0;i < numshadowmarktris;i++)
929                 {
930                         element = inelement3i + shadowmarktris[i] * 3;
931                         for (j = 0;j < 3;j++)
932                         {
933                                 if (vertexupdate[element[j]] != vertexupdatenum)
934                                 {
935                                         vertexupdate[element[j]] = vertexupdatenum;
936                                         vertexremap[element[j]] = outvertices;
937                                         vertex = invertex3f + element[j] * 3;
938                                         // project one copy of the vertex to the sphere radius of the light
939                                         // (FIXME: would projecting it to the light box be better?)
940                                         VectorSubtract(vertex, projectorigin, direction);
941                                         ratio = projectdistance / VectorLength(direction);
942                                         VectorCopy(vertex, outvertex3f);
943                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
944                                         outvertex3f += 6;
945                                         outvertices += 2;
946                                 }
947                         }
948                 }
949         }
950
951         if (r_shadow_frontsidecasting.integer)
952         {
953                 for (i = 0;i < numshadowmarktris;i++)
954                 {
955                         int remappedelement[3];
956                         int markindex;
957                         const int *neighbortriangle;
958
959                         markindex = shadowmarktris[i] * 3;
960                         element = inelement3i + markindex;
961                         neighbortriangle = inneighbor3i + markindex;
962                         // output the front and back triangles
963                         outelement3i[0] = vertexremap[element[0]];
964                         outelement3i[1] = vertexremap[element[1]];
965                         outelement3i[2] = vertexremap[element[2]];
966                         outelement3i[3] = vertexremap[element[2]] + 1;
967                         outelement3i[4] = vertexremap[element[1]] + 1;
968                         outelement3i[5] = vertexremap[element[0]] + 1;
969
970                         outelement3i += 6;
971                         outtriangles += 2;
972                         // output the sides (facing outward from this triangle)
973                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
974                         {
975                                 remappedelement[0] = vertexremap[element[0]];
976                                 remappedelement[1] = vertexremap[element[1]];
977                                 outelement3i[0] = remappedelement[1];
978                                 outelement3i[1] = remappedelement[0];
979                                 outelement3i[2] = remappedelement[0] + 1;
980                                 outelement3i[3] = remappedelement[1];
981                                 outelement3i[4] = remappedelement[0] + 1;
982                                 outelement3i[5] = remappedelement[1] + 1;
983
984                                 outelement3i += 6;
985                                 outtriangles += 2;
986                         }
987                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
988                         {
989                                 remappedelement[1] = vertexremap[element[1]];
990                                 remappedelement[2] = vertexremap[element[2]];
991                                 outelement3i[0] = remappedelement[2];
992                                 outelement3i[1] = remappedelement[1];
993                                 outelement3i[2] = remappedelement[1] + 1;
994                                 outelement3i[3] = remappedelement[2];
995                                 outelement3i[4] = remappedelement[1] + 1;
996                                 outelement3i[5] = remappedelement[2] + 1;
997
998                                 outelement3i += 6;
999                                 outtriangles += 2;
1000                         }
1001                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1002                         {
1003                                 remappedelement[0] = vertexremap[element[0]];
1004                                 remappedelement[2] = vertexremap[element[2]];
1005                                 outelement3i[0] = remappedelement[0];
1006                                 outelement3i[1] = remappedelement[2];
1007                                 outelement3i[2] = remappedelement[2] + 1;
1008                                 outelement3i[3] = remappedelement[0];
1009                                 outelement3i[4] = remappedelement[2] + 1;
1010                                 outelement3i[5] = remappedelement[0] + 1;
1011
1012                                 outelement3i += 6;
1013                                 outtriangles += 2;
1014                         }
1015                 }
1016         }
1017         else
1018         {
1019                 for (i = 0;i < numshadowmarktris;i++)
1020                 {
1021                         int remappedelement[3];
1022                         int markindex;
1023                         const int *neighbortriangle;
1024
1025                         markindex = shadowmarktris[i] * 3;
1026                         element = inelement3i + markindex;
1027                         neighbortriangle = inneighbor3i + markindex;
1028                         // output the front and back triangles
1029                         outelement3i[0] = vertexremap[element[2]];
1030                         outelement3i[1] = vertexremap[element[1]];
1031                         outelement3i[2] = vertexremap[element[0]];
1032                         outelement3i[3] = vertexremap[element[0]] + 1;
1033                         outelement3i[4] = vertexremap[element[1]] + 1;
1034                         outelement3i[5] = vertexremap[element[2]] + 1;
1035
1036                         outelement3i += 6;
1037                         outtriangles += 2;
1038                         // output the sides (facing outward from this triangle)
1039                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1040                         {
1041                                 remappedelement[0] = vertexremap[element[0]];
1042                                 remappedelement[1] = vertexremap[element[1]];
1043                                 outelement3i[0] = remappedelement[0];
1044                                 outelement3i[1] = remappedelement[1];
1045                                 outelement3i[2] = remappedelement[1] + 1;
1046                                 outelement3i[3] = remappedelement[0];
1047                                 outelement3i[4] = remappedelement[1] + 1;
1048                                 outelement3i[5] = remappedelement[0] + 1;
1049
1050                                 outelement3i += 6;
1051                                 outtriangles += 2;
1052                         }
1053                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1054                         {
1055                                 remappedelement[1] = vertexremap[element[1]];
1056                                 remappedelement[2] = vertexremap[element[2]];
1057                                 outelement3i[0] = remappedelement[1];
1058                                 outelement3i[1] = remappedelement[2];
1059                                 outelement3i[2] = remappedelement[2] + 1;
1060                                 outelement3i[3] = remappedelement[1];
1061                                 outelement3i[4] = remappedelement[2] + 1;
1062                                 outelement3i[5] = remappedelement[1] + 1;
1063
1064                                 outelement3i += 6;
1065                                 outtriangles += 2;
1066                         }
1067                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1068                         {
1069                                 remappedelement[0] = vertexremap[element[0]];
1070                                 remappedelement[2] = vertexremap[element[2]];
1071                                 outelement3i[0] = remappedelement[2];
1072                                 outelement3i[1] = remappedelement[0];
1073                                 outelement3i[2] = remappedelement[0] + 1;
1074                                 outelement3i[3] = remappedelement[2];
1075                                 outelement3i[4] = remappedelement[0] + 1;
1076                                 outelement3i[5] = remappedelement[2] + 1;
1077
1078                                 outelement3i += 6;
1079                                 outtriangles += 2;
1080                         }
1081                 }
1082         }
1083         if (outnumvertices)
1084                 *outnumvertices = outvertices;
1085         return outtriangles;
1086 }
1087
1088 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)
1089 {
1090         int i, j, k;
1091         int outtriangles = 0, outvertices = 0;
1092         const int *element;
1093         const float *vertex;
1094         float ratio, direction[3], projectvector[3];
1095         qboolean side[4];
1096
1097         if (projectdirection)
1098                 VectorScale(projectdirection, projectdistance, projectvector);
1099         else
1100                 VectorClear(projectvector);
1101
1102         for (i = 0;i < numshadowmarktris;i++)
1103         {
1104                 int remappedelement[3];
1105                 int markindex;
1106                 const int *neighbortriangle;
1107
1108                 markindex = shadowmarktris[i] * 3;
1109                 neighbortriangle = inneighbor3i + markindex;
1110                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1111                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1112                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1113                 if (side[0] + side[1] + side[2] == 0)
1114                         continue;
1115
1116                 side[3] = side[0];
1117                 element = inelement3i + markindex;
1118
1119                 // create the vertices
1120                 for (j = 0;j < 3;j++)
1121                 {
1122                         if (side[j] + side[j+1] == 0)
1123                                 continue;
1124                         k = element[j];
1125                         if (vertexupdate[k] != vertexupdatenum)
1126                         {
1127                                 vertexupdate[k] = vertexupdatenum;
1128                                 vertexremap[k] = outvertices;
1129                                 vertex = invertex3f + k * 3;
1130                                 VectorCopy(vertex, outvertex3f);
1131                                 if (projectdirection)
1132                                 {
1133                                         // project one copy of the vertex according to projectvector
1134                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1135                                 }
1136                                 else
1137                                 {
1138                                         // project one copy of the vertex to the sphere radius of the light
1139                                         // (FIXME: would projecting it to the light box be better?)
1140                                         VectorSubtract(vertex, projectorigin, direction);
1141                                         ratio = projectdistance / VectorLength(direction);
1142                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1143                                 }
1144                                 outvertex3f += 6;
1145                                 outvertices += 2;
1146                         }
1147                 }
1148
1149                 // output the sides (facing outward from this triangle)
1150                 if (!side[0])
1151                 {
1152                         remappedelement[0] = vertexremap[element[0]];
1153                         remappedelement[1] = vertexremap[element[1]];
1154                         outelement3i[0] = remappedelement[1];
1155                         outelement3i[1] = remappedelement[0];
1156                         outelement3i[2] = remappedelement[0] + 1;
1157                         outelement3i[3] = remappedelement[1];
1158                         outelement3i[4] = remappedelement[0] + 1;
1159                         outelement3i[5] = remappedelement[1] + 1;
1160
1161                         outelement3i += 6;
1162                         outtriangles += 2;
1163                 }
1164                 if (!side[1])
1165                 {
1166                         remappedelement[1] = vertexremap[element[1]];
1167                         remappedelement[2] = vertexremap[element[2]];
1168                         outelement3i[0] = remappedelement[2];
1169                         outelement3i[1] = remappedelement[1];
1170                         outelement3i[2] = remappedelement[1] + 1;
1171                         outelement3i[3] = remappedelement[2];
1172                         outelement3i[4] = remappedelement[1] + 1;
1173                         outelement3i[5] = remappedelement[2] + 1;
1174
1175                         outelement3i += 6;
1176                         outtriangles += 2;
1177                 }
1178                 if (!side[2])
1179                 {
1180                         remappedelement[0] = vertexremap[element[0]];
1181                         remappedelement[2] = vertexremap[element[2]];
1182                         outelement3i[0] = remappedelement[0];
1183                         outelement3i[1] = remappedelement[2];
1184                         outelement3i[2] = remappedelement[2] + 1;
1185                         outelement3i[3] = remappedelement[0];
1186                         outelement3i[4] = remappedelement[2] + 1;
1187                         outelement3i[5] = remappedelement[0] + 1;
1188
1189                         outelement3i += 6;
1190                         outtriangles += 2;
1191                 }
1192         }
1193         if (outnumvertices)
1194                 *outnumvertices = outvertices;
1195         return outtriangles;
1196 }
1197
1198 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)
1199 {
1200         int t, tend;
1201         const int *e;
1202         const float *v[3];
1203         float normal[3];
1204         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1205                 return;
1206         tend = firsttriangle + numtris;
1207         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1208         {
1209                 // surface box entirely inside light box, no box cull
1210                 if (projectdirection)
1211                 {
1212                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1213                         {
1214                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1215                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1216                                         shadowmarklist[numshadowmark++] = t;
1217                         }
1218                 }
1219                 else
1220                 {
1221                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1222                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1223                                         shadowmarklist[numshadowmark++] = t;
1224                 }
1225         }
1226         else
1227         {
1228                 // surface box not entirely inside light box, cull each triangle
1229                 if (projectdirection)
1230                 {
1231                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1232                         {
1233                                 v[0] = invertex3f + e[0] * 3;
1234                                 v[1] = invertex3f + e[1] * 3;
1235                                 v[2] = invertex3f + e[2] * 3;
1236                                 TriangleNormal(v[0], v[1], v[2], normal);
1237                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1238                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1239                                         shadowmarklist[numshadowmark++] = t;
1240                         }
1241                 }
1242                 else
1243                 {
1244                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1245                         {
1246                                 v[0] = invertex3f + e[0] * 3;
1247                                 v[1] = invertex3f + e[1] * 3;
1248                                 v[2] = invertex3f + e[2] * 3;
1249                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1250                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1251                                         shadowmarklist[numshadowmark++] = t;
1252                         }
1253                 }
1254         }
1255 }
1256
1257 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1258 {
1259 #if 1
1260         return false;
1261 #else
1262         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1263                 return false;
1264         // check if the shadow volume intersects the near plane
1265         //
1266         // a ray between the eye and light origin may intersect the caster,
1267         // indicating that the shadow may touch the eye location, however we must
1268         // test the near plane (a polygon), not merely the eye location, so it is
1269         // easiest to enlarge the caster bounding shape slightly for this.
1270         // TODO
1271         return true;
1272 #endif
1273 }
1274
1275 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)
1276 {
1277         int i, tris, outverts;
1278         if (projectdistance < 0.1)
1279         {
1280                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1281                 return;
1282         }
1283         if (!numverts || !nummarktris)
1284                 return;
1285         // make sure shadowelements is big enough for this volume
1286         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1287                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1288
1289         if (maxvertexupdate < numverts)
1290         {
1291                 maxvertexupdate = numverts;
1292                 if (vertexupdate)
1293                         Mem_Free(vertexupdate);
1294                 if (vertexremap)
1295                         Mem_Free(vertexremap);
1296                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1297                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1298                 vertexupdatenum = 0;
1299         }
1300         vertexupdatenum++;
1301         if (vertexupdatenum == 0)
1302         {
1303                 vertexupdatenum = 1;
1304                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1305                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1306         }
1307
1308         for (i = 0;i < nummarktris;i++)
1309                 shadowmark[marktris[i]] = shadowmarkcount;
1310
1311         if (r_shadow_compilingrtlight)
1312         {
1313                 // if we're compiling an rtlight, capture the mesh
1314                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1315                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1316                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1317                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1318         }
1319         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1320         {
1321                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1323                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1324         }
1325         else
1326         {
1327                 // decide which type of shadow to generate and set stencil mode
1328                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1329                 // generate the sides or a solid volume, depending on type
1330                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1331                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1332                 else
1333                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1334                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1335                 r_refdef.stats.lights_shadowtriangles += tris;
1336                 CHECKGLERROR
1337                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1338                 GL_LockArrays(0, outverts);
1339                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1340                 {
1341                         // increment stencil if frontface is infront of depthbuffer
1342                         GL_CullFace(r_refdef.view.cullface_front);
1343                         qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1344                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1345                         // decrement stencil if backface is infront of depthbuffer
1346                         GL_CullFace(r_refdef.view.cullface_back);
1347                         qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1348                 }
1349                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1350                 {
1351                         // decrement stencil if backface is behind depthbuffer
1352                         GL_CullFace(r_refdef.view.cullface_front);
1353                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1354                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1355                         // increment stencil if frontface is behind depthbuffer
1356                         GL_CullFace(r_refdef.view.cullface_back);
1357                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1358                 }
1359                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1360                 GL_LockArrays(0, 0);
1361                 CHECKGLERROR
1362         }
1363 }
1364
1365 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1366 {
1367     // p1, p2, p3 are in the cubemap's local coordinate system
1368     // bias = border/(size - border)
1369         int mask = 0x3F;
1370
1371     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1372           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1373           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1374         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1375         mask &= (3<<4)
1376                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1377                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1378                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1379     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1380         mask &= (3<<4)
1381             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1382             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1383             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1384
1385     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1386     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1387     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1388     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1389         mask &= (3<<0)
1390             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1391             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1392             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1393     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1394         mask &= (3<<0)
1395             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1396             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1397             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1398
1399     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1400     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1401     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1402     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1403         mask &= (3<<2)
1404             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1405             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1406             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1407     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1408         mask &= (3<<2)
1409             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1410             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1411             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1412
1413         return mask;
1414 }
1415
1416 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1417 {
1418         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1419         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1420         int mask = 0x3F;
1421
1422         VectorSubtract(maxs, mins, radius);
1423     VectorScale(radius, 0.5f, radius);
1424     VectorAdd(mins, radius, center);
1425     Matrix4x4_Transform(worldtolight, center, lightcenter);
1426         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1427         VectorSubtract(lightcenter, lightradius, pmin);
1428         VectorAdd(lightcenter, lightradius, pmax);
1429
1430     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1431     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1432     if(ap1 > bias*an1 && ap2 > bias*an2)
1433         mask &= (3<<4)
1434             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1435             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1436     if(an1 > bias*ap1 && an2 > bias*ap2)
1437         mask &= (3<<4)
1438             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1439             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1440
1441     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1442     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1443     if(ap1 > bias*an1 && ap2 > bias*an2)
1444         mask &= (3<<0)
1445             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1446             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1447     if(an1 > bias*ap1 && an2 > bias*ap2)
1448         mask &= (3<<0)
1449             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1450             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1451
1452     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1453     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1454     if(ap1 > bias*an1 && ap2 > bias*an2)
1455         mask &= (3<<2)
1456             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1457             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1458     if(an1 > bias*ap1 && an2 > bias*ap2)
1459         mask &= (3<<2)
1460             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1461             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1462
1463     return mask;
1464 }
1465
1466 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1467
1468 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1469 {
1470     // p is in the cubemap's local coordinate system
1471     // bias = border/(size - border)
1472     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1473     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1474     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1475     int mask = 0x3F;
1476     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1477     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1478     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1479     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1480     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1481     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1482     return mask;
1483 }
1484
1485 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1486 {
1487         int i;
1488         vec3_t p, n;
1489         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1490         float scale = (size - 2*border)/size, len;
1491         float bias = border / (float)(size - border), dp, dn, ap, an;
1492         // check if cone enclosing side would cross frustum plane 
1493         scale = 2 / (scale*scale + 2);
1494         for (i = 0;i < 5;i++)
1495         {
1496                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1497                         continue;
1498                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1499                 len = scale*VectorLength2(n);
1500                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1501                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1502                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1503         }
1504         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1505         {
1506         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1507         len = scale*VectorLength(n);
1508                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1509                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1510                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1511         }
1512         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1513         // check if frustum corners/origin cross plane sides
1514         for (i = 0;i < 5;i++)
1515         {
1516                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1517                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1518                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1519                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1520                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1521                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1522                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1523                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1524                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1525                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1526         }
1527         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1528 }
1529
1530 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)
1531 {
1532         int t, tend;
1533         const int *e;
1534         const float *v[3];
1535         float normal[3];
1536         vec3_t p[3];
1537         float bias;
1538         int mask, surfacemask = 0;
1539         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1540                 return 0;
1541         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1542         tend = firsttriangle + numtris;
1543         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1544         {
1545                 // surface box entirely inside light box, no box cull
1546                 if (projectdirection)
1547                 {
1548                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1549                         {
1550                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1551                                 TriangleNormal(v[0], v[1], v[2], normal);
1552                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1553                                 {
1554                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1555                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1556                                         surfacemask |= mask;
1557                                         if(totals)
1558                                         {
1559                                                 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;
1560                                                 shadowsides[numshadowsides] = mask;
1561                                                 shadowsideslist[numshadowsides++] = t;
1562                                         }
1563                                 }
1564                         }
1565                 }
1566                 else
1567                 {
1568                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1569                         {
1570                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1571                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1572                                 {
1573                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1574                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1575                                         surfacemask |= mask;
1576                                         if(totals)
1577                                         {
1578                                                 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;
1579                                                 shadowsides[numshadowsides] = mask;
1580                                                 shadowsideslist[numshadowsides++] = t;
1581                                         }
1582                                 }
1583                         }
1584                 }
1585         }
1586         else
1587         {
1588                 // surface box not entirely inside light box, cull each triangle
1589                 if (projectdirection)
1590                 {
1591                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1592                         {
1593                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1594                                 TriangleNormal(v[0], v[1], v[2], normal);
1595                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1596                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1597                                 {
1598                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1599                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1600                                         surfacemask |= mask;
1601                                         if(totals)
1602                                         {
1603                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1604                                                 shadowsides[numshadowsides] = mask;
1605                                                 shadowsideslist[numshadowsides++] = t;
1606                                         }
1607                                 }
1608                         }
1609                 }
1610                 else
1611                 {
1612                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1613                         {
1614                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1615                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1616                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1617                                 {
1618                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1619                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1620                                         surfacemask |= mask;
1621                                         if(totals)
1622                                         {
1623                                                 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;
1624                                                 shadowsides[numshadowsides] = mask;
1625                                                 shadowsideslist[numshadowsides++] = t;
1626                                         }
1627                                 }
1628                         }
1629                 }
1630         }
1631         return surfacemask;
1632 }
1633
1634 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)
1635 {
1636         int i, j, outtriangles = 0;
1637         int *outelement3i[6];
1638         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1639                 return;
1640         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1641         // make sure shadowelements is big enough for this mesh
1642         if (maxshadowtriangles < outtriangles)
1643                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1644
1645         // compute the offset and size of the separate index lists for each cubemap side
1646         outtriangles = 0;
1647         for (i = 0;i < 6;i++)
1648         {
1649                 outelement3i[i] = shadowelements + outtriangles * 3;
1650                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1651                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1652                 outtriangles += sidetotals[i];
1653         }
1654
1655         // gather up the (sparse) triangles into separate index lists for each cubemap side
1656         for (i = 0;i < numsidetris;i++)
1657         {
1658                 const int *element = elements + sidetris[i] * 3;
1659                 for (j = 0;j < 6;j++)
1660                 {
1661                         if (sides[i] & (1 << j))
1662                         {
1663                                 outelement3i[j][0] = element[0];
1664                                 outelement3i[j][1] = element[1];
1665                                 outelement3i[j][2] = element[2];
1666                                 outelement3i[j] += 3;
1667                         }
1668                 }
1669         }
1670                         
1671         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1672 }
1673
1674 static void R_Shadow_MakeTextures_MakeCorona(void)
1675 {
1676         float dx, dy;
1677         int x, y, a;
1678         unsigned char pixels[32][32][4];
1679         for (y = 0;y < 32;y++)
1680         {
1681                 dy = (y - 15.5f) * (1.0f / 16.0f);
1682                 for (x = 0;x < 32;x++)
1683                 {
1684                         dx = (x - 15.5f) * (1.0f / 16.0f);
1685                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1686                         a = bound(0, a, 255);
1687                         pixels[y][x][0] = a;
1688                         pixels[y][x][1] = a;
1689                         pixels[y][x][2] = a;
1690                         pixels[y][x][3] = 255;
1691                 }
1692         }
1693         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1694 }
1695
1696 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1697 {
1698         float dist = sqrt(x*x+y*y+z*z);
1699         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1700         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1701         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1702 }
1703
1704 static void R_Shadow_MakeTextures(void)
1705 {
1706         int x, y, z;
1707         float intensity, dist;
1708         unsigned int *data;
1709         R_Shadow_FreeShadowMaps();
1710         R_FreeTexturePool(&r_shadow_texturepool);
1711         r_shadow_texturepool = R_AllocTexturePool();
1712         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1713         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1714         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1715         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1716         for (x = 0;x <= ATTENTABLESIZE;x++)
1717         {
1718                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1719                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1720                 r_shadow_attentable[x] = bound(0, intensity, 1);
1721         }
1722         // 1D gradient texture
1723         for (x = 0;x < ATTEN1DSIZE;x++)
1724                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1725         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1726         // 2D circle texture
1727         for (y = 0;y < ATTEN2DSIZE;y++)
1728                 for (x = 0;x < ATTEN2DSIZE;x++)
1729                         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);
1730         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1731         // 3D sphere texture
1732         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1733         {
1734                 for (z = 0;z < ATTEN3DSIZE;z++)
1735                         for (y = 0;y < ATTEN3DSIZE;y++)
1736                                 for (x = 0;x < ATTEN3DSIZE;x++)
1737                                         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));
1738                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1739         }
1740         else
1741                 r_shadow_attenuation3dtexture = NULL;
1742         Mem_Free(data);
1743
1744         R_Shadow_MakeTextures_MakeCorona();
1745
1746         // Editor light sprites
1747         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1748         "................"
1749         ".3............3."
1750         "..5...2332...5.."
1751         "...7.3....3.7..."
1752         "....7......7...."
1753         "...3.7....7.3..."
1754         "..2...7..7...2.."
1755         "..3..........3.."
1756         "..3..........3.."
1757         "..2...7..7...2.."
1758         "...3.7....7.3..."
1759         "....7......7...."
1760         "...7.3....3.7..."
1761         "..5...2332...5.."
1762         ".3............3."
1763         "................"
1764         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1765         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1766         "................"
1767         "................"
1768         "......1111......"
1769         "....11233211...."
1770         "...1234554321..."
1771         "...1356776531..."
1772         "..124677776421.."
1773         "..135777777531.."
1774         "..135777777531.."
1775         "..124677776421.."
1776         "...1356776531..."
1777         "...1234554321..."
1778         "....11233211...."
1779         "......1111......"
1780         "................"
1781         "................"
1782         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1783         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1784         "................"
1785         "................"
1786         "......1111......"
1787         "....11233211...."
1788         "...1234554321..."
1789         "...1356226531..."
1790         "..12462..26421.."
1791         "..1352....2531.."
1792         "..1352....2531.."
1793         "..12462..26421.."
1794         "...1356226531..."
1795         "...1234554321..."
1796         "....11233211...."
1797         "......1111......"
1798         "................"
1799         "................"
1800         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1801         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1802         "................"
1803         "................"
1804         "......2772......"
1805         "....27755772...."
1806         "..277533335772.."
1807         "..753333333357.."
1808         "..777533335777.."
1809         "..735775577537.."
1810         "..733357753337.."
1811         "..733337733337.."
1812         "..753337733357.."
1813         "..277537735772.."
1814         "....27777772...."
1815         "......2772......"
1816         "................"
1817         "................"
1818         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1819         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1820         "................"
1821         "................"
1822         "......2772......"
1823         "....27722772...."
1824         "..2772....2772.."
1825         "..72........27.."
1826         "..7772....2777.."
1827         "..7.27722772.7.."
1828         "..7...2772...7.."
1829         "..7....77....7.."
1830         "..72...77...27.."
1831         "..2772.77.2772.."
1832         "....27777772...."
1833         "......2772......"
1834         "................"
1835         "................"
1836         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1837         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1838         "................"
1839         ".777752..257777."
1840         ".742........247."
1841         ".72..........27."
1842         ".7............7."
1843         ".5............5."
1844         ".2............2."
1845         "................"
1846         "................"
1847         ".2............2."
1848         ".5............5."
1849         ".7............7."
1850         ".72..........27."
1851         ".742........247."
1852         ".777752..257777."
1853         "................"
1854         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1855 }
1856
1857 void R_Shadow_ValidateCvars(void)
1858 {
1859         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1860                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1861         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1862                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1863         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1864                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1865 }
1866
1867 void R_Shadow_RenderMode_Begin(void)
1868 {
1869 #if 0
1870         GLint drawbuffer;
1871         GLint readbuffer;
1872 #endif
1873         R_Shadow_ValidateCvars();
1874
1875         if (!r_shadow_attenuation2dtexture
1876          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1877          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1878          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1879                 R_Shadow_MakeTextures();
1880
1881         CHECKGLERROR
1882         R_Mesh_ColorPointer(NULL, 0, 0);
1883         R_Mesh_ResetTextureState();
1884         GL_BlendFunc(GL_ONE, GL_ZERO);
1885         GL_DepthRange(0, 1);
1886         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1887         GL_DepthTest(true);
1888         GL_DepthMask(false);
1889         GL_Color(0, 0, 0, 1);
1890         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1891
1892         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1893
1894         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1895         {
1896                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1897                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1898         }
1899         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1900         {
1901                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1902                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1903         }
1904         else
1905         {
1906                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1907                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1908         }
1909
1910         switch(vid.renderpath)
1911         {
1912         case RENDERPATH_GL20:
1913                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1914                 break;
1915         case RENDERPATH_GL13:
1916         case RENDERPATH_GL11:
1917                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1918                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1919                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1920                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1921                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1922                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1923                 else
1924                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1925                 break;
1926         }
1927
1928         CHECKGLERROR
1929 #if 0
1930         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1931         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1932         r_shadow_drawbuffer = drawbuffer;
1933         r_shadow_readbuffer = readbuffer;
1934 #endif
1935         r_shadow_cullface_front = r_refdef.view.cullface_front;
1936         r_shadow_cullface_back = r_refdef.view.cullface_back;
1937 }
1938
1939 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1940 {
1941         rsurface.rtlight = rtlight;
1942 }
1943
1944 void R_Shadow_RenderMode_Reset(void)
1945 {
1946         CHECKGLERROR
1947         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1948         {
1949                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1950         }
1951         if (vid.support.ext_framebuffer_object)
1952         {
1953                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1954         }
1955 #if 0
1956         qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1957         qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1958 #endif
1959         R_SetViewport(&r_refdef.view.viewport);
1960         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1961         R_Mesh_ColorPointer(NULL, 0, 0);
1962         R_Mesh_ResetTextureState();
1963         GL_DepthRange(0, 1);
1964         GL_DepthTest(true);
1965         GL_DepthMask(false);
1966         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1967         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1968         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1969         qglStencilMask(~0);CHECKGLERROR
1970         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1971         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1972         r_refdef.view.cullface_front = r_shadow_cullface_front;
1973         r_refdef.view.cullface_back = r_shadow_cullface_back;
1974         GL_CullFace(r_refdef.view.cullface_back);
1975         GL_Color(1, 1, 1, 1);
1976         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1977         GL_BlendFunc(GL_ONE, GL_ZERO);
1978         R_SetupGenericShader(false);
1979         r_shadow_usingshadowmaprect = false;
1980         r_shadow_usingshadowmapcube = false;
1981         r_shadow_usingshadowmap2d = false;
1982         CHECKGLERROR
1983 }
1984
1985 void R_Shadow_ClearStencil(void)
1986 {
1987         CHECKGLERROR
1988         GL_Clear(GL_STENCIL_BUFFER_BIT);
1989         r_refdef.stats.lights_clears++;
1990 }
1991
1992 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1993 {
1994         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1995         if (r_shadow_rendermode == mode)
1996                 return;
1997         CHECKGLERROR
1998         R_Shadow_RenderMode_Reset();
1999         GL_ColorMask(0, 0, 0, 0);
2000         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2001         R_SetupDepthOrShadowShader();
2002         qglDepthFunc(GL_LESS);CHECKGLERROR
2003         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2004         r_shadow_rendermode = mode;
2005         switch(mode)
2006         {
2007         default:
2008                 break;
2009         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2010                 GL_CullFace(GL_NONE);
2011                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2012                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2013                 break;
2014         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2015                 GL_CullFace(GL_NONE);
2016                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2017                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2018                 break;
2019         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2020                 GL_CullFace(GL_NONE);
2021                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2022                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2023                 qglStencilMask(~0);CHECKGLERROR
2024                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2025                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2026                 qglStencilMask(~0);CHECKGLERROR
2027                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2028                 break;
2029         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2030                 GL_CullFace(GL_NONE);
2031                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2032                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2033                 qglStencilMask(~0);CHECKGLERROR
2034                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2035                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2036                 qglStencilMask(~0);CHECKGLERROR
2037                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2038                 break;
2039         }
2040 }
2041
2042 static void R_Shadow_MakeVSDCT(void)
2043 {
2044         // maps to a 2x3 texture rectangle with normalized coordinates
2045         // +-
2046         // XX
2047         // YY
2048         // ZZ
2049         // stores abs(dir.xy), offset.xy/2.5
2050         unsigned char data[4*6] =
2051         {
2052                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2053                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2054                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2055                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2056                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2057                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2058         };
2059         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); 
2060 }
2061
2062 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
2063 {
2064         int status;
2065         int maxsize;
2066         float nearclip, farclip, bias;
2067         r_viewport_t viewport;
2068         GLuint fbo = 0;
2069         CHECKGLERROR
2070         maxsize = r_shadow_shadowmapmaxsize;
2071         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2072         farclip = 1.0f;
2073         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2074         r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2075         r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2076         r_shadow_shadowmapside = side;
2077         r_shadow_shadowmapsize = size;
2078         if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2079         {
2080                 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2081                 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2082                 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2083                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2084
2085                 // complex unrolled cube approach (more flexible)
2086                 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2087                         R_Shadow_MakeVSDCT();
2088                 if (!r_shadow_shadowmap2dtexture)
2089                 {
2090 #if 1
2091                         int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
2092                         r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2093                         qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2094                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2095                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2096             // render depth into the fbo, do not render color at all
2097                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2098                         qglReadBuffer(GL_NONE);CHECKGLERROR
2099                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2100                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2101                         {
2102                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2103                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2104                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2105                         }
2106 #endif
2107                 }
2108                 CHECKGLERROR
2109                 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2110                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2111                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2112                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2113         }
2114         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2115         {
2116                 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2117                 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2118                 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2119                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2120
2121                 // complex unrolled cube approach (more flexible)
2122                 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2123                         R_Shadow_MakeVSDCT();
2124                 if (!r_shadow_shadowmaprectangletexture)
2125                 {
2126 #if 1
2127                         r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2128                         qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2129                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2130                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2131                         // render depth into the fbo, do not render color at all
2132                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2133                         qglReadBuffer(GL_NONE);CHECKGLERROR
2134                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2135                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2136                         {
2137                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2138                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2139                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2140                         }
2141 #endif
2142                 }
2143                 CHECKGLERROR
2144                 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2145                 r_shadow_shadowmap_texturescale[0] = 1.0f;
2146                 r_shadow_shadowmap_texturescale[1] = 1.0f;
2147                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2148         }
2149         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2150         {
2151                 r_shadow_shadowmap_parameters[0] = 1.0f;
2152                 r_shadow_shadowmap_parameters[1] = 1.0f;
2153                 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2154                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2155
2156                 // simple cube approach
2157                 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2158                 {
2159  #if 1
2160                         r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2161                         qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2162                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2163                         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
2164                         // render depth into the fbo, do not render color at all
2165                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2166                         qglReadBuffer(GL_NONE);CHECKGLERROR
2167                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2168                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2169                         {
2170                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2171                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2172                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2173                         }
2174  #endif
2175                 }
2176                 CHECKGLERROR
2177                 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2178                 r_shadow_shadowmap_texturescale[0] = 0.0f;
2179                 r_shadow_shadowmap_texturescale[1] = 0.0f;
2180                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2181         }
2182
2183         R_Shadow_RenderMode_Reset();
2184         if (fbo)
2185         {
2186                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2187                 R_SetupDepthOrShadowShader();
2188         }
2189         else
2190         {
2191                 R_SetupShowDepthShader();
2192                 qglClearColor(1,1,1,1);CHECKGLERROR
2193         }
2194         CHECKGLERROR
2195         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2196         GL_DepthMask(true);
2197         GL_DepthTest(true);
2198         qglClearDepth(1);
2199         CHECKGLERROR
2200
2201 init_done:
2202         R_SetViewport(&viewport);
2203         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2204         if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2205         {
2206                 int flipped = (side&1)^(side>>2);
2207                 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2208                 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2209                 GL_CullFace(r_refdef.view.cullface_back);
2210         }
2211         else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2212         {
2213                 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
2214         }
2215         if (clear)
2216                 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |  GL_STENCIL_BUFFER_BIT);
2217         CHECKGLERROR
2218 }
2219
2220 void R_Shadow_RenderMode_SetShadowMapTexture(void)
2221 {
2222         if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2223         {
2224                 r_shadow_usingshadowmap2d = true;
2225                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
2226                 CHECKGLERROR
2227         }
2228         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2229         {
2230                 r_shadow_usingshadowmaprect = true;
2231                 R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture));
2232                 CHECKGLERROR
2233         }
2234         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2235         {
2236                 r_shadow_usingshadowmapcube = true;
2237                 R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
2238                 CHECKGLERROR
2239         }
2240
2241         if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
2242         {
2243                 R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0);
2244                 CHECKGLERROR
2245         }
2246 }
2247
2248 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2249 {
2250         if (transparent)
2251         {
2252                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2253                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2254                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2255                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2256         }
2257         CHECKGLERROR
2258         R_Shadow_RenderMode_Reset();
2259         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2260         if (!transparent)
2261         {
2262                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2263         }
2264         if (stenciltest)
2265         {
2266                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2267                 // only draw light where this geometry was already rendered AND the
2268                 // stencil is 128 (values other than this mean shadow)
2269                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2270         }
2271         r_shadow_rendermode = r_shadow_lightingrendermode;
2272         // do global setup needed for the chosen lighting mode
2273         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2274         {
2275                 R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
2276                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2277                 CHECKGLERROR
2278                 if (shadowmapping)
2279                         R_Shadow_RenderMode_SetShadowMapTexture();
2280         }
2281         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2282         CHECKGLERROR
2283 }
2284
2285 static const unsigned short bboxelements[36] =
2286 {
2287         5, 1, 3, 5, 3, 7,
2288         6, 2, 0, 6, 0, 4,
2289         7, 3, 2, 7, 2, 6,
2290         4, 0, 1, 4, 1, 5,
2291         4, 5, 7, 4, 7, 6,
2292         1, 0, 2, 1, 2, 3,
2293 };
2294
2295 static const float bboxpoints[8][3] =
2296 {
2297         {-1,-1,-1},
2298         { 1,-1,-1},
2299         {-1, 1,-1},
2300         { 1, 1,-1},
2301         {-1,-1, 1},
2302         { 1,-1, 1},
2303         {-1, 1, 1},
2304         { 1, 1, 1},
2305 };
2306
2307 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2308 {
2309         int i;
2310         float vertex3f[8*3];
2311         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2312         CHECKGLERROR
2313         R_Shadow_RenderMode_Reset();
2314         r_shadow_rendermode = r_shadow_lightingrendermode;
2315         // do global setup needed for the chosen lighting mode
2316         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2317         {
2318                 R_Mesh_Matrix(&identitymatrix);
2319                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2320                 if (stenciltest)
2321                 {
2322                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2323                         // only draw light where this geometry was already rendered AND the
2324                         // stencil is 128 (values other than this mean shadow)
2325                         qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2326                 }
2327                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2328                 R_Mesh_TexBindAll(GL20TU_SCREENDEPTH, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture));
2329                 R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture));
2330                 R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
2331                 if (shadowmapping)
2332                         R_Shadow_RenderMode_SetShadowMapTexture();
2333                 R_SetupDeferredLightShader(rsurface.rtlight);
2334                 //R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2335                 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2336
2337                 for (i = 0;i < 8;i++)
2338                         Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2339                 CHECKGLERROR
2340                 //qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
2341                 R_Mesh_VertexPointer(vertex3f, 0, 0);
2342                 R_Mesh_ColorPointer(NULL, 0, 0);
2343                 GL_ColorMask(1,1,1,1);
2344                 //GL_Color(0.25f,0.05f,0.02f,1.0f);
2345                 //R_SetupGenericShader(false);
2346                 GL_DepthMask(false);
2347                 GL_DepthRange(0, 1);
2348                 GL_PolygonOffset(0, 0);
2349                 GL_DepthTest(true);
2350                 qglDepthFunc(GL_GREATER);CHECKGLERROR
2351                 GL_CullFace(r_refdef.view.cullface_back);
2352                 //GL_AlphaTest(false);
2353                 //qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2354                 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2355         }
2356 }
2357
2358 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2359 {
2360         CHECKGLERROR
2361         R_Shadow_RenderMode_Reset();
2362         GL_BlendFunc(GL_ONE, GL_ONE);
2363         GL_DepthRange(0, 1);
2364         GL_DepthTest(r_showshadowvolumes.integer < 2);
2365         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2366         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2367         GL_CullFace(GL_NONE);
2368         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2369 }
2370
2371 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2372 {
2373         CHECKGLERROR
2374         R_Shadow_RenderMode_Reset();
2375         GL_BlendFunc(GL_ONE, GL_ONE);
2376         GL_DepthRange(0, 1);
2377         GL_DepthTest(r_showlighting.integer < 2);
2378         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2379         if (!transparent)
2380         {
2381                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2382         }
2383         if (stenciltest)
2384         {
2385                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2386                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2387         }
2388         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2389 }
2390
2391 void R_Shadow_RenderMode_End(void)
2392 {
2393         CHECKGLERROR
2394         R_Shadow_RenderMode_Reset();
2395         R_Shadow_RenderMode_ActiveLight(NULL);
2396         GL_DepthMask(true);
2397         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2398         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2399 }
2400
2401 int bboxedges[12][2] =
2402 {
2403         // top
2404         {0, 1}, // +X
2405         {0, 2}, // +Y
2406         {1, 3}, // Y, +X
2407         {2, 3}, // X, +Y
2408         // bottom
2409         {4, 5}, // +X
2410         {4, 6}, // +Y
2411         {5, 7}, // Y, +X
2412         {6, 7}, // X, +Y
2413         // verticals
2414         {0, 4}, // +Z
2415         {1, 5}, // X, +Z
2416         {2, 6}, // Y, +Z
2417         {3, 7}, // XY, +Z
2418 };
2419
2420 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2421 {
2422         int i, ix1, iy1, ix2, iy2;
2423         float x1, y1, x2, y2;
2424         vec4_t v, v2;
2425         float vertex[20][3];
2426         int j, k;
2427         vec4_t plane4f;
2428         int numvertices;
2429         float corner[8][4];
2430         float dist[8];
2431         int sign[8];
2432         float f;
2433
2434         r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2435         r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2436         r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2437         r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2438
2439         if (!r_shadow_scissor.integer)
2440                 return false;
2441
2442         // if view is inside the light box, just say yes it's visible
2443         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2444                 return false;
2445
2446         x1 = y1 = x2 = y2 = 0;
2447
2448         // transform all corners that are infront of the nearclip plane
2449         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2450         plane4f[3] = r_refdef.view.frustum[4].dist;
2451         numvertices = 0;
2452         for (i = 0;i < 8;i++)
2453         {
2454                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2455                 dist[i] = DotProduct4(corner[i], plane4f);
2456                 sign[i] = dist[i] > 0;
2457                 if (!sign[i])
2458                 {
2459                         VectorCopy(corner[i], vertex[numvertices]);
2460                         numvertices++;
2461                 }
2462         }
2463         // if some points are behind the nearclip, add clipped edge points to make
2464         // sure that the scissor boundary is complete
2465         if (numvertices > 0 && numvertices < 8)
2466         {
2467                 // add clipped edge points
2468                 for (i = 0;i < 12;i++)
2469                 {
2470                         j = bboxedges[i][0];
2471                         k = bboxedges[i][1];
2472                         if (sign[j] != sign[k])
2473                         {
2474                                 f = dist[j] / (dist[j] - dist[k]);
2475                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2476                                 numvertices++;
2477                         }
2478                 }
2479         }
2480
2481         // if we have no points to check, the light is behind the view plane
2482         if (!numvertices)
2483                 return true;
2484
2485         // if we have some points to transform, check what screen area is covered
2486         x1 = y1 = x2 = y2 = 0;
2487         v[3] = 1.0f;
2488         //Con_Printf("%i vertices to transform...\n", numvertices);
2489         for (i = 0;i < numvertices;i++)
2490         {
2491                 VectorCopy(vertex[i], v);
2492                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2493                 //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]);
2494                 if (i)
2495                 {
2496                         if (x1 > v2[0]) x1 = v2[0];
2497                         if (x2 < v2[0]) x2 = v2[0];
2498                         if (y1 > v2[1]) y1 = v2[1];
2499                         if (y2 < v2[1]) y2 = v2[1];
2500                 }
2501                 else
2502                 {
2503                         x1 = x2 = v2[0];
2504                         y1 = y2 = v2[1];
2505                 }
2506         }
2507
2508         // now convert the scissor rectangle to integer screen coordinates
2509         ix1 = (int)(x1 - 1.0f);
2510         iy1 = vid.height - (int)(y2 - 1.0f);
2511         ix2 = (int)(x2 + 1.0f);
2512         iy2 = vid.height - (int)(y1 + 1.0f);
2513         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2514
2515         // clamp it to the screen
2516         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2517         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2518         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2519         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2520
2521         // if it is inside out, it's not visible
2522         if (ix2 <= ix1 || iy2 <= iy1)
2523                 return true;
2524
2525         // the light area is visible, set up the scissor rectangle
2526         r_shadow_lightscissor[0] = ix1;
2527         r_shadow_lightscissor[1] = iy1;
2528         r_shadow_lightscissor[2] = ix2 - ix1;
2529         r_shadow_lightscissor[3] = iy2 - iy1;
2530
2531         r_refdef.stats.lights_scissored++;
2532         return false;
2533 }
2534
2535 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2536 {
2537         const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2538         const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2539         float *color4f = rsurface.array_color4f + 4 * firstvertex;
2540         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2541         switch (r_shadow_rendermode)
2542         {
2543         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2544         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2545                 if (VectorLength2(diffusecolor) > 0)
2546                 {
2547                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2548                         {
2549                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2550                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2551                                 if ((dot = DotProduct(n, v)) < 0)
2552                                 {
2553                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2554                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2555                                 }
2556                                 else
2557                                         VectorCopy(ambientcolor, color4f);
2558                                 if (r_refdef.fogenabled)
2559                                 {
2560                                         float f;
2561                                         f = RSurf_FogVertex(vertex3f);
2562                                         VectorScale(color4f, f, color4f);
2563                                 }
2564                                 color4f[3] = 1;
2565                         }
2566                 }
2567                 else
2568                 {
2569                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2570                         {
2571                                 VectorCopy(ambientcolor, color4f);
2572                                 if (r_refdef.fogenabled)
2573                                 {
2574                                         float f;
2575                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2576                                         f = RSurf_FogVertex(vertex3f);
2577                                         VectorScale(color4f, f, color4f);
2578                                 }
2579                                 color4f[3] = 1;
2580                         }
2581                 }
2582                 break;
2583         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2584                 if (VectorLength2(diffusecolor) > 0)
2585                 {
2586                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2587                         {
2588                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2589                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2590                                 {
2591                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2592                                         if ((dot = DotProduct(n, v)) < 0)
2593                                         {
2594                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2595                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2596                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2597                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2598                                         }
2599                                         else
2600                                         {
2601                                                 color4f[0] = ambientcolor[0] * distintensity;
2602                                                 color4f[1] = ambientcolor[1] * distintensity;
2603                                                 color4f[2] = ambientcolor[2] * distintensity;
2604                                         }
2605                                         if (r_refdef.fogenabled)
2606                                         {
2607                                                 float f;
2608                                                 f = RSurf_FogVertex(vertex3f);
2609                                                 VectorScale(color4f, f, color4f);
2610                                         }
2611                                 }
2612                                 else
2613                                         VectorClear(color4f);
2614                                 color4f[3] = 1;
2615                         }
2616                 }
2617                 else
2618                 {
2619                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2620                         {
2621                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2622                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2623                                 {
2624                                         color4f[0] = ambientcolor[0] * distintensity;
2625                                         color4f[1] = ambientcolor[1] * distintensity;
2626                                         color4f[2] = ambientcolor[2] * distintensity;
2627                                         if (r_refdef.fogenabled)
2628                                         {
2629                                                 float f;
2630                                                 f = RSurf_FogVertex(vertex3f);
2631                                                 VectorScale(color4f, f, color4f);
2632                                         }
2633                                 }
2634                                 else
2635                                         VectorClear(color4f);
2636                                 color4f[3] = 1;
2637                         }
2638                 }
2639                 break;
2640         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2641                 if (VectorLength2(diffusecolor) > 0)
2642                 {
2643                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2644                         {
2645                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2646                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2647                                 {
2648                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2649                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2650                                         if ((dot = DotProduct(n, v)) < 0)
2651                                         {
2652                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2653                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2654                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2655                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2656                                         }
2657                                         else
2658                                         {
2659                                                 color4f[0] = ambientcolor[0] * distintensity;
2660                                                 color4f[1] = ambientcolor[1] * distintensity;
2661                                                 color4f[2] = ambientcolor[2] * distintensity;
2662                                         }
2663                                         if (r_refdef.fogenabled)
2664                                         {
2665                                                 float f;
2666                                                 f = RSurf_FogVertex(vertex3f);
2667                                                 VectorScale(color4f, f, color4f);
2668                                         }
2669                                 }
2670                                 else
2671                                         VectorClear(color4f);
2672                                 color4f[3] = 1;
2673                         }
2674                 }
2675                 else
2676                 {
2677                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2678                         {
2679                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2680                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2681                                 {
2682                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2683                                         color4f[0] = ambientcolor[0] * distintensity;
2684                                         color4f[1] = ambientcolor[1] * distintensity;
2685                                         color4f[2] = ambientcolor[2] * distintensity;
2686                                         if (r_refdef.fogenabled)
2687                                         {
2688                                                 float f;
2689                                                 f = RSurf_FogVertex(vertex3f);
2690                                                 VectorScale(color4f, f, color4f);
2691                                         }
2692                                 }
2693                                 else
2694                                         VectorClear(color4f);
2695                                 color4f[3] = 1;
2696                         }
2697                 }
2698                 break;
2699         default:
2700                 break;
2701         }
2702 }
2703
2704 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)
2705 {
2706         // used to display how many times a surface is lit for level design purposes
2707         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2708 }
2709
2710 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)
2711 {
2712         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2713         R_SetupSurfaceShader(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2714         if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
2715                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
2716         else
2717                 R_Mesh_ColorPointer(NULL, 0, 0);
2718         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
2719         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
2720         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
2721         if (rsurface.texture->backgroundcurrentskinframe)
2722         {
2723                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
2724                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
2725                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
2726                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
2727         }
2728         //R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0);
2729         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2730         if(rsurface.texture->colormapping)
2731         {
2732                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
2733                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
2734         }
2735         R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2736         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2737         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
2738         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
2739         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
2740         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2741         {
2742                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2743         }
2744         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2745         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2746         {
2747                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2748         }
2749 }
2750
2751 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2752 {
2753         int renders;
2754         int i;
2755         int stop;
2756         int newfirstvertex;
2757         int newlastvertex;
2758         int newnumtriangles;
2759         int *newe;
2760         const int *e;
2761         float *c;
2762         int maxtriangles = 4096;
2763         static int newelements[4096*3];
2764         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2765         for (renders = 0;renders < 64;renders++)
2766         {
2767                 stop = true;
2768                 newfirstvertex = 0;
2769                 newlastvertex = 0;
2770                 newnumtriangles = 0;
2771                 newe = newelements;
2772                 // due to low fillrate on the cards this vertex lighting path is
2773                 // designed for, we manually cull all triangles that do not
2774                 // contain a lit vertex
2775                 // this builds batches of triangles from multiple surfaces and
2776                 // renders them at once
2777                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2778                 {
2779                         if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2780                         {
2781                                 if (newnumtriangles)
2782                                 {
2783                                         newfirstvertex = min(newfirstvertex, e[0]);
2784                                         newlastvertex  = max(newlastvertex, e[0]);
2785                                 }
2786                                 else
2787                                 {
2788                                         newfirstvertex = e[0];
2789                                         newlastvertex = e[0];
2790                                 }
2791                                 newfirstvertex = min(newfirstvertex, e[1]);
2792                                 newlastvertex  = max(newlastvertex, e[1]);
2793                                 newfirstvertex = min(newfirstvertex, e[2]);
2794                                 newlastvertex  = max(newlastvertex, e[2]);
2795                                 newe[0] = e[0];
2796                                 newe[1] = e[1];
2797                                 newe[2] = e[2];
2798                                 newnumtriangles++;
2799                                 newe += 3;
2800                                 if (newnumtriangles >= maxtriangles)
2801                                 {
2802                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2803                                         newnumtriangles = 0;
2804                                         newe = newelements;
2805                                         stop = false;
2806                                 }
2807                         }
2808                 }
2809                 if (newnumtriangles >= 1)
2810                 {
2811                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2812                         stop = false;
2813                 }
2814                 // if we couldn't find any lit triangles, exit early
2815                 if (stop)
2816                         break;
2817                 // now reduce the intensity for the next overbright pass
2818                 // we have to clamp to 0 here incase the drivers have improper
2819                 // handling of negative colors
2820                 // (some old drivers even have improper handling of >1 color)
2821                 stop = true;
2822                 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2823                 {
2824                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2825                         {
2826                                 c[0] = max(0, c[0] - 1);
2827                                 c[1] = max(0, c[1] - 1);
2828                                 c[2] = max(0, c[2] - 1);
2829                                 stop = false;
2830                         }
2831                         else
2832                                 VectorClear(c);
2833                 }
2834                 // another check...
2835                 if (stop)
2836                         break;
2837         }
2838 }
2839
2840 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2841 {
2842         // OpenGL 1.1 path (anything)
2843         float ambientcolorbase[3], diffusecolorbase[3];
2844         float ambientcolorpants[3], diffusecolorpants[3];
2845         float ambientcolorshirt[3], diffusecolorshirt[3];
2846         const float *surfacecolor = rsurface.texture->dlightcolor;
2847         const float *surfacepants = rsurface.colormap_pantscolor;
2848         const float *surfaceshirt = rsurface.colormap_shirtcolor;
2849         rtexture_t *basetexture = rsurface.texture->basetexture;
2850         rtexture_t *pantstexture = rsurface.texture->currentskinframe->pants;
2851         rtexture_t *shirttexture = rsurface.texture->currentskinframe->shirt;
2852         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2853         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2854         ambientscale *= 2 * r_refdef.view.colorscale;
2855         diffusescale *= 2 * r_refdef.view.colorscale;
2856         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2857         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2858         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2859         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2860         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2861         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2862         R_Mesh_TexBind(0, R_GetTexture(basetexture));
2863         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2864         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2865         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2866         switch(r_shadow_rendermode)
2867         {
2868         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2869                 R_Mesh_TexBindAll(1, 0, R_GetTexture(r_shadow_attenuation3dtexture), 0, 0);
2870                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2871                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2872                 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2873                 break;
2874         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2875                 R_Mesh_TexBind(2, R_GetTexture(r_shadow_attenuation2dtexture));
2876                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2877                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2878                 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2879                 // fall through
2880         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2881                 R_Mesh_TexBind(1, R_GetTexture(r_shadow_attenuation2dtexture));
2882                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2883                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2884                 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2885                 break;
2886         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2887                 break;
2888         default:
2889                 break;
2890         }
2891         //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2892         R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2893         if (dopants)
2894         {
2895                 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2896                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2897         }
2898         if (doshirt)
2899         {
2900                 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2901                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2902         }
2903 }
2904
2905 extern cvar_t gl_lightmaps;
2906 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)
2907 {
2908         float ambientscale, diffusescale, specularscale;
2909         qboolean negated;
2910         float lightcolor[3];
2911         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2912         ambientscale = rsurface.rtlight->ambientscale;
2913         diffusescale = rsurface.rtlight->diffusescale;
2914         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2915         if (!r_shadow_usenormalmap.integer)
2916         {
2917                 ambientscale += 1.0f * diffusescale;
2918                 diffusescale = 0;
2919                 specularscale = 0;
2920         }
2921         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2922                 return;
2923         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2924         if(negated)
2925         {
2926                 VectorNegate(lightcolor, lightcolor);
2927                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2928         }
2929         RSurf_SetupDepthAndCulling();
2930         switch (r_shadow_rendermode)
2931         {
2932         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2933                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2934                 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2935                 break;
2936         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2937                 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2938                 break;
2939         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2940         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2941         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2942         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2943                 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2944                 break;
2945         default:
2946                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2947                 break;
2948         }
2949         if(negated)
2950                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2951 }
2952
2953 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)
2954 {
2955         matrix4x4_t tempmatrix = *matrix;
2956         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2957
2958         // if this light has been compiled before, free the associated data
2959         R_RTLight_Uncompile(rtlight);
2960
2961         // clear it completely to avoid any lingering data
2962         memset(rtlight, 0, sizeof(*rtlight));
2963
2964         // copy the properties
2965         rtlight->matrix_lighttoworld = tempmatrix;
2966         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2967         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2968         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2969         VectorCopy(color, rtlight->color);
2970         rtlight->cubemapname[0] = 0;
2971         if (cubemapname && cubemapname[0])
2972                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2973         rtlight->shadow = shadow;
2974         rtlight->corona = corona;
2975         rtlight->style = style;
2976         rtlight->isstatic = isstatic;
2977         rtlight->coronasizescale = coronasizescale;
2978         rtlight->ambientscale = ambientscale;
2979         rtlight->diffusescale = diffusescale;
2980         rtlight->specularscale = specularscale;
2981         rtlight->flags = flags;
2982
2983         // compute derived data
2984         //rtlight->cullradius = rtlight->radius;
2985         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2986         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2987         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2988         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2989         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2990         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2991         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2992 }
2993
2994 // compiles rtlight geometry
2995 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2996 void R_RTLight_Compile(rtlight_t *rtlight)
2997 {
2998         int i;
2999         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3000         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3001         entity_render_t *ent = r_refdef.scene.worldentity;
3002         dp_model_t *model = r_refdef.scene.worldmodel;
3003         unsigned char *data;
3004         shadowmesh_t *mesh;
3005
3006         // compile the light
3007         rtlight->compiled = true;
3008         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3009         rtlight->static_numleafs = 0;
3010         rtlight->static_numleafpvsbytes = 0;
3011         rtlight->static_leaflist = NULL;
3012         rtlight->static_leafpvs = NULL;
3013         rtlight->static_numsurfaces = 0;
3014         rtlight->static_surfacelist = NULL;
3015         rtlight->static_shadowmap_receivers = 0x3F;
3016         rtlight->static_shadowmap_casters = 0x3F;
3017         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3018         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3019         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3020         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3021         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3022         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3023
3024         if (model && model->GetLightInfo)
3025         {
3026                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3027                 r_shadow_compilingrtlight = rtlight;
3028                 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);
3029                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3030                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3031                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3032                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3033                 rtlight->static_numsurfaces = numsurfaces;
3034                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3035                 rtlight->static_numleafs = numleafs;
3036                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3037                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3038                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3039                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3040                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3041                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3042                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3043                 if (rtlight->static_numsurfaces)
3044                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3045                 if (rtlight->static_numleafs)
3046                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3047                 if (rtlight->static_numleafpvsbytes)
3048                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3049                 if (rtlight->static_numshadowtrispvsbytes)
3050                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3051                 if (rtlight->static_numlighttrispvsbytes)
3052                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3053                 switch (rtlight->shadowmode)
3054                 {
3055                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3056                 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3057                 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3058                         if (model->CompileShadowMap && rtlight->shadow)
3059                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3060                         break;
3061                 default:
3062                         if (model->CompileShadowVolume && rtlight->shadow)
3063                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3064                         break;
3065                 }
3066                 // now we're done compiling the rtlight
3067                 r_shadow_compilingrtlight = NULL;
3068         }
3069
3070
3071         // use smallest available cullradius - box radius or light radius
3072         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3073         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3074
3075         shadowzpasstris = 0;
3076         if (rtlight->static_meshchain_shadow_zpass)
3077                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3078                         shadowzpasstris += mesh->numtriangles;
3079
3080         shadowzfailtris = 0;
3081         if (rtlight->static_meshchain_shadow_zfail)
3082                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3083                         shadowzfailtris += mesh->numtriangles;
3084
3085         lighttris = 0;
3086         if (rtlight->static_numlighttrispvsbytes)
3087                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3088                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3089                                 lighttris++;
3090
3091         shadowtris = 0;
3092         if (rtlight->static_numlighttrispvsbytes)
3093                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3094                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3095                                 shadowtris++;
3096
3097         if (developer.integer >= 10)
3098                 Con_Printf("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);
3099 }
3100
3101 void R_RTLight_Uncompile(rtlight_t *rtlight)
3102 {
3103         if (rtlight->compiled)
3104         {
3105                 if (rtlight->static_meshchain_shadow_zpass)
3106                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3107                 rtlight->static_meshchain_shadow_zpass = NULL;
3108                 if (rtlight->static_meshchain_shadow_zfail)
3109                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3110                 rtlight->static_meshchain_shadow_zfail = NULL;
3111                 if (rtlight->static_meshchain_shadow_shadowmap)
3112                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3113                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3114                 // these allocations are grouped
3115                 if (rtlight->static_surfacelist)
3116                         Mem_Free(rtlight->static_surfacelist);
3117                 rtlight->static_numleafs = 0;
3118                 rtlight->static_numleafpvsbytes = 0;
3119                 rtlight->static_leaflist = NULL;
3120                 rtlight->static_leafpvs = NULL;
3121                 rtlight->static_numsurfaces = 0;
3122                 rtlight->static_surfacelist = NULL;
3123                 rtlight->static_numshadowtrispvsbytes = 0;
3124                 rtlight->static_shadowtrispvs = NULL;
3125                 rtlight->static_numlighttrispvsbytes = 0;
3126                 rtlight->static_lighttrispvs = NULL;
3127                 rtlight->compiled = false;
3128         }
3129 }
3130
3131 void R_Shadow_UncompileWorldLights(void)
3132 {
3133         size_t lightindex;
3134         dlight_t *light;
3135         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3136         for (lightindex = 0;lightindex < range;lightindex++)
3137         {
3138                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3139                 if (!light)
3140                         continue;
3141                 R_RTLight_Uncompile(&light->rtlight);
3142         }
3143 }
3144
3145 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3146 {
3147         int i, j;
3148         mplane_t plane;
3149         // reset the count of frustum planes
3150         // see rtlight->cached_frustumplanes definition for how much this array
3151         // can hold
3152         rtlight->cached_numfrustumplanes = 0;
3153
3154         // haven't implemented a culling path for ortho rendering
3155         if (!r_refdef.view.useperspective)
3156         {
3157                 // check if the light is on screen and copy the 4 planes if it is
3158                 for (i = 0;i < 4;i++)
3159                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3160                                 break;
3161                 if (i == 4)
3162                         for (i = 0;i < 4;i++)
3163                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3164                 return;
3165         }
3166
3167 #if 1
3168         // generate a deformed frustum that includes the light origin, this is
3169         // used to cull shadow casting surfaces that can not possibly cast a
3170         // shadow onto the visible light-receiving surfaces, which can be a
3171         // performance gain
3172         //
3173         // if the light origin is onscreen the result will be 4 planes exactly
3174         // if the light origin is offscreen on only one axis the result will
3175         // be exactly 5 planes (split-side case)
3176         // if the light origin is offscreen on two axes the result will be
3177         // exactly 4 planes (stretched corner case)
3178         for (i = 0;i < 4;i++)
3179         {
3180                 // quickly reject standard frustum planes that put the light
3181                 // origin outside the frustum
3182                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3183                         continue;
3184                 // copy the plane
3185                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3186         }
3187         // if all the standard frustum planes were accepted, the light is onscreen
3188         // otherwise we need to generate some more planes below...
3189         if (rtlight->cached_numfrustumplanes < 4)
3190         {
3191                 // at least one of the stock frustum planes failed, so we need to
3192                 // create one or two custom planes to enclose the light origin
3193                 for (i = 0;i < 4;i++)
3194                 {
3195                         // create a plane using the view origin and light origin, and a
3196                         // single point from the frustum corner set
3197                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3198                         VectorNormalize(plane.normal);
3199                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3200                         // see if this plane is backwards and flip it if so
3201                         for (j = 0;j < 4;j++)
3202                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3203                                         break;
3204                         if (j < 4)
3205                         {
3206                                 VectorNegate(plane.normal, plane.normal);
3207                                 plane.dist *= -1;
3208                                 // flipped plane, test again to see if it is now valid
3209                                 for (j = 0;j < 4;j++)
3210                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3211                                                 break;
3212                                 // if the plane is still not valid, then it is dividing the
3213                                 // frustum and has to be rejected
3214                                 if (j < 4)
3215                                         continue;
3216                         }
3217                         // we have created a valid plane, compute extra info
3218                         PlaneClassify(&plane);
3219                         // copy the plane
3220                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3221 #if 1
3222                         // if we've found 5 frustum planes then we have constructed a
3223                         // proper split-side case and do not need to keep searching for
3224                         // planes to enclose the light origin
3225                         if (rtlight->cached_numfrustumplanes == 5)
3226                                 break;
3227 #endif
3228                 }
3229         }
3230 #endif
3231
3232 #if 0
3233         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3234         {
3235                 plane = rtlight->cached_frustumplanes[i];
3236                 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));
3237         }
3238 #endif
3239
3240 #if 0
3241         // now add the light-space box planes if the light box is rotated, as any
3242         // caster outside the oriented light box is irrelevant (even if it passed
3243         // the worldspace light box, which is axial)
3244         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3245         {
3246                 for (i = 0;i < 6;i++)
3247                 {
3248                         vec3_t v;
3249                         VectorClear(v);
3250                         v[i >> 1] = (i & 1) ? -1 : 1;
3251                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3252                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3253                         plane.dist = VectorNormalizeLength(plane.normal);
3254                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3255                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3256                 }
3257         }
3258 #endif
3259
3260 #if 0
3261         // add the world-space reduced box planes
3262         for (i = 0;i < 6;i++)
3263         {
3264                 VectorClear(plane.normal);
3265                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3266                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3267                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3268         }
3269 #endif
3270
3271 #if 0
3272         {
3273         int j, oldnum;
3274         vec3_t points[8];
3275         vec_t bestdist;
3276         // reduce all plane distances to tightly fit the rtlight cull box, which
3277         // is in worldspace
3278         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3279         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3280         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3281         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3282         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3283         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3284         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3285         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3286         oldnum = rtlight->cached_numfrustumplanes;
3287         rtlight->cached_numfrustumplanes = 0;
3288         for (j = 0;j < oldnum;j++)
3289         {
3290                 // find the nearest point on the box to this plane
3291                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3292                 for (i = 1;i < 8;i++)
3293                 {
3294                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3295                         if (bestdist > dist)
3296                                 bestdist = dist;
3297                 }
3298                 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);
3299                 // if the nearest point is near or behind the plane, we want this
3300                 // plane, otherwise the plane is useless as it won't cull anything
3301                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3302                 {
3303                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3304                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3305                 }
3306         }
3307         }
3308 #endif
3309 }
3310
3311 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3312 {
3313         shadowmesh_t *mesh;
3314
3315         RSurf_ActiveWorldEntity();
3316
3317         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3318         {
3319                 CHECKGLERROR
3320                 GL_CullFace(GL_NONE);
3321         mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3322         for (;mesh;mesh = mesh->next)
3323         {
3324                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3325                                 continue;
3326             r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3327             R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3328             R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3329         }
3330         CHECKGLERROR
3331     }
3332         else if (r_refdef.scene.worldentity->model)
3333                 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);
3334
3335         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3336 }
3337
3338 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3339 {
3340         qboolean zpass = false;
3341         shadowmesh_t *mesh;
3342         int t, tend;
3343         int surfacelistindex;
3344         msurface_t *surface;
3345
3346         RSurf_ActiveWorldEntity();
3347
3348         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3349         {
3350                 CHECKGLERROR
3351                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3352                 {
3353                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3354                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3355                 }
3356                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3357                 for (;mesh;mesh = mesh->next)
3358                 {
3359                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3360                         R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3361                         GL_LockArrays(0, mesh->numverts);
3362                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3363                         {
3364                                 // increment stencil if frontface is infront of depthbuffer
3365                                 GL_CullFace(r_refdef.view.cullface_back);
3366                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3367                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3368                                 // decrement stencil if backface is infront of depthbuffer
3369                                 GL_CullFace(r_refdef.view.cullface_front);
3370                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3371                         }
3372                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3373                         {
3374                                 // decrement stencil if backface is behind depthbuffer
3375                                 GL_CullFace(r_refdef.view.cullface_front);
3376                                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3377                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3378                                 // increment stencil if frontface is behind depthbuffer
3379                                 GL_CullFace(r_refdef.view.cullface_back);
3380                                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3381                         }
3382                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3383                         GL_LockArrays(0, 0);
3384                 }
3385                 CHECKGLERROR
3386         }
3387         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
3388         {
3389                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3390                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3391                 {
3392                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3393                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3394                                 if (CHECKPVSBIT(trispvs, t))
3395                                         shadowmarklist[numshadowmark++] = t;
3396                 }
3397                 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);
3398         }
3399         else if (numsurfaces)
3400                 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);
3401
3402         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3403 }
3404
3405 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3406 {
3407         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3408         vec_t relativeshadowradius;
3409         RSurf_ActiveModelEntity(ent, false, false, false);
3410         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3411         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3412         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3413         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3414         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3415         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3416         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3417         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3418         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3419         {
3420                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3421         }
3422         else
3423                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3424         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3425 }
3426
3427 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3428 {
3429         // set up properties for rendering light onto this entity
3430         RSurf_ActiveModelEntity(ent, true, true, false);
3431         GL_AlphaTest(false);
3432         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3433         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3434         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3435         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3436 }
3437
3438 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3439 {
3440         if (!r_refdef.scene.worldmodel->DrawLight)
3441                 return;
3442
3443         // set up properties for rendering light onto this entity
3444         RSurf_ActiveWorldEntity();
3445         GL_AlphaTest(false);
3446         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3447         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3448         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3449         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3450
3451         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
3452
3453         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3454 }
3455
3456 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3457 {
3458         dp_model_t *model = ent->model;
3459         if (!model->DrawLight)
3460                 return;
3461
3462         R_Shadow_SetupEntityLight(ent);
3463
3464         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3465
3466         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3467 }
3468
3469 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3470 {
3471         int i;
3472         float f;
3473         int numleafs, numsurfaces;
3474         int *leaflist, *surfacelist;
3475         unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
3476         int numlightentities;
3477         int numlightentities_noselfshadow;
3478         int numshadowentities;
3479         int numshadowentities_noselfshadow;
3480         static entity_render_t *lightentities[MAX_EDICTS];
3481         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3482         static entity_render_t *shadowentities[MAX_EDICTS];
3483         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3484
3485         rtlight->draw = false;
3486
3487         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3488         // skip lights that are basically invisible (color 0 0 0)
3489         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3490                 return;
3491
3492         // loading is done before visibility checks because loading should happen
3493         // all at once at the start of a level, not when it stalls gameplay.
3494         // (especially important to benchmarks)
3495         // compile light
3496         if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3497         {
3498                 if (rtlight->compiled)
3499                         R_RTLight_Uncompile(rtlight);
3500                 R_RTLight_Compile(rtlight);
3501         }
3502
3503         // load cubemap
3504         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3505
3506         // look up the light style value at this time
3507         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3508         VectorScale(rtlight->color, f, rtlight->currentcolor);
3509         /*
3510         if (rtlight->selected)
3511         {
3512                 f = 2 + sin(realtime * M_PI * 4.0);
3513                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3514         }
3515         */
3516
3517         // if lightstyle is currently off, don't draw the light
3518         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3519                 return;
3520
3521         // if the light box is offscreen, skip it
3522         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3523                 return;
3524
3525         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3526         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3527
3528         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3529
3530         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3531         {
3532                 // compiled light, world available and can receive realtime lighting
3533                 // retrieve leaf information
3534                 numleafs = rtlight->static_numleafs;
3535                 leaflist = rtlight->static_leaflist;
3536                 leafpvs = rtlight->static_leafpvs;
3537                 numsurfaces = rtlight->static_numsurfaces;
3538                 surfacelist = rtlight->static_surfacelist;
3539                 surfacesides = NULL;
3540                 shadowtrispvs = rtlight->static_shadowtrispvs;
3541                 lighttrispvs = rtlight->static_lighttrispvs;
3542         }
3543         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3544         {
3545                 // dynamic light, world available and can receive realtime lighting
3546                 // calculate lit surfaces and leafs
3547                 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);
3548                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3549                 leaflist = r_shadow_buffer_leaflist;
3550                 leafpvs = r_shadow_buffer_leafpvs;
3551                 surfacelist = r_shadow_buffer_surfacelist;
3552                 surfacesides = r_shadow_buffer_surfacesides;
3553                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3554                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3555                 // if the reduced leaf bounds are offscreen, skip it
3556                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3557                         return;
3558         }
3559         else
3560         {
3561                 // no world
3562                 numleafs = 0;
3563                 leaflist = NULL;
3564                 leafpvs = NULL;
3565                 numsurfaces = 0;
3566                 surfacelist = NULL;
3567                 surfacesides = NULL;
3568                 shadowtrispvs = NULL;
3569                 lighttrispvs = NULL;
3570         }
3571         // check if light is illuminating any visible leafs
3572         if (numleafs)
3573         {
3574                 for (i = 0;i < numleafs;i++)
3575                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3576                                 break;
3577                 if (i == numleafs)
3578                         return;
3579         }
3580
3581         // make a list of lit entities and shadow casting entities
3582         numlightentities = 0;
3583         numlightentities_noselfshadow = 0;
3584         numshadowentities = 0;
3585         numshadowentities_noselfshadow = 0;
3586
3587         // add dynamic entities that are lit by the light
3588         for (i = 0;i < r_refdef.scene.numentities;i++)
3589         {
3590                 dp_model_t *model;
3591                 entity_render_t *ent = r_refdef.scene.entities[i];
3592                 vec3_t org;
3593                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3594                         continue;
3595                 // skip the object entirely if it is not within the valid
3596                 // shadow-casting region (which includes the lit region)
3597                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3598                         continue;
3599                 if (!(model = ent->model))
3600                         continue;
3601                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3602                 {
3603                         // this entity wants to receive light, is visible, and is
3604                         // inside the light box
3605                         // TODO: check if the surfaces in the model can receive light
3606                         // so now check if it's in a leaf seen by the light
3607                         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))
3608                                 continue;
3609                         if (ent->flags & RENDER_NOSELFSHADOW)
3610                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3611                         else
3612                                 lightentities[numlightentities++] = ent;
3613                         // since it is lit, it probably also casts a shadow...
3614                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3615                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3616                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3617                         {
3618                                 // note: exterior models without the RENDER_NOSELFSHADOW
3619                                 // flag still create a RENDER_NOSELFSHADOW shadow but
3620                                 // are lit normally, this means that they are
3621                                 // self-shadowing but do not shadow other
3622                                 // RENDER_NOSELFSHADOW entities such as the gun
3623                                 // (very weird, but keeps the player shadow off the gun)
3624                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3625                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3626                                 else
3627                                         shadowentities[numshadowentities++] = ent;
3628                         }
3629                 }
3630                 else if (ent->flags & RENDER_SHADOW)
3631                 {
3632                         // this entity is not receiving light, but may still need to
3633                         // cast a shadow...
3634                         // TODO: check if the surfaces in the model can cast shadow
3635                         // now check if it is in a leaf seen by the light
3636                         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))
3637                                 continue;
3638                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3639                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3640                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3641                         {
3642                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3643                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3644                                 else
3645                                         shadowentities[numshadowentities++] = ent;
3646                         }
3647                 }
3648         }
3649
3650         // return if there's nothing at all to light
3651         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3652                 return;
3653
3654         // count this light in the r_speeds
3655         r_refdef.stats.lights++;
3656
3657         // flag it as worth drawing later
3658         rtlight->draw = true;
3659
3660         // cache all the animated entities that cast a shadow but are not visible
3661         for (i = 0;i < numshadowentities;i++)
3662                 if (!shadowentities[i]->animcache_vertex3f)
3663                         R_AnimCache_GetEntity(shadowentities[i], false, false);
3664         for (i = 0;i < numshadowentities_noselfshadow;i++)
3665                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3666                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3667
3668         // allocate some temporary memory for rendering this light later in the frame
3669         // reusable buffers need to be copied, static data can be used as-is
3670         rtlight->cached_numlightentities               = numlightentities;
3671         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
3672         rtlight->cached_numshadowentities              = numshadowentities;
3673         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3674         rtlight->cached_numsurfaces                    = numsurfaces;
3675         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3676         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3677         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3678         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3679         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3680         {
3681                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, shadowtrispvs);
3682                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->surfmesh.num_triangles, lighttrispvs);
3683                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3684         }
3685         else
3686         {
3687                 // compiled light data
3688                 rtlight->cached_shadowtrispvs = shadowtrispvs;
3689                 rtlight->cached_lighttrispvs = lighttrispvs;
3690                 rtlight->cached_surfacelist = surfacelist;
3691         }
3692 }
3693
3694 void R_Shadow_DrawLight(rtlight_t *rtlight)
3695 {
3696         int i;
3697         int numsurfaces;
3698         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3699         int numlightentities;
3700         int numlightentities_noselfshadow;
3701         int numshadowentities;
3702         int numshadowentities_noselfshadow;
3703         entity_render_t **lightentities;
3704         entity_render_t **lightentities_noselfshadow;
3705         entity_render_t **shadowentities;
3706         entity_render_t **shadowentities_noselfshadow;
3707         int *surfacelist;
3708         static unsigned char entitysides[MAX_EDICTS];
3709         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3710         vec3_t nearestpoint;
3711         vec_t distance;
3712         qboolean castshadows;
3713         int lodlinear;
3714
3715         // check if we cached this light this frame (meaning it is worth drawing)
3716         if (!rtlight->draw)
3717                 return;
3718
3719         // if R_FrameData_Store ran out of space we skip anything dependent on it
3720         if (r_framedata_failed)
3721                 return;
3722
3723         numlightentities = rtlight->cached_numlightentities;
3724         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3725         numshadowentities = rtlight->cached_numshadowentities;
3726         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3727         numsurfaces = rtlight->cached_numsurfaces;
3728         lightentities = rtlight->cached_lightentities;
3729         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3730         shadowentities = rtlight->cached_shadowentities;
3731         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3732         shadowtrispvs = rtlight->cached_shadowtrispvs;
3733         lighttrispvs = rtlight->cached_lighttrispvs;
3734         surfacelist = rtlight->cached_surfacelist;
3735
3736         // set up a scissor rectangle for this light
3737         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3738                 return;
3739
3740         // don't let sound skip if going slow
3741         if (r_refdef.scene.extraupdate)
3742                 S_ExtraUpdate ();
3743
3744         // make this the active rtlight for rendering purposes
3745         R_Shadow_RenderMode_ActiveLight(rtlight);
3746
3747         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3748         {
3749                 // optionally draw visible shape of the shadow volumes
3750                 // for performance analysis by level designers
3751                 R_Shadow_RenderMode_VisibleShadowVolumes();
3752                 if (numsurfaces)
3753                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3754                 for (i = 0;i < numshadowentities;i++)
3755                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3756                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3757                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3758                 R_Shadow_RenderMode_VisibleLighting(false, false);
3759         }
3760
3761         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3762         {
3763                 // optionally draw the illuminated areas
3764                 // for performance analysis by level designers
3765                 R_Shadow_RenderMode_VisibleLighting(false, false);
3766                 if (numsurfaces)
3767                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3768                 for (i = 0;i < numlightentities;i++)
3769                         R_Shadow_DrawEntityLight(lightentities[i]);
3770                 for (i = 0;i < numlightentities_noselfshadow;i++)
3771                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3772         }
3773
3774         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3775
3776         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3777         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3778         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3779         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3780
3781         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3782         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3783         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3784
3785         if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3786         {
3787                 float borderbias;
3788                 int side;
3789                 int size;
3790                 int castermask = 0;
3791                 int receivermask = 0;
3792                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3793                 Matrix4x4_Abs(&radiustolight);
3794
3795                 r_shadow_shadowmaplod = 0;
3796                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3797                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3798                                 r_shadow_shadowmaplod = i;
3799
3800                 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3801                         size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3802                 else
3803                         size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3804                         
3805                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3806
3807                 surfacesides = NULL;
3808                 if (numsurfaces)
3809                 {
3810                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3811                         {
3812                                 castermask = rtlight->static_shadowmap_casters;
3813                                 receivermask = rtlight->static_shadowmap_receivers;
3814                         }
3815                         else
3816                         {
3817                                 surfacesides = r_shadow_buffer_surfacesides;
3818                                 for(i = 0;i < numsurfaces;i++)
3819                                 {
3820                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3821                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
3822                                         castermask |= surfacesides[i];
3823                                         receivermask |= surfacesides[i];
3824                                 }
3825                         }
3826                 }
3827                 if (receivermask < 0x3F) 
3828                 {
3829                         for (i = 0;i < numlightentities;i++)
3830                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3831                         if (receivermask < 0x3F)
3832                                 for(i = 0; i < numlightentities_noselfshadow;i++)
3833                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3834                 }
3835
3836                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3837
3838                 if (receivermask)
3839                 {
3840                         for (i = 0;i < numshadowentities;i++)
3841                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3842                         for (i = 0;i < numshadowentities_noselfshadow;i++)
3843                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
3844                 }
3845
3846                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3847
3848                 // render shadow casters into 6 sided depth texture
3849                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3850                 {
3851                         R_Shadow_RenderMode_ShadowMap(side, true, size);
3852                         if (! (castermask & (1 << side))) continue;
3853                         if (numsurfaces)
3854                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3855                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3856                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
3857                 }
3858
3859                 if (numlightentities_noselfshadow)
3860                 {
3861                         // render lighting using the depth texture as shadowmap
3862                         // draw lighting in the unmasked areas
3863                         R_Shadow_RenderMode_Lighting(false, false, true);
3864                         for (i = 0;i < numlightentities_noselfshadow;i++)
3865                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3866                 }
3867
3868                 // render shadow casters into 6 sided depth texture
3869                 if (numshadowentities_noselfshadow)
3870                 {
3871                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3872                         {
3873                                 R_Shadow_RenderMode_ShadowMap(side, false, size);
3874                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3875                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3876                         }
3877                 }
3878
3879                 // render lighting using the depth texture as shadowmap
3880                 // draw lighting in the unmasked areas
3881                 R_Shadow_RenderMode_Lighting(false, false, true);
3882                 // draw lighting in the unmasked areas
3883                 if (numsurfaces)
3884                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3885                 for (i = 0;i < numlightentities;i++)
3886                         R_Shadow_DrawEntityLight(lightentities[i]);
3887         }
3888         else if (castshadows && vid.stencil)
3889         {
3890                 // draw stencil shadow volumes to mask off pixels that are in shadow
3891                 // so that they won't receive lighting
3892                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3893                 R_Shadow_ClearStencil();
3894
3895                 if (numsurfaces)
3896                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3897                 for (i = 0;i < numshadowentities;i++)
3898                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3899
3900                 // draw lighting in the unmasked areas
3901                 R_Shadow_RenderMode_Lighting(true, false, false);
3902                 for (i = 0;i < numlightentities_noselfshadow;i++)
3903                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3904
3905                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3906                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3907
3908                 // draw lighting in the unmasked areas
3909                 R_Shadow_RenderMode_Lighting(true, false, false);
3910                 if (numsurfaces)
3911                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3912                 for (i = 0;i < numlightentities;i++)
3913                         R_Shadow_DrawEntityLight(lightentities[i]);
3914         }
3915         else
3916         {
3917                 // draw lighting in the unmasked areas
3918                 R_Shadow_RenderMode_Lighting(false, false, false);
3919                 if (numsurfaces)
3920                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3921                 for (i = 0;i < numlightentities;i++)
3922                         R_Shadow_DrawEntityLight(lightentities[i]);
3923                 for (i = 0;i < numlightentities_noselfshadow;i++)
3924                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3925         }
3926
3927         if (r_shadow_usingdeferredprepass)
3928         {
3929                 // when rendering deferred lighting, we simply rasterize the box
3930                 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3931                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
3932                 else if (castshadows && vid.stencil)
3933                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
3934                 else
3935                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
3936         }
3937 }
3938
3939 static void R_Shadow_FreeDeferred(void)
3940 {
3941         if (r_shadow_prepassgeometryfbo)
3942                 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3943         r_shadow_prepassgeometryfbo = 0;
3944
3945         if (r_shadow_prepasslightingfbo)
3946                 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3947         r_shadow_prepasslightingfbo = 0;
3948
3949         if (r_shadow_prepassgeometrydepthtexture)
3950                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3951         r_shadow_prepassgeometrydepthtexture = NULL;
3952
3953         if (r_shadow_prepassgeometrynormalmaptexture)
3954                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3955         r_shadow_prepassgeometrynormalmaptexture = NULL;
3956
3957         if (r_shadow_prepasslightingdiffusetexture)
3958                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3959         r_shadow_prepasslightingdiffusetexture = NULL;
3960
3961         if (r_shadow_prepasslightingspeculartexture)
3962                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3963         r_shadow_prepasslightingspeculartexture = NULL;
3964 }
3965
3966 void R_Shadow_DrawPrepass(void)
3967 {
3968         int i;
3969         int flag;
3970         int lnum;
3971         size_t lightindex;
3972         dlight_t *light;
3973         size_t range;
3974         entity_render_t *ent;
3975
3976         GL_AlphaTest(false);
3977         R_Mesh_ColorPointer(NULL, 0, 0);
3978         R_Mesh_ResetTextureState();
3979         GL_DepthMask(true);
3980         GL_ColorMask(1,1,1,1);
3981         GL_BlendFunc(GL_ONE, GL_ZERO);
3982         GL_Color(1,1,1,1);
3983         GL_DepthTest(true);
3984         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3985         qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3986         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3987
3988         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3989                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3990         if (r_timereport_active)
3991                 R_TimeReport("prepassgeometry");
3992
3993         for (i = 0;i < r_refdef.scene.numentities;i++)
3994         {
3995                 if (!r_refdef.viewcache.entityvisible[i])
3996                         continue;
3997                 ent = r_refdef.scene.entities[i];
3998                 if (ent->model && ent->model->DrawPrepass != NULL)
3999                         ent->model->DrawPrepass(ent);
4000         }
4001
4002         GL_DepthMask(false);
4003         GL_ColorMask(1,1,1,1);
4004         GL_Color(1,1,1,1);
4005         GL_DepthTest(true);
4006         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4007         qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
4008         GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
4009         if (r_refdef.fogenabled)
4010                 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4011
4012         R_Shadow_RenderMode_Begin();
4013
4014         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4015         if (r_shadow_debuglight.integer >= 0)
4016         {
4017                 lightindex = r_shadow_debuglight.integer;
4018                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4019                 if (light && (light->flags & flag))
4020                         R_Shadow_DrawLight(&light->rtlight);
4021         }
4022         else
4023         {
4024                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4025                 for (lightindex = 0;lightindex < range;lightindex++)
4026                 {
4027                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4028                         if (light && (light->flags & flag))
4029                                 R_Shadow_DrawLight(&light->rtlight);
4030                 }
4031         }
4032         if (r_refdef.scene.rtdlight)
4033                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4034                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4035
4036         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4037         if (r_refdef.fogenabled)
4038                 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4039
4040         R_Shadow_RenderMode_End();
4041
4042         if (r_timereport_active)
4043                 R_TimeReport("prepasslights");
4044 }
4045
4046 void R_Shadow_DrawLightSprites(void);
4047 void R_Shadow_PrepareLights(void)
4048 {
4049         int flag;
4050         int lnum;
4051         size_t lightindex;
4052         dlight_t *light;
4053         size_t range;
4054         float f;
4055         GLenum status;
4056
4057         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4058                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4059                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
4060                 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4061                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4062                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4063                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4064                 R_Shadow_FreeShadowMaps();
4065
4066         switch (vid.renderpath)
4067         {
4068         case RENDERPATH_GL20:
4069                 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)
4070                 {
4071                         r_shadow_usingdeferredprepass = false;
4072                         if (r_shadow_prepass_width)
4073                                 R_Shadow_FreeDeferred();
4074                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4075                         break;
4076                 }
4077
4078                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4079                 {
4080                         R_Shadow_FreeDeferred();
4081
4082                         r_shadow_usingdeferredprepass = true;
4083                         r_shadow_prepass_width = vid.width;
4084                         r_shadow_prepass_height = vid.height;
4085                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4086                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4087                         r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4088                         r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4089
4090                         // set up the geometry pass fbo (depth + normalmap)
4091                         qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4092                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4093                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4094                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4095                         // render depth into one texture and normalmap into the other
4096                         qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4097                         qglReadBuffer(GL_NONE);CHECKGLERROR
4098                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4099                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4100                         {
4101                                 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4102                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4103                                 r_shadow_usingdeferredprepass = false;
4104                         }
4105
4106                         // set up the lighting pass fbo (diffuse + specular)
4107                         qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4108                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4109                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4110                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4111                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4112                         // render diffuse into one texture and specular into another,
4113                         // with depth and normalmap bound as textures,
4114                         // with depth bound as attachment as well
4115                         qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4116                         qglReadBuffer(GL_NONE);CHECKGLERROR
4117                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4118                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4119                         {
4120                                 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4121                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4122                                 r_shadow_usingdeferredprepass = false;
4123                         }
4124                 }
4125                 break;
4126         case RENDERPATH_GL13:
4127         case RENDERPATH_GL11:
4128                 r_shadow_usingdeferredprepass = false;
4129                 break;
4130         }
4131
4132         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);
4133
4134         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4135         if (r_shadow_debuglight.integer >= 0)
4136         {
4137                 lightindex = r_shadow_debuglight.integer;
4138                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4139                 if (light && (light->flags & flag))
4140                         R_Shadow_PrepareLight(&light->rtlight);
4141         }
4142         else
4143         {
4144                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4145                 for (lightindex = 0;lightindex < range;lightindex++)
4146                 {
4147                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4148                         if (light && (light->flags & flag))
4149                                 R_Shadow_PrepareLight(&light->rtlight);
4150                 }
4151         }
4152         if (r_refdef.scene.rtdlight)
4153         {
4154                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4155                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4156         }
4157         else if(gl_flashblend.integer)
4158         {
4159                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4160                 {
4161                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4162                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4163                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4164                 }
4165         }
4166
4167         if (r_editlights.integer)
4168                 R_Shadow_DrawLightSprites();
4169 }
4170
4171 void R_Shadow_DrawLights(void)
4172 {
4173         int flag;
4174         int lnum;
4175         size_t lightindex;
4176         dlight_t *light;
4177         size_t range;
4178
4179         R_Shadow_RenderMode_Begin();
4180
4181         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4182         if (r_shadow_debuglight.integer >= 0)
4183         {
4184                 lightindex = r_shadow_debuglight.integer;
4185                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4186                 if (light && (light->flags & flag))
4187                         R_Shadow_DrawLight(&light->rtlight);
4188         }
4189         else
4190         {
4191                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4192                 for (lightindex = 0;lightindex < range;lightindex++)
4193                 {
4194                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4195                         if (light && (light->flags & flag))
4196                                 R_Shadow_DrawLight(&light->rtlight);
4197                 }
4198         }
4199         if (r_refdef.scene.rtdlight)
4200                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4201                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4202
4203         R_Shadow_RenderMode_End();
4204 }
4205
4206 extern const float r_screenvertex3f[12];
4207 extern void R_SetupView(qboolean allowwaterclippingplane);
4208 extern void R_ResetViewRendering3D(void);
4209 extern void R_ResetViewRendering2D(void);
4210 extern cvar_t r_shadows;
4211 extern cvar_t r_shadows_darken;
4212 extern cvar_t r_shadows_drawafterrtlighting;
4213 extern cvar_t r_shadows_castfrombmodels;
4214 extern cvar_t r_shadows_throwdistance;
4215 extern cvar_t r_shadows_throwdirection;
4216 void R_DrawModelShadows(void)
4217 {
4218         int i;
4219         float relativethrowdistance;
4220         entity_render_t *ent;
4221         vec3_t relativelightorigin;
4222         vec3_t relativelightdirection;
4223         vec3_t relativeshadowmins, relativeshadowmaxs;
4224         vec3_t tmp, shadowdir;
4225
4226         if (!r_refdef.scene.numentities || !vid.stencil)
4227                 return;
4228
4229         CHECKGLERROR
4230         R_ResetViewRendering3D();
4231         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4232         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4233         R_Shadow_RenderMode_Begin();
4234         R_Shadow_RenderMode_ActiveLight(NULL);
4235         r_shadow_lightscissor[0] = r_refdef.view.x;
4236         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4237         r_shadow_lightscissor[2] = r_refdef.view.width;
4238         r_shadow_lightscissor[3] = r_refdef.view.height;
4239         R_Shadow_RenderMode_StencilShadowVolumes(false);
4240
4241         // get shadow dir
4242         if (r_shadows.integer == 2)
4243         {
4244                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4245                 VectorNormalize(shadowdir);
4246         }
4247
4248         R_Shadow_ClearStencil();
4249
4250         for (i = 0;i < r_refdef.scene.numentities;i++)
4251         {
4252                 ent = r_refdef.scene.entities[i];
4253
4254                 // cast shadows from anything of the map (submodels are optional)
4255                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4256                 {
4257                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4258                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4259                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4260                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4261                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4262                         else
4263                         {
4264                                 if(ent->entitynumber != 0)
4265                                 {
4266                                         // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4267                                         int entnum, entnum2, recursion;
4268                                         entnum = entnum2 = ent->entitynumber;
4269                                         for(recursion = 32; recursion > 0; --recursion)
4270                                         {
4271                                                 entnum2 = cl.entities[entnum].state_current.tagentity;
4272                                                 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4273                                                         entnum = entnum2;
4274                                                 else
4275                                                         break;
4276                                         }
4277                                         if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4278                                         {
4279                                                 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4280                                                 // transform into modelspace of OUR entity
4281                                                 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4282                                                 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4283                                         }
4284                                         else
4285                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4286                                 }
4287                                 else
4288                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4289                         }
4290
4291                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4292                         RSurf_ActiveModelEntity(ent, false, false, false);
4293                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4294                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4295                 }
4296         }
4297
4298         // not really the right mode, but this will disable any silly stencil features
4299         R_Shadow_RenderMode_End();
4300
4301         // set up ortho view for rendering this pass
4302         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4303         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4304         //GL_ScissorTest(true);
4305         //R_Mesh_Matrix(&identitymatrix);
4306         //R_Mesh_ResetTextureState();
4307         R_ResetViewRendering2D();
4308         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4309         R_Mesh_ColorPointer(NULL, 0, 0);
4310         R_SetupGenericShader(false);
4311
4312         // set up a darkening blend on shadowed areas
4313         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4314         //GL_DepthRange(0, 1);
4315         //GL_DepthTest(false);
4316         //GL_DepthMask(false);
4317         //GL_PolygonOffset(0, 0);CHECKGLERROR
4318         GL_Color(0, 0, 0, r_shadows_darken.value);
4319         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4320         //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4321         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4322         qglStencilMask(~0);CHECKGLERROR
4323         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4324         qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4325
4326         // apply the blend to the shadowed areas
4327         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4328
4329         // restore the viewport
4330         R_SetViewport(&r_refdef.view.viewport);
4331
4332         // restore other state to normal
4333         //R_Shadow_RenderMode_End();
4334 }
4335
4336 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4337 {
4338         float zdist;
4339         vec3_t centerorigin;
4340         float vertex3f[12];
4341         // if it's too close, skip it
4342         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4343                 return;
4344         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4345         if (zdist < 32)
4346                 return;
4347         if (usequery && r_numqueries + 2 <= r_maxqueries)
4348         {
4349                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4350                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4351                 // 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
4352                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4353
4354                 CHECKGLERROR
4355                 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4356                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4357                 qglDepthFunc(GL_ALWAYS);
4358                 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4359                 R_Mesh_VertexPointer(vertex3f, 0, 0);
4360                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4361                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4362                 qglDepthFunc(GL_LEQUAL);
4363                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4364                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4365                 R_Mesh_VertexPointer(vertex3f, 0, 0);
4366                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4367                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4368                 CHECKGLERROR
4369         }
4370         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4371 }
4372
4373 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4374
4375 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4376 {
4377         vec3_t color;
4378         GLint allpixels = 0, visiblepixels = 0;
4379         // now we have to check the query result
4380         if (rtlight->corona_queryindex_visiblepixels)
4381         {
4382                 CHECKGLERROR
4383                 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4384                 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4385                 CHECKGLERROR
4386                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4387                 if (visiblepixels < 1 || allpixels < 1)
4388                         return;
4389                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4390                 cscale *= rtlight->corona_visibility;
4391         }
4392         else
4393         {
4394                 // FIXME: these traces should scan all render entities instead of cl.world
4395                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4396                         return;
4397         }
4398         VectorScale(rtlight->currentcolor, cscale, color);
4399         if (VectorLength(color) > (1.0f / 256.0f))
4400         {
4401                 float vertex3f[12];
4402                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4403                 if(negated)
4404                 {
4405                         VectorNegate(color, color);
4406                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4407                 }
4408                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4409                 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);
4410                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4411                 if(negated)
4412                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4413         }
4414 }
4415
4416 void R_Shadow_DrawCoronas(void)
4417 {
4418         int i, flag;
4419         qboolean usequery;
4420         size_t lightindex;
4421         dlight_t *light;
4422         rtlight_t *rtlight;
4423         size_t range;
4424         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4425                 return;
4426         if (r_waterstate.renderingscene)
4427                 return;
4428         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4429         R_Mesh_Matrix(&identitymatrix);
4430
4431         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4432
4433         // check occlusion of coronas
4434         // use GL_ARB_occlusion_query if available
4435         // otherwise use raytraces
4436         r_numqueries = 0;
4437         usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4438         if (usequery)
4439         {
4440                 GL_ColorMask(0,0,0,0);
4441                 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4442                 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4443                 {
4444                         i = r_maxqueries;
4445                         r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4446                         r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4447                         CHECKGLERROR
4448                         qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4449                         CHECKGLERROR
4450                 }
4451                 RSurf_ActiveWorldEntity();
4452                 GL_BlendFunc(GL_ONE, GL_ZERO);
4453                 GL_CullFace(GL_NONE);
4454                 GL_DepthMask(false);
4455                 GL_DepthRange(0, 1);
4456                 GL_PolygonOffset(0, 0);
4457                 GL_DepthTest(true);
4458                 R_Mesh_ColorPointer(NULL, 0, 0);
4459                 R_Mesh_ResetTextureState();
4460                 R_SetupGenericShader(false);
4461         }
4462         for (lightindex = 0;lightindex < range;lightindex++)
4463         {
4464                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4465                 if (!light)
4466                         continue;
4467                 rtlight = &light->rtlight;
4468                 rtlight->corona_visibility = 0;
4469                 rtlight->corona_queryindex_visiblepixels = 0;
4470                 rtlight->corona_queryindex_allpixels = 0;
4471                 if (!(rtlight->flags & flag))
4472                         continue;
4473                 if (rtlight->corona <= 0)
4474                         continue;
4475                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4476                         continue;
4477                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4478         }
4479         for (i = 0;i < r_refdef.scene.numlights;i++)
4480         {
4481                 rtlight = r_refdef.scene.lights[i];
4482                 rtlight->corona_visibility = 0;
4483                 rtlight->corona_queryindex_visiblepixels = 0;
4484                 rtlight->corona_queryindex_allpixels = 0;
4485                 if (!(rtlight->flags & flag))
4486                         continue;
4487                 if (rtlight->corona <= 0)
4488                         continue;
4489                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4490         }
4491         if (usequery)
4492                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4493
4494         // now draw the coronas using the query data for intensity info
4495         for (lightindex = 0;lightindex < range;lightindex++)
4496         {
4497                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4498                 if (!light)
4499                         continue;
4500                 rtlight = &light->rtlight;
4501                 if (rtlight->corona_visibility <= 0)
4502                         continue;
4503                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4504         }
4505         for (i = 0;i < r_refdef.scene.numlights;i++)
4506         {
4507                 rtlight = r_refdef.scene.lights[i];
4508                 if (rtlight->corona_visibility <= 0)
4509                         continue;
4510                 if (gl_flashblend.integer)
4511                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4512                 else
4513                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4514         }
4515 }
4516
4517
4518
4519 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4520 typedef struct suffixinfo_s
4521 {
4522         char *suffix;
4523         qboolean flipx, flipy, flipdiagonal;
4524 }
4525 suffixinfo_t;
4526 static suffixinfo_t suffix[3][6] =
4527 {
4528         {
4529                 {"px",   false, false, false},
4530                 {"nx",   false, false, false},
4531                 {"py",   false, false, false},
4532                 {"ny",   false, false, false},
4533                 {"pz",   false, false, false},
4534                 {"nz",   false, false, false}
4535         },
4536         {
4537                 {"posx", false, false, false},
4538                 {"negx", false, false, false},
4539                 {"posy", false, false, false},
4540                 {"negy", false, false, false},
4541                 {"posz", false, false, false},
4542                 {"negz", false, false, false}
4543         },
4544         {
4545                 {"rt",    true, false,  true},
4546                 {"lf",   false,  true,  true},
4547                 {"ft",    true,  true, false},
4548                 {"bk",   false, false, false},
4549                 {"up",    true, false,  true},
4550                 {"dn",    true, false,  true}
4551         }
4552 };
4553
4554 static int componentorder[4] = {0, 1, 2, 3};
4555
4556 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4557 {
4558         int i, j, cubemapsize;
4559         unsigned char *cubemappixels, *image_buffer;
4560         rtexture_t *cubemaptexture;
4561         char name[256];
4562         // must start 0 so the first loadimagepixels has no requested width/height
4563         cubemapsize = 0;
4564         cubemappixels = NULL;
4565         cubemaptexture = NULL;
4566         // keep trying different suffix groups (posx, px, rt) until one loads
4567         for (j = 0;j < 3 && !cubemappixels;j++)
4568         {
4569                 // load the 6 images in the suffix group
4570                 for (i = 0;i < 6;i++)
4571                 {
4572                         // generate an image name based on the base and and suffix
4573                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4574                         // load it
4575                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4576                         {
4577                                 // an image loaded, make sure width and height are equal
4578                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4579                                 {
4580                                         // if this is the first image to load successfully, allocate the cubemap memory
4581                                         if (!cubemappixels && image_width >= 1)
4582                                         {
4583                                                 cubemapsize = image_width;
4584                                                 // note this clears to black, so unavailable sides are black
4585                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4586                                         }
4587                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4588                                         if (cubemappixels)
4589                                                 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);
4590                                 }
4591                                 else
4592                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4593                                 // free the image
4594                                 Mem_Free(image_buffer);
4595                         }
4596                 }
4597         }
4598         // if a cubemap loaded, upload it
4599         if (cubemappixels)
4600         {
4601                 if (developer_loading.integer)
4602                         Con_Printf("loading cubemap \"%s\"\n", basename);
4603
4604                 if (!r_shadow_filters_texturepool)
4605                         r_shadow_filters_texturepool = R_AllocTexturePool();
4606                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4607                 Mem_Free(cubemappixels);
4608         }
4609         else
4610         {
4611                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4612                 if (developer_loading.integer)
4613                 {
4614                         Con_Printf("(tried tried images ");
4615                         for (j = 0;j < 3;j++)
4616                                 for (i = 0;i < 6;i++)
4617                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4618                         Con_Print(" and was unable to find any of them).\n");
4619                 }
4620         }
4621         return cubemaptexture;
4622 }
4623
4624 rtexture_t *R_Shadow_Cubemap(const char *basename)
4625 {
4626         int i;
4627         for (i = 0;i < numcubemaps;i++)
4628                 if (!strcasecmp(cubemaps[i].basename, basename))
4629                         return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4630         if (i >= MAX_CUBEMAPS)
4631                 return r_texture_whitecube;
4632         numcubemaps++;
4633         strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4634         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4635         return cubemaps[i].texture;
4636 }
4637
4638 void R_Shadow_FreeCubemaps(void)
4639 {
4640         int i;
4641         for (i = 0;i < numcubemaps;i++)
4642         {
4643                 if (developer_loading.integer)
4644                         Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4645                 if (cubemaps[i].texture)
4646                         R_FreeTexture(cubemaps[i].texture);
4647         }
4648
4649         numcubemaps = 0;
4650         R_FreeTexturePool(&r_shadow_filters_texturepool);
4651 }
4652
4653 dlight_t *R_Shadow_NewWorldLight(void)
4654 {
4655         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4656 }
4657
4658 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)
4659 {
4660         matrix4x4_t matrix;
4661         // validate parameters
4662         if (style < 0 || style >= MAX_LIGHTSTYLES)
4663         {
4664                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4665                 style = 0;
4666         }
4667         if (!cubemapname)
4668                 cubemapname = "";
4669
4670         // copy to light properties
4671         VectorCopy(origin, light->origin);
4672         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4673         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4674         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4675         /*
4676         light->color[0] = max(color[0], 0);
4677         light->color[1] = max(color[1], 0);
4678         light->color[2] = max(color[2], 0);
4679         */
4680         light->color[0] = color[0];
4681         light->color[1] = color[1];
4682         light->color[2] = color[2];
4683         light->radius = max(radius, 0);
4684         light->style = style;
4685         light->shadow = shadowenable;
4686         light->corona = corona;
4687         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4688         light->coronasizescale = coronasizescale;
4689         light->ambientscale = ambientscale;
4690         light->diffusescale = diffusescale;
4691         light->specularscale = specularscale;
4692         light->flags = flags;
4693
4694         // update renderable light data
4695         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4696         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);
4697 }
4698
4699 void R_Shadow_FreeWorldLight(dlight_t *light)
4700 {
4701         if (r_shadow_selectedlight == light)
4702                 r_shadow_selectedlight = NULL;
4703         R_RTLight_Uncompile(&light->rtlight);
4704         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4705 }
4706
4707 void R_Shadow_ClearWorldLights(void)
4708 {
4709         size_t lightindex;
4710         dlight_t *light;
4711         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4712         for (lightindex = 0;lightindex < range;lightindex++)
4713         {
4714                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4715                 if (light)
4716                         R_Shadow_FreeWorldLight(light);
4717         }
4718         r_shadow_selectedlight = NULL;
4719         R_Shadow_FreeCubemaps();
4720 }
4721
4722 void R_Shadow_SelectLight(dlight_t *light)
4723 {
4724         if (r_shadow_selectedlight)
4725                 r_shadow_selectedlight->selected = false;
4726         r_shadow_selectedlight = light;
4727         if (r_shadow_selectedlight)
4728                 r_shadow_selectedlight->selected = true;
4729 }
4730
4731 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4732 {
4733         // this is never batched (there can be only one)
4734         float vertex3f[12];
4735         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4736         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4737         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4738 }
4739
4740 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4741 {
4742         float intensity;
4743         float s;
4744         vec3_t spritecolor;
4745         skinframe_t *skinframe;
4746         float vertex3f[12];
4747
4748         // this is never batched (due to the ent parameter changing every time)
4749         // so numsurfaces == 1 and surfacelist[0] == lightnumber
4750         const dlight_t *light = (dlight_t *)ent;
4751         s = EDLIGHTSPRSIZE;
4752
4753         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4754
4755         intensity = 0.5f;
4756         VectorScale(light->color, intensity, spritecolor);
4757         if (VectorLength(spritecolor) < 0.1732f)
4758                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4759         if (VectorLength(spritecolor) > 1.0f)
4760                 VectorNormalize(spritecolor);
4761
4762         // draw light sprite
4763         if (light->cubemapname[0] && !light->shadow)
4764                 skinframe = r_editlights_sprcubemapnoshadowlight;
4765         else if (light->cubemapname[0])
4766                 skinframe = r_editlights_sprcubemaplight;
4767         else if (!light->shadow)
4768                 skinframe = r_editlights_sprnoshadowlight;
4769         else
4770                 skinframe = r_editlights_sprlight;
4771
4772         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);
4773         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4774
4775         // draw selection sprite if light is selected
4776         if (light->selected)
4777         {
4778                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4779                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4780                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4781         }
4782 }
4783
4784 void R_Shadow_DrawLightSprites(void)
4785 {
4786         size_t lightindex;
4787         dlight_t *light;
4788         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4789         for (lightindex = 0;lightindex < range;lightindex++)
4790         {
4791                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4792                 if (light)
4793                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4794         }
4795         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4796 }
4797
4798 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4799 {
4800         unsigned int range;
4801         dlight_t *light;
4802         rtlight_t *rtlight;
4803         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4804         if (lightindex >= range)
4805                 return -1;
4806         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4807         if (!light)
4808                 return 0;
4809         rtlight = &light->rtlight;
4810         //if (!(rtlight->flags & flag))
4811         //      return 0;
4812         VectorCopy(rtlight->shadoworigin, origin);
4813         *radius = rtlight->radius;
4814         VectorCopy(rtlight->color, color);
4815         return 1;
4816 }
4817
4818 void R_Shadow_SelectLightInView(void)
4819 {
4820         float bestrating, rating, temp[3];
4821         dlight_t *best;
4822         size_t lightindex;
4823         dlight_t *light;
4824         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4825         best = NULL;
4826         bestrating = 0;
4827         for (lightindex = 0;lightindex < range;lightindex++)
4828         {
4829                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4830                 if (!light)
4831                         continue;
4832                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4833                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4834                 if (rating >= 0.95)
4835                 {
4836                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4837                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4838                         {
4839                                 bestrating = rating;
4840                                 best = light;
4841                         }
4842                 }
4843         }
4844         R_Shadow_SelectLight(best);
4845 }
4846
4847 void R_Shadow_LoadWorldLights(void)
4848 {
4849         int n, a, style, shadow, flags;
4850         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4851         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4852         if (cl.worldmodel == NULL)
4853         {
4854                 Con_Print("No map loaded.\n");
4855                 return;
4856         }
4857         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4858         strlcat (name, ".rtlights", sizeof (name));
4859         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4860         if (lightsstring)
4861         {
4862                 s = lightsstring;
4863                 n = 0;
4864                 while (*s)
4865                 {
4866                         t = s;
4867                         /*
4868                         shadow = true;
4869                         for (;COM_Parse(t, true) && strcmp(
4870                         if (COM_Parse(t, true))
4871                         {
4872                                 if (com_token[0] == '!')
4873                                 {
4874                                         shadow = false;
4875                                         origin[0] = atof(com_token+1);
4876                                 }
4877                                 else
4878                                         origin[0] = atof(com_token);
4879                                 if (Com_Parse(t
4880                         }
4881                         */
4882                         t = s;
4883                         while (*s && *s != '\n' && *s != '\r')
4884                                 s++;
4885                         if (!*s)
4886                                 break;
4887                         tempchar = *s;
4888                         shadow = true;
4889                         // check for modifier flags
4890                         if (*t == '!')
4891                         {
4892                                 shadow = false;
4893                                 t++;
4894                         }
4895                         *s = 0;
4896 #if _MSC_VER >= 1400
4897 #define sscanf sscanf_s
4898 #endif
4899                         cubemapname[sizeof(cubemapname)-1] = 0;
4900 #if MAX_QPATH != 128
4901 #error update this code if MAX_QPATH changes
4902 #endif
4903                         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
4904 #if _MSC_VER >= 1400
4905 , sizeof(cubemapname)
4906 #endif
4907 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4908                         *s = tempchar;
4909                         if (a < 18)
4910                                 flags = LIGHTFLAG_REALTIMEMODE;
4911                         if (a < 17)
4912                                 specularscale = 1;
4913                         if (a < 16)
4914                                 diffusescale = 1;
4915                         if (a < 15)
4916                                 ambientscale = 0;
4917                         if (a < 14)
4918                                 coronasizescale = 0.25f;
4919                         if (a < 13)
4920                                 VectorClear(angles);
4921                         if (a < 10)
4922                                 corona = 0;
4923                         if (a < 9 || !strcmp(cubemapname, "\"\""))
4924                                 cubemapname[0] = 0;
4925                         // remove quotes on cubemapname
4926                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4927                         {
4928                                 size_t namelen;
4929                                 namelen = strlen(cubemapname) - 2;
4930                                 memmove(cubemapname, cubemapname + 1, namelen);
4931                                 cubemapname[namelen] = '\0';
4932                         }
4933                         if (a < 8)
4934                         {
4935                                 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);
4936                                 break;
4937                         }
4938                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4939                         if (*s == '\r')
4940                                 s++;
4941                         if (*s == '\n')
4942                                 s++;
4943                         n++;
4944                 }
4945                 if (*s)
4946                         Con_Printf("invalid rtlights file \"%s\"\n", name);
4947                 Mem_Free(lightsstring);
4948         }
4949 }
4950
4951 void R_Shadow_SaveWorldLights(void)
4952 {
4953         size_t lightindex;
4954         dlight_t *light;
4955         size_t bufchars, bufmaxchars;
4956         char *buf, *oldbuf;
4957         char name[MAX_QPATH];
4958         char line[MAX_INPUTLINE];
4959         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4960         // I hate lines which are 3 times my screen size :( --blub
4961         if (!range)
4962                 return;
4963         if (cl.worldmodel == NULL)
4964         {
4965                 Con_Print("No map loaded.\n");
4966                 return;
4967         }
4968         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4969         strlcat (name, ".rtlights", sizeof (name));
4970         bufchars = bufmaxchars = 0;
4971         buf = NULL;
4972         for (lightindex = 0;lightindex < range;lightindex++)
4973         {
4974                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4975                 if (!light)
4976                         continue;
4977                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4978                         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);
4979                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4980                         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]);
4981                 else
4982                         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);
4983                 if (bufchars + strlen(line) > bufmaxchars)
4984                 {
4985                         bufmaxchars = bufchars + strlen(line) + 2048;
4986                         oldbuf = buf;
4987                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4988                         if (oldbuf)
4989                         {
4990                                 if (bufchars)
4991                                         memcpy(buf, oldbuf, bufchars);
4992                                 Mem_Free(oldbuf);
4993                         }
4994                 }
4995                 if (strlen(line))
4996                 {
4997                         memcpy(buf + bufchars, line, strlen(line));
4998                         bufchars += strlen(line);
4999                 }
5000         }
5001         if (bufchars)
5002                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5003         if (buf)
5004                 Mem_Free(buf);
5005 }
5006
5007 void R_Shadow_LoadLightsFile(void)
5008 {
5009         int n, a, style;
5010         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5011         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5012         if (cl.worldmodel == NULL)
5013         {
5014                 Con_Print("No map loaded.\n");
5015                 return;
5016         }
5017         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
5018         strlcat (name, ".lights", sizeof (name));
5019         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5020         if (lightsstring)
5021         {
5022                 s = lightsstring;
5023                 n = 0;
5024                 while (*s)
5025                 {
5026                         t = s;
5027                         while (*s && *s != '\n' && *s != '\r')
5028                                 s++;
5029                         if (!*s)
5030                                 break;
5031                         tempchar = *s;
5032                         *s = 0;
5033                         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);
5034                         *s = tempchar;
5035                         if (a < 14)
5036                         {
5037                                 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);
5038                                 break;
5039                         }
5040                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5041                         radius = bound(15, radius, 4096);
5042                         VectorScale(color, (2.0f / (8388608.0f)), color);
5043                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5044                         if (*s == '\r')
5045                                 s++;
5046                         if (*s == '\n')
5047                                 s++;
5048                         n++;
5049                 }
5050                 if (*s)
5051                         Con_Printf("invalid lights file \"%s\"\n", name);
5052                 Mem_Free(lightsstring);
5053         }
5054 }
5055
5056 // tyrlite/hmap2 light types in the delay field
5057 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5058
5059 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5060 {
5061         int entnum, style, islight, skin, pflags, effects, type, n;
5062         char *entfiledata;
5063         const char *data;
5064         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5065         char key[256], value[MAX_INPUTLINE];
5066
5067         if (cl.worldmodel == NULL)
5068         {
5069                 Con_Print("No map loaded.\n");
5070                 return;
5071         }
5072         // try to load a .ent file first
5073         FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5074         strlcat (key, ".ent", sizeof (key));
5075         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5076         // and if that is not found, fall back to the bsp file entity string
5077         if (!data)
5078                 data = cl.worldmodel->brush.entities;
5079         if (!data)
5080                 return;
5081         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5082         {
5083                 type = LIGHTTYPE_MINUSX;
5084                 origin[0] = origin[1] = origin[2] = 0;
5085                 originhack[0] = originhack[1] = originhack[2] = 0;
5086                 angles[0] = angles[1] = angles[2] = 0;
5087                 color[0] = color[1] = color[2] = 1;
5088                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5089                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5090                 fadescale = 1;
5091                 lightscale = 1;
5092                 style = 0;
5093                 skin = 0;
5094                 pflags = 0;
5095                 effects = 0;
5096                 islight = false;
5097                 while (1)
5098                 {
5099                         if (!COM_ParseToken_Simple(&data, false, false))
5100                                 break; // error
5101                         if (com_token[0] == '}')
5102                                 break; // end of entity
5103                         if (com_token[0] == '_')
5104                                 strlcpy(key, com_token + 1, sizeof(key));
5105                         else
5106                                 strlcpy(key, com_token, sizeof(key));
5107                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5108                                 key[strlen(key)-1] = 0;
5109                         if (!COM_ParseToken_Simple(&data, false, false))
5110                                 break; // error
5111                         strlcpy(value, com_token, sizeof(value));
5112
5113                         // now that we have the key pair worked out...
5114                         if (!strcmp("light", key))
5115                         {
5116                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5117                                 if (n == 1)
5118                                 {
5119                                         // quake
5120                                         light[0] = vec[0] * (1.0f / 256.0f);
5121                                         light[1] = vec[0] * (1.0f / 256.0f);
5122                                         light[2] = vec[0] * (1.0f / 256.0f);
5123                                         light[3] = vec[0];
5124                                 }
5125                                 else if (n == 4)
5126                                 {
5127                                         // halflife
5128                                         light[0] = vec[0] * (1.0f / 255.0f);
5129                                         light[1] = vec[1] * (1.0f / 255.0f);
5130                                         light[2] = vec[2] * (1.0f / 255.0f);
5131                                         light[3] = vec[3];
5132                                 }
5133                         }
5134                         else if (!strcmp("delay", key))
5135                                 type = atoi(value);
5136                         else if (!strcmp("origin", key))
5137                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5138                         else if (!strcmp("angle", key))
5139                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5140                         else if (!strcmp("angles", key))
5141                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5142                         else if (!strcmp("color", key))
5143                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5144                         else if (!strcmp("wait", key))
5145                                 fadescale = atof(value);
5146                         else if (!strcmp("classname", key))
5147                         {
5148                                 if (!strncmp(value, "light", 5))
5149                                 {
5150                                         islight = true;
5151                                         if (!strcmp(value, "light_fluoro"))
5152                                         {
5153                                                 originhack[0] = 0;
5154                                                 originhack[1] = 0;
5155                                                 originhack[2] = 0;
5156                                                 overridecolor[0] = 1;
5157                                                 overridecolor[1] = 1;
5158                                                 overridecolor[2] = 1;
5159                                         }
5160                                         if (!strcmp(value, "light_fluorospark"))
5161                                         {
5162                                                 originhack[0] = 0;
5163                                                 originhack[1] = 0;
5164                                                 originhack[2] = 0;
5165                                                 overridecolor[0] = 1;
5166                                                 overridecolor[1] = 1;
5167                                                 overridecolor[2] = 1;
5168                                         }
5169                                         if (!strcmp(value, "light_globe"))
5170                                         {
5171                                                 originhack[0] = 0;
5172                                                 originhack[1] = 0;
5173                                                 originhack[2] = 0;
5174                                                 overridecolor[0] = 1;
5175                                                 overridecolor[1] = 0.8;
5176                                                 overridecolor[2] = 0.4;
5177                                         }
5178                                         if (!strcmp(value, "light_flame_large_yellow"))
5179                                         {
5180                                                 originhack[0] = 0;
5181                                                 originhack[1] = 0;
5182                                                 originhack[2] = 0;
5183                                                 overridecolor[0] = 1;
5184                                                 overridecolor[1] = 0.5;
5185                                                 overridecolor[2] = 0.1;
5186                                         }
5187                                         if (!strcmp(value, "light_flame_small_yellow"))
5188                                         {
5189                                                 originhack[0] = 0;
5190                                                 originhack[1] = 0;
5191                                                 originhack[2] = 0;
5192                                                 overridecolor[0] = 1;
5193                                                 overridecolor[1] = 0.5;
5194                                                 overridecolor[2] = 0.1;
5195                                         }
5196                                         if (!strcmp(value, "light_torch_small_white"))
5197                                         {
5198                                                 originhack[0] = 0;
5199                                                 originhack[1] = 0;
5200                                                 originhack[2] = 0;
5201                                                 overridecolor[0] = 1;
5202                                                 overridecolor[1] = 0.5;
5203                                                 overridecolor[2] = 0.1;
5204                                         }
5205                                         if (!strcmp(value, "light_torch_small_walltorch"))
5206                                         {
5207                                                 originhack[0] = 0;
5208                                                 originhack[1] = 0;
5209                                                 originhack[2] = 0;
5210                                                 overridecolor[0] = 1;
5211                                                 overridecolor[1] = 0.5;
5212                                                 overridecolor[2] = 0.1;
5213                                         }
5214                                 }
5215                         }
5216                         else if (!strcmp("style", key))
5217                                 style = atoi(value);
5218                         else if (!strcmp("skin", key))
5219                                 skin = (int)atof(value);
5220                         else if (!strcmp("pflags", key))
5221                                 pflags = (int)atof(value);
5222                         else if (!strcmp("effects", key))
5223                                 effects = (int)atof(value);
5224                         else if (cl.worldmodel->type == mod_brushq3)
5225                         {
5226                                 if (!strcmp("scale", key))
5227                                         lightscale = atof(value);
5228                                 if (!strcmp("fade", key))
5229                                         fadescale = atof(value);
5230                         }
5231                 }
5232                 if (!islight)
5233                         continue;
5234                 if (lightscale <= 0)
5235                         lightscale = 1;
5236                 if (fadescale <= 0)
5237                         fadescale = 1;
5238                 if (color[0] == color[1] && color[0] == color[2])
5239                 {
5240                         color[0] *= overridecolor[0];
5241                         color[1] *= overridecolor[1];
5242                         color[2] *= overridecolor[2];
5243                 }
5244                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5245                 color[0] = color[0] * light[0];
5246                 color[1] = color[1] * light[1];
5247                 color[2] = color[2] * light[2];
5248                 switch (type)
5249                 {
5250                 case LIGHTTYPE_MINUSX:
5251                         break;
5252                 case LIGHTTYPE_RECIPX:
5253                         radius *= 2;
5254                         VectorScale(color, (1.0f / 16.0f), color);
5255                         break;
5256                 case LIGHTTYPE_RECIPXX:
5257                         radius *= 2;
5258                         VectorScale(color, (1.0f / 16.0f), color);
5259                         break;
5260                 default:
5261                 case LIGHTTYPE_NONE:
5262                         break;
5263                 case LIGHTTYPE_SUN:
5264                         break;
5265                 case LIGHTTYPE_MINUSXX:
5266                         break;
5267                 }
5268                 VectorAdd(origin, originhack, origin);
5269                 if (radius >= 1)
5270                         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);
5271         }
5272         if (entfiledata)
5273                 Mem_Free(entfiledata);
5274 }
5275
5276
5277 void R_Shadow_SetCursorLocationForView(void)
5278 {
5279         vec_t dist, push;
5280         vec3_t dest, endpos;
5281         trace_t trace;
5282         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5283         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5284         if (trace.fraction < 1)
5285         {
5286                 dist = trace.fraction * r_editlights_cursordistance.value;
5287                 push = r_editlights_cursorpushback.value;
5288                 if (push > dist)
5289                         push = dist;
5290                 push = -push;
5291                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5292                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5293         }
5294         else
5295         {
5296                 VectorClear( endpos );
5297         }
5298         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5299         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5300         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5301 }
5302
5303 void R_Shadow_UpdateWorldLightSelection(void)
5304 {
5305         if (r_editlights.integer)
5306         {
5307                 R_Shadow_SetCursorLocationForView();
5308                 R_Shadow_SelectLightInView();
5309         }
5310         else
5311                 R_Shadow_SelectLight(NULL);
5312 }
5313
5314 void R_Shadow_EditLights_Clear_f(void)
5315 {
5316         R_Shadow_ClearWorldLights();
5317 }
5318
5319 void R_Shadow_EditLights_Reload_f(void)
5320 {
5321         if (!cl.worldmodel)
5322                 return;
5323         strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5324         R_Shadow_ClearWorldLights();
5325         R_Shadow_LoadWorldLights();
5326         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5327         {
5328                 R_Shadow_LoadLightsFile();
5329                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5330                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5331         }
5332 }
5333
5334 void R_Shadow_EditLights_Save_f(void)
5335 {
5336         if (!cl.worldmodel)
5337                 return;
5338         R_Shadow_SaveWorldLights();
5339 }
5340
5341 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5342 {
5343         R_Shadow_ClearWorldLights();
5344         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5345 }
5346
5347 void R_Shadow_EditLights_ImportLightsFile_f(void)
5348 {
5349         R_Shadow_ClearWorldLights();
5350         R_Shadow_LoadLightsFile();
5351 }
5352
5353 void R_Shadow_EditLights_Spawn_f(void)
5354 {
5355         vec3_t color;
5356         if (!r_editlights.integer)
5357         {
5358                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5359                 return;
5360         }
5361         if (Cmd_Argc() != 1)
5362         {
5363                 Con_Print("r_editlights_spawn does not take parameters\n");
5364                 return;
5365         }
5366         color[0] = color[1] = color[2] = 1;
5367         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5368 }
5369
5370 void R_Shadow_EditLights_Edit_f(void)
5371 {
5372         vec3_t origin, angles, color;
5373         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5374         int style, shadows, flags, normalmode, realtimemode;
5375         char cubemapname[MAX_INPUTLINE];
5376         if (!r_editlights.integer)
5377         {
5378                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5379                 return;
5380         }
5381         if (!r_shadow_selectedlight)
5382         {
5383                 Con_Print("No selected light.\n");
5384                 return;
5385         }
5386         VectorCopy(r_shadow_selectedlight->origin, origin);
5387         VectorCopy(r_shadow_selectedlight->angles, angles);
5388         VectorCopy(r_shadow_selectedlight->color, color);
5389         radius = r_shadow_selectedlight->radius;
5390         style = r_shadow_selectedlight->style;
5391         if (r_shadow_selectedlight->cubemapname)
5392                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5393         else
5394                 cubemapname[0] = 0;
5395         shadows = r_shadow_selectedlight->shadow;
5396         corona = r_shadow_selectedlight->corona;
5397         coronasizescale = r_shadow_selectedlight->coronasizescale;
5398         ambientscale = r_shadow_selectedlight->ambientscale;
5399         diffusescale = r_shadow_selectedlight->diffusescale;
5400         specularscale = r_shadow_selectedlight->specularscale;
5401         flags = r_shadow_selectedlight->flags;
5402         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5403         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5404         if (!strcmp(Cmd_Argv(1), "origin"))
5405         {
5406                 if (Cmd_Argc() != 5)
5407                 {
5408                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5409                         return;
5410                 }
5411                 origin[0] = atof(Cmd_Argv(2));
5412                 origin[1] = atof(Cmd_Argv(3));
5413                 origin[2] = atof(Cmd_Argv(4));
5414         }
5415         else if (!strcmp(Cmd_Argv(1), "originx"))
5416         {
5417                 if (Cmd_Argc() != 3)
5418                 {
5419                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5420                         return;
5421                 }
5422                 origin[0] = atof(Cmd_Argv(2));
5423         }
5424         else if (!strcmp(Cmd_Argv(1), "originy"))
5425         {
5426                 if (Cmd_Argc() != 3)
5427                 {
5428                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5429                         return;
5430                 }
5431                 origin[1] = atof(Cmd_Argv(2));
5432         }
5433         else if (!strcmp(Cmd_Argv(1), "originz"))
5434         {
5435                 if (Cmd_Argc() != 3)
5436                 {
5437                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5438                         return;
5439                 }
5440                 origin[2] = atof(Cmd_Argv(2));
5441         }
5442         else if (!strcmp(Cmd_Argv(1), "move"))
5443         {
5444                 if (Cmd_Argc() != 5)
5445                 {
5446                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5447                         return;
5448                 }
5449                 origin[0] += atof(Cmd_Argv(2));
5450                 origin[1] += atof(Cmd_Argv(3));
5451                 origin[2] += atof(Cmd_Argv(4));
5452         }
5453         else if (!strcmp(Cmd_Argv(1), "movex"))
5454         {
5455                 if (Cmd_Argc() != 3)
5456                 {
5457                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5458                         return;
5459                 }
5460                 origin[0] += atof(Cmd_Argv(2));
5461         }
5462         else if (!strcmp(Cmd_Argv(1), "movey"))
5463         {
5464                 if (Cmd_Argc() != 3)
5465                 {
5466                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5467                         return;
5468                 }
5469                 origin[1] += atof(Cmd_Argv(2));
5470         }
5471         else if (!strcmp(Cmd_Argv(1), "movez"))
5472         {
5473                 if (Cmd_Argc() != 3)
5474                 {
5475                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5476                         return;
5477                 }
5478                 origin[2] += atof(Cmd_Argv(2));
5479         }
5480         else if (!strcmp(Cmd_Argv(1), "angles"))
5481         {
5482                 if (Cmd_Argc() != 5)
5483                 {
5484                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5485                         return;
5486                 }
5487                 angles[0] = atof(Cmd_Argv(2));
5488                 angles[1] = atof(Cmd_Argv(3));
5489                 angles[2] = atof(Cmd_Argv(4));
5490         }
5491         else if (!strcmp(Cmd_Argv(1), "anglesx"))
5492         {
5493                 if (Cmd_Argc() != 3)
5494                 {
5495                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5496                         return;
5497                 }
5498                 angles[0] = atof(Cmd_Argv(2));
5499         }
5500         else if (!strcmp(Cmd_Argv(1), "anglesy"))
5501         {
5502                 if (Cmd_Argc() != 3)
5503                 {
5504                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5505                         return;
5506                 }
5507                 angles[1] = atof(Cmd_Argv(2));
5508         }
5509         else if (!strcmp(Cmd_Argv(1), "anglesz"))
5510         {
5511                 if (Cmd_Argc() != 3)
5512                 {
5513                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5514                         return;
5515                 }
5516                 angles[2] = atof(Cmd_Argv(2));
5517         }
5518         else if (!strcmp(Cmd_Argv(1), "color"))
5519         {
5520                 if (Cmd_Argc() != 5)
5521                 {
5522                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5523                         return;
5524                 }
5525                 color[0] = atof(Cmd_Argv(2));
5526                 color[1] = atof(Cmd_Argv(3));
5527                 color[2] = atof(Cmd_Argv(4));
5528         }
5529         else if (!strcmp(Cmd_Argv(1), "radius"))
5530         {
5531                 if (Cmd_Argc() != 3)
5532                 {
5533                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5534                         return;
5535                 }
5536                 radius = atof(Cmd_Argv(2));
5537         }
5538         else if (!strcmp(Cmd_Argv(1), "colorscale"))
5539         {
5540                 if (Cmd_Argc() == 3)
5541                 {
5542                         double scale = atof(Cmd_Argv(2));
5543                         color[0] *= scale;
5544                         color[1] *= scale;
5545                         color[2] *= scale;
5546                 }
5547                 else
5548                 {
5549                         if (Cmd_Argc() != 5)
5550                         {
5551                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
5552                                 return;
5553                         }
5554                         color[0] *= atof(Cmd_Argv(2));
5555                         color[1] *= atof(Cmd_Argv(3));
5556                         color[2] *= atof(Cmd_Argv(4));
5557                 }
5558         }
5559         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5560         {
5561                 if (Cmd_Argc() != 3)
5562                 {
5563                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5564                         return;
5565                 }
5566                 radius *= atof(Cmd_Argv(2));
5567         }
5568         else if (!strcmp(Cmd_Argv(1), "style"))
5569         {
5570                 if (Cmd_Argc() != 3)
5571                 {
5572                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5573                         return;
5574                 }
5575                 style = atoi(Cmd_Argv(2));
5576         }
5577         else if (!strcmp(Cmd_Argv(1), "cubemap"))
5578         {
5579                 if (Cmd_Argc() > 3)
5580                 {
5581                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5582                         return;
5583                 }
5584                 if (Cmd_Argc() == 3)
5585                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5586                 else
5587                         cubemapname[0] = 0;
5588         }
5589         else if (!strcmp(Cmd_Argv(1), "shadows"))
5590         {
5591                 if (Cmd_Argc() != 3)
5592                 {
5593                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5594                         return;
5595                 }
5596                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5597         }
5598         else if (!strcmp(Cmd_Argv(1), "corona"))
5599         {
5600                 if (Cmd_Argc() != 3)
5601                 {
5602                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5603                         return;
5604                 }
5605                 corona = atof(Cmd_Argv(2));
5606         }
5607         else if (!strcmp(Cmd_Argv(1), "coronasize"))
5608         {
5609                 if (Cmd_Argc() != 3)
5610                 {
5611                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5612                         return;
5613                 }
5614                 coronasizescale = atof(Cmd_Argv(2));
5615         }
5616         else if (!strcmp(Cmd_Argv(1), "ambient"))
5617         {
5618                 if (Cmd_Argc() != 3)
5619                 {
5620                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5621                         return;
5622                 }
5623                 ambientscale = atof(Cmd_Argv(2));
5624         }
5625         else if (!strcmp(Cmd_Argv(1), "diffuse"))
5626         {
5627                 if (Cmd_Argc() != 3)
5628                 {
5629                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5630                         return;
5631                 }
5632                 diffusescale = atof(Cmd_Argv(2));
5633         }
5634         else if (!strcmp(Cmd_Argv(1), "specular"))
5635         {
5636                 if (Cmd_Argc() != 3)
5637                 {
5638                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5639                         return;
5640                 }
5641                 specularscale = atof(Cmd_Argv(2));
5642         }
5643         else if (!strcmp(Cmd_Argv(1), "normalmode"))
5644         {
5645                 if (Cmd_Argc() != 3)
5646                 {
5647                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5648                         return;
5649                 }
5650                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5651         }
5652         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5653         {
5654                 if (Cmd_Argc() != 3)
5655                 {
5656                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5657                         return;
5658                 }
5659                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5660         }
5661         else
5662         {
5663                 Con_Print("usage: r_editlights_edit [property] [value]\n");
5664                 Con_Print("Selected light's properties:\n");
5665                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5666                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5667                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5668                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
5669                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
5670                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
5671                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5672                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
5673                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
5674                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
5675                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
5676                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
5677                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5678                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5679                 return;
5680         }
5681         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5682         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5683 }
5684
5685 void R_Shadow_EditLights_EditAll_f(void)
5686 {
5687         size_t lightindex;
5688         dlight_t *light;
5689         size_t range;
5690
5691         if (!r_editlights.integer)
5692         {
5693                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5694                 return;
5695         }
5696
5697         // EditLights doesn't seem to have a "remove" command or something so:
5698         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5699         for (lightindex = 0;lightindex < range;lightindex++)
5700         {
5701                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5702                 if (!light)
5703                         continue;
5704                 R_Shadow_SelectLight(light);
5705                 R_Shadow_EditLights_Edit_f();
5706         }
5707 }
5708
5709 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5710 {
5711         int lightnumber, lightcount;
5712         size_t lightindex, range;
5713         dlight_t *light;
5714         float x, y;
5715         char temp[256];
5716         if (!r_editlights.integer)
5717                 return;
5718         x = vid_conwidth.value - 240;
5719         y = 5;
5720         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5721         lightnumber = -1;
5722         lightcount = 0;
5723         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5724         for (lightindex = 0;lightindex < range;lightindex++)
5725         {
5726                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5727                 if (!light)
5728                         continue;
5729                 if (light == r_shadow_selectedlight)
5730                         lightnumber = lightindex;
5731                 lightcount++;
5732         }
5733         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);y += 8;
5734         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);y += 8;
5735         y += 8;
5736         if (r_shadow_selectedlight == NULL)
5737                 return;
5738         dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5739         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);y += 8;
5740         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);y += 8;
5741         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);y += 8;
5742         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);y += 8;
5743         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);y += 8;
5744         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);y += 8;
5745         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);y += 8;
5746         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);y += 8;
5747         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);y += 8;
5748         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);y += 8;
5749         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);y += 8;
5750         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);y += 8;
5751         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);y += 8;
5752         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);y += 8;
5753 }
5754
5755 void R_Shadow_EditLights_ToggleShadow_f(void)
5756 {
5757         if (!r_editlights.integer)
5758         {
5759                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5760                 return;
5761         }
5762         if (!r_shadow_selectedlight)
5763         {
5764                 Con_Print("No selected light.\n");
5765                 return;
5766         }
5767         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);
5768 }
5769
5770 void R_Shadow_EditLights_ToggleCorona_f(void)
5771 {
5772         if (!r_editlights.integer)
5773         {
5774                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5775                 return;
5776         }
5777         if (!r_shadow_selectedlight)
5778         {
5779                 Con_Print("No selected light.\n");
5780                 return;
5781         }
5782         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);
5783 }
5784
5785 void R_Shadow_EditLights_Remove_f(void)
5786 {
5787         if (!r_editlights.integer)
5788         {
5789                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
5790                 return;
5791         }
5792         if (!r_shadow_selectedlight)
5793         {
5794                 Con_Print("No selected light.\n");
5795                 return;
5796         }
5797         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5798         r_shadow_selectedlight = NULL;
5799 }
5800
5801 void R_Shadow_EditLights_Help_f(void)
5802 {
5803         Con_Print(
5804 "Documentation on r_editlights system:\n"
5805 "Settings:\n"
5806 "r_editlights : enable/disable editing mode\n"
5807 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5808 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5809 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5810 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5811 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5812 "Commands:\n"
5813 "r_editlights_help : this help\n"
5814 "r_editlights_clear : remove all lights\n"
5815 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5816 "r_editlights_save : save to .rtlights file\n"
5817 "r_editlights_spawn : create a light with default settings\n"
5818 "r_editlights_edit command : edit selected light - more documentation below\n"
5819 "r_editlights_remove : remove selected light\n"
5820 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5821 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5822 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5823 "Edit commands:\n"
5824 "origin x y z : set light location\n"
5825 "originx x: set x component of light location\n"
5826 "originy y: set y component of light location\n"
5827 "originz z: set z component of light location\n"
5828 "move x y z : adjust light location\n"
5829 "movex x: adjust x component of light location\n"
5830 "movey y: adjust y component of light location\n"
5831 "movez z: adjust z component of light location\n"
5832 "angles x y z : set light angles\n"
5833 "anglesx x: set x component of light angles\n"
5834 "anglesy y: set y component of light angles\n"
5835 "anglesz z: set z component of light angles\n"
5836 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5837 "radius radius : set radius (size) of light\n"
5838 "colorscale grey : multiply color of light (1 does nothing)\n"
5839 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5840 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5841 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5842 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5843 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5844 "shadows 1/0 : turn on/off shadows\n"
5845 "corona n : set corona intensity\n"
5846 "coronasize n : set corona size (0-1)\n"
5847 "ambient n : set ambient intensity (0-1)\n"
5848 "diffuse n : set diffuse intensity (0-1)\n"
5849 "specular n : set specular intensity (0-1)\n"
5850 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5851 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5852 "<nothing> : print light properties to console\n"
5853         );
5854 }
5855
5856 void R_Shadow_EditLights_CopyInfo_f(void)
5857 {
5858         if (!r_editlights.integer)
5859         {
5860                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
5861                 return;
5862         }
5863         if (!r_shadow_selectedlight)
5864         {
5865                 Con_Print("No selected light.\n");
5866                 return;
5867         }
5868         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5869         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5870         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5871         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5872         if (r_shadow_selectedlight->cubemapname)
5873                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5874         else
5875                 r_shadow_bufferlight.cubemapname[0] = 0;
5876         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5877         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5878         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5879         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5880         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5881         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5882         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5883 }
5884
5885 void R_Shadow_EditLights_PasteInfo_f(void)
5886 {
5887         if (!r_editlights.integer)
5888         {
5889                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
5890                 return;
5891         }
5892         if (!r_shadow_selectedlight)
5893         {
5894                 Con_Print("No selected light.\n");
5895                 return;
5896         }
5897         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);
5898 }
5899
5900 void R_Shadow_EditLights_Init(void)
5901 {
5902         Cvar_RegisterVariable(&r_editlights);
5903         Cvar_RegisterVariable(&r_editlights_cursordistance);
5904         Cvar_RegisterVariable(&r_editlights_cursorpushback);
5905         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5906         Cvar_RegisterVariable(&r_editlights_cursorgrid);
5907         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5908         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5909         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5910         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)");
5911         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5912         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5913         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5914         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)");
5915         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5916         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5917         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5918         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5919         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5920         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5921         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)");
5922 }
5923
5924
5925
5926 /*
5927 =============================================================================
5928
5929 LIGHT SAMPLING
5930
5931 =============================================================================
5932 */
5933
5934 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5935 {
5936         VectorClear(diffusecolor);
5937         VectorClear(diffusenormal);
5938
5939         if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5940         {
5941                 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
5942                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5943         }
5944         else
5945                 VectorSet(ambientcolor, 1, 1, 1);
5946
5947         if (dynamic)
5948         {
5949                 int i;
5950                 float f, v[3];
5951                 rtlight_t *light;
5952                 for (i = 0;i < r_refdef.scene.numlights;i++)
5953                 {
5954                         light = r_refdef.scene.lights[i];
5955                         Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5956                         f = 1 - VectorLength2(v);
5957                         if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5958                                 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
5959                 }
5960         }
5961 }