fix a stupid typo in the vertex shader
[divverent/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadowstage_e
146 {
147         R_SHADOWSTAGE_NONE,
148         R_SHADOWSTAGE_STENCIL,
149         R_SHADOWSTAGE_STENCILTWOSIDE,
150         R_SHADOWSTAGE_LIGHT_VERTEX,
151         R_SHADOWSTAGE_LIGHT_DOT3,
152         R_SHADOWSTAGE_LIGHT_GLSL,
153         R_SHADOWSTAGE_VISIBLEVOLUMES,
154         R_SHADOWSTAGE_VISIBLELIGHTING,
155 }
156 r_shadowstage_t;
157
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
159
160 mempool_t *r_shadow_mempool;
161
162 int maxshadowelements;
163 int *shadowelements;
164
165 int maxshadowmark;
166 int numshadowmark;
167 int *shadowmark;
168 int *shadowmarklist;
169 int shadowmarkcount;
170
171 int maxvertexupdate;
172 int *vertexupdate;
173 int *vertexremap;
174 int vertexupdatenum;
175
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
179
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
183
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
187
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
190
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
193
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
234
235 float r_shadow_attenpower, r_shadow_attenscale;
236
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
242
243 rtexture_t *lighttextures[5];
244
245 extern int con_vislines;
246
247 typedef struct cubemapinfo_s
248 {
249         char basename[64];
250         rtexture_t *texture;
251 }
252 cubemapinfo_t;
253
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
257
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
265
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
267
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
278
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
282 "\n"
283 "uniform vec3 LightPosition;\n"
284 "\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
288 "\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
292 "#endif\n"
293 "\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
295 "\n"
296 "void main(void)\n"
297 "{\n"
298 "       // copy the surface texcoord\n"
299 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
300 "\n"
301 "       // transform vertex position into light attenuation/cubemap space\n"
302 "       // (-1 to +1 across the light box)\n"
303 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
304 "\n"
305 "       // transform unnormalized light direction into tangent space\n"
306 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 "       //  normalize it per pixel)\n"
308 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 "       LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 "       LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
312 "\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 "       // transform unnormalized eye direction into tangent space\n"
315 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 "       EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 "       EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
319 "#endif\n"
320 "\n"
321 "       // transform vertex to camera space, using ftransform to match non-VS\n"
322 "       // rendering\n"
323 "       gl_Position = ftransform();\n"
324 "}\n"
325 ;
326
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
330 "\n"
331 "// use half floats if available for math performance\n"
332 "#ifndef GEFORCEFX\n"
333 "#define half float\n"
334 "#define hvec2 vec2\n"
335 "#define hvec3 vec3\n"
336 "#define hvec4 vec4\n"
337 "#endif\n"
338 "\n"
339 "uniform hvec3 LightColor;\n"
340 "#ifdef USEOFFSETMAPPING\n"
341 "uniform half OffsetMapping_Scale;\n"
342 "uniform half OffsetMapping_Bias;\n"
343 "#endif\n"
344 "#ifdef USESPECULAR\n"
345 "uniform half SpecularPower;\n"
346 "#endif\n"
347 "#ifdef USEFOG\n"
348 "uniform half FogRangeRecip;\n"
349 "#endif\n"
350 "uniform half AmbientScale;\n"
351 "uniform half DiffuseScale;\n"
352 "#ifdef USESPECULAR\n"
353 "uniform half SpecularScale;\n"
354 "#endif\n"
355 "\n"
356 "uniform sampler2D Texture_Normal;\n"
357 "uniform sampler2D Texture_Color;\n"
358 "#ifdef USESPECULAR\n"
359 "uniform sampler2D Texture_Gloss;\n"
360 "#endif\n"
361 "#ifdef USECUBEFILTER\n"
362 "uniform samplerCube Texture_Cube;\n"
363 "#endif\n"
364 "#ifdef USEFOG\n"
365 "uniform sampler2D Texture_FogMask;\n"
366 "#endif\n"
367 "\n"
368 "varying vec2 TexCoord;\n"
369 "varying vec3 CubeVector;\n"
370 "varying vec3 LightVector;\n"
371 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
372 "varying vec3 EyeVector;\n"
373 "#endif\n"
374 "\n"
375 "void main(void)\n"
376 "{\n"
377 "       // attenuation\n"
378 "       //\n"
379 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
380 "       // center and sharp falloff at the edge, this is about the most efficient\n"
381 "       // we can get away with as far as providing illumination.\n"
382 "       //\n"
383 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
384 "       // provide significant illumination, large = slow = pain.\n"
385 "       half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
386 "\n"
387 "#ifdef USEFOG\n"
388 "       // apply fog\n"
389 "       colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
390 "#endif\n"
391 "\n"
392 "#ifdef USEOFFSETMAPPING\n"
393 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
394 "       hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
395 "       hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
396 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
397 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "#define TexCoord TexCoordOffset\n"
399 "#endif\n"
400 "\n"
401 "       // get the surface normal\n"
402 "#ifdef SURFACENORMALIZE\n"
403 "       hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
404 "#else\n"
405 "       hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
406 "#endif\n"
407 "\n"
408 "       // calculate shading\n"
409 "       hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
410 "       hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
411 "#ifdef USESPECULAR\n"
412 "       hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
413 "       color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
414 "#endif\n"
415 "\n"
416 "#ifdef USECUBEFILTER\n"
417 "       // apply light cubemap filter\n"
418 "       color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
419 "#endif\n"
420 "\n"
421 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
422 "       gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
423 "}\n"
424 ;
425
426 void r_shadow_start(void)
427 {
428         int i;
429         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
430         if (gl_support_half_float)
431                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
432         // allocate vertex processing arrays
433         numcubemaps = 0;
434         r_shadow_attenuation2dtexture = NULL;
435         r_shadow_attenuation3dtexture = NULL;
436         r_shadow_texturepool = NULL;
437         r_shadow_filters_texturepool = NULL;
438         R_Shadow_ValidateCvars();
439         R_Shadow_MakeTextures();
440         maxshadowelements = 0;
441         shadowelements = NULL;
442         maxvertexupdate = 0;
443         vertexupdate = NULL;
444         vertexremap = NULL;
445         vertexupdatenum = 0;
446         maxshadowmark = 0;
447         numshadowmark = 0;
448         shadowmark = NULL;
449         shadowmarklist = NULL;
450         shadowmarkcount = 0;
451         r_shadow_buffer_numleafpvsbytes = 0;
452         r_shadow_buffer_leafpvs = NULL;
453         r_shadow_buffer_leaflist = NULL;
454         r_shadow_buffer_numsurfacepvsbytes = 0;
455         r_shadow_buffer_surfacepvs = NULL;
456         r_shadow_buffer_surfacelist = NULL;
457         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
458                 r_shadow_program_light[i] = 0;
459         if (gl_support_fragment_shader)
460         {
461                 char *vertstring, *fragstring;
462                 int vertstrings_count;
463                 int fragstrings_count;
464                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
465                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
466                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
467                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
468                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
469                 {
470                         vertstrings_count = 0;
471                         fragstrings_count = 0;
472                         if (i & SHADERPERMUTATION_SPECULAR)
473                         {
474                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
475                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
476                         }
477                         if (i & SHADERPERMUTATION_FOG)
478                         {
479                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
480                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
481                         }
482                         if (i & SHADERPERMUTATION_CUBEFILTER)
483                         {
484                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
485                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
486                         }
487                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
488                         {
489                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
490                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
491                         }
492                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
493                         {
494                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
495                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
496                         }
497                         if (i & SHADERPERMUTATION_GEFORCEFX)
498                         {
499                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
500                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
501                         }
502                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
503                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
504                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
505                         if (!r_shadow_program_light[i])
506                         {
507                                 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
508                                 continue;
509                         }
510                         qglUseProgramObjectARB(r_shadow_program_light[i]);
511                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
512                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
513                         if (i & SHADERPERMUTATION_SPECULAR)
514                         {
515                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
516                         }
517                         if (i & SHADERPERMUTATION_CUBEFILTER)
518                         {
519                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
520                         }
521                         if (i & SHADERPERMUTATION_FOG)
522                         {
523                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
524                         }
525                 }
526                 qglUseProgramObjectARB(0);
527                 if (fragstring)
528                         Mem_Free(fragstring);
529                 if (vertstring)
530                         Mem_Free(vertstring);
531         }
532 }
533
534 void r_shadow_shutdown(void)
535 {
536         int i;
537         R_Shadow_UncompileWorldLights();
538         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
539         {
540                 if (r_shadow_program_light[i])
541                 {
542                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
543                         r_shadow_program_light[i] = 0;
544                 }
545         }
546         numcubemaps = 0;
547         r_shadow_attenuation2dtexture = NULL;
548         r_shadow_attenuation3dtexture = NULL;
549         R_FreeTexturePool(&r_shadow_texturepool);
550         R_FreeTexturePool(&r_shadow_filters_texturepool);
551         maxshadowelements = 0;
552         if (shadowelements)
553                 Mem_Free(shadowelements);
554         shadowelements = NULL;
555         maxvertexupdate = 0;
556         if (vertexupdate)
557                 Mem_Free(vertexupdate);
558         vertexupdate = NULL;
559         if (vertexremap)
560                 Mem_Free(vertexremap);
561         vertexremap = NULL;
562         vertexupdatenum = 0;
563         maxshadowmark = 0;
564         numshadowmark = 0;
565         if (shadowmark)
566                 Mem_Free(shadowmark);
567         shadowmark = NULL;
568         if (shadowmarklist)
569                 Mem_Free(shadowmarklist);
570         shadowmarklist = NULL;
571         shadowmarkcount = 0;
572         r_shadow_buffer_numleafpvsbytes = 0;
573         if (r_shadow_buffer_leafpvs)
574                 Mem_Free(r_shadow_buffer_leafpvs);
575         r_shadow_buffer_leafpvs = NULL;
576         if (r_shadow_buffer_leaflist)
577                 Mem_Free(r_shadow_buffer_leaflist);
578         r_shadow_buffer_leaflist = NULL;
579         r_shadow_buffer_numsurfacepvsbytes = 0;
580         if (r_shadow_buffer_surfacepvs)
581                 Mem_Free(r_shadow_buffer_surfacepvs);
582         r_shadow_buffer_surfacepvs = NULL;
583         if (r_shadow_buffer_surfacelist)
584                 Mem_Free(r_shadow_buffer_surfacelist);
585         r_shadow_buffer_surfacelist = NULL;
586 }
587
588 void r_shadow_newmap(void)
589 {
590 }
591
592 void R_Shadow_Help_f(void)
593 {
594         Con_Printf(
595 "Documentation on r_shadow system:\n"
596 "Settings:\n"
597 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
598 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
599 "r_shadow_debuglight : render only this light number (-1 = all)\n"
600 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
601 "r_shadow_gloss2intensity : brightness of forced gloss\n"
602 "r_shadow_glossintensity : brightness of textured gloss\n"
603 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
604 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
605 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
606 "r_shadow_portallight : use portal visibility for static light precomputation\n"
607 "r_shadow_projectdistance : shadow volume projection distance\n"
608 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
609 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
610 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
611 "r_shadow_realtime_world : use high quality world lighting mode\n"
612 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
613 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
614 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
615 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
616 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
617 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
618 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
619 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
620 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
621 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
622 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
623 "r_shadow_scissor : use scissor optimization\n"
624 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
625 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
626 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
627 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
628 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
629 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
630 "Commands:\n"
631 "r_shadow_help : this help\n"
632         );
633 }
634
635 void R_Shadow_Init(void)
636 {
637         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
638         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
639         Cvar_RegisterVariable(&r_shadow_debuglight);
640         Cvar_RegisterVariable(&r_shadow_gloss);
641         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
642         Cvar_RegisterVariable(&r_shadow_glossintensity);
643         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
644         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
645         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
646         Cvar_RegisterVariable(&r_shadow_portallight);
647         Cvar_RegisterVariable(&r_shadow_projectdistance);
648         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
649         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
650         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
651         Cvar_RegisterVariable(&r_shadow_realtime_world);
652         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
653         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
654         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
655         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
656         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
657         Cvar_RegisterVariable(&r_shadow_scissor);
658         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
659         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
660         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
661         Cvar_RegisterVariable(&r_shadow_texture3d);
662         Cvar_RegisterVariable(&r_shadow_visiblelighting);
663         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
664         Cvar_RegisterVariable(&r_shadow_glsl);
665         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
666         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
667         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
668         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
669         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
670         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
671         if (gamemode == GAME_TENEBRAE)
672         {
673                 Cvar_SetValue("r_shadow_gloss", 2);
674                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
675         }
676         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
677         R_Shadow_EditLights_Init();
678         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
679         r_shadow_worldlightchain = NULL;
680         maxshadowelements = 0;
681         shadowelements = NULL;
682         maxvertexupdate = 0;
683         vertexupdate = NULL;
684         vertexremap = NULL;
685         vertexupdatenum = 0;
686         maxshadowmark = 0;
687         numshadowmark = 0;
688         shadowmark = NULL;
689         shadowmarklist = NULL;
690         shadowmarkcount = 0;
691         r_shadow_buffer_numleafpvsbytes = 0;
692         r_shadow_buffer_leafpvs = NULL;
693         r_shadow_buffer_leaflist = NULL;
694         r_shadow_buffer_numsurfacepvsbytes = 0;
695         r_shadow_buffer_surfacepvs = NULL;
696         r_shadow_buffer_surfacelist = NULL;
697         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
698 }
699
700 matrix4x4_t matrix_attenuationxyz =
701 {
702         {
703                 {0.5, 0.0, 0.0, 0.5},
704                 {0.0, 0.5, 0.0, 0.5},
705                 {0.0, 0.0, 0.5, 0.5},
706                 {0.0, 0.0, 0.0, 1.0}
707         }
708 };
709
710 matrix4x4_t matrix_attenuationz =
711 {
712         {
713                 {0.0, 0.0, 0.5, 0.5},
714                 {0.0, 0.0, 0.0, 0.5},
715                 {0.0, 0.0, 0.0, 0.5},
716                 {0.0, 0.0, 0.0, 1.0}
717         }
718 };
719
720 int *R_Shadow_ResizeShadowElements(int numtris)
721 {
722         // make sure shadowelements is big enough for this volume
723         if (maxshadowelements < numtris * 24)
724         {
725                 maxshadowelements = numtris * 24;
726                 if (shadowelements)
727                         Mem_Free(shadowelements);
728                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
729         }
730         return shadowelements;
731 }
732
733 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
734 {
735         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
736         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
737         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
738         {
739                 if (r_shadow_buffer_leafpvs)
740                         Mem_Free(r_shadow_buffer_leafpvs);
741                 if (r_shadow_buffer_leaflist)
742                         Mem_Free(r_shadow_buffer_leaflist);
743                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744                 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
745                 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
746         }
747         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
748         {
749                 if (r_shadow_buffer_surfacepvs)
750                         Mem_Free(r_shadow_buffer_surfacepvs);
751                 if (r_shadow_buffer_surfacelist)
752                         Mem_Free(r_shadow_buffer_surfacelist);
753                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
754                 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
755                 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
756         }
757 }
758
759 void R_Shadow_PrepareShadowMark(int numtris)
760 {
761         // make sure shadowmark is big enough for this volume
762         if (maxshadowmark < numtris)
763         {
764                 maxshadowmark = numtris;
765                 if (shadowmark)
766                         Mem_Free(shadowmark);
767                 if (shadowmarklist)
768                         Mem_Free(shadowmarklist);
769                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
770                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
771                 shadowmarkcount = 0;
772         }
773         shadowmarkcount++;
774         // if shadowmarkcount wrapped we clear the array and adjust accordingly
775         if (shadowmarkcount == 0)
776         {
777                 shadowmarkcount = 1;
778                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
779         }
780         numshadowmark = 0;
781 }
782
783 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
784 {
785         int i, j;
786         int outtriangles = 0, outvertices = 0;
787         const int *element;
788         const float *vertex;
789
790         if (maxvertexupdate < innumvertices)
791         {
792                 maxvertexupdate = innumvertices;
793                 if (vertexupdate)
794                         Mem_Free(vertexupdate);
795                 if (vertexremap)
796                         Mem_Free(vertexremap);
797                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
798                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
799                 vertexupdatenum = 0;
800         }
801         vertexupdatenum++;
802         if (vertexupdatenum == 0)
803         {
804                 vertexupdatenum = 1;
805                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
806                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
807         }
808
809         for (i = 0;i < numshadowmarktris;i++)
810                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
811
812         for (i = 0;i < numshadowmarktris;i++)
813         {
814                 element = inelement3i + shadowmarktris[i] * 3;
815                 // make sure the vertices are created
816                 for (j = 0;j < 3;j++)
817                 {
818                         if (vertexupdate[element[j]] != vertexupdatenum)
819                         {
820                                 float ratio, direction[3];
821                                 vertexupdate[element[j]] = vertexupdatenum;
822                                 vertexremap[element[j]] = outvertices;
823                                 vertex = invertex3f + element[j] * 3;
824                                 // project one copy of the vertex to the sphere radius of the light
825                                 // (FIXME: would projecting it to the light box be better?)
826                                 VectorSubtract(vertex, projectorigin, direction);
827                                 ratio = projectdistance / VectorLength(direction);
828                                 VectorCopy(vertex, outvertex3f);
829                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
830                                 outvertex3f += 6;
831                                 outvertices += 2;
832                         }
833                 }
834         }
835
836         for (i = 0;i < numshadowmarktris;i++)
837         {
838                 int remappedelement[3];
839                 int markindex;
840                 const int *neighbortriangle;
841
842                 markindex = shadowmarktris[i] * 3;
843                 element = inelement3i + markindex;
844                 neighbortriangle = inneighbor3i + markindex;
845                 // output the front and back triangles
846                 outelement3i[0] = vertexremap[element[0]];
847                 outelement3i[1] = vertexremap[element[1]];
848                 outelement3i[2] = vertexremap[element[2]];
849                 outelement3i[3] = vertexremap[element[2]] + 1;
850                 outelement3i[4] = vertexremap[element[1]] + 1;
851                 outelement3i[5] = vertexremap[element[0]] + 1;
852
853                 outelement3i += 6;
854                 outtriangles += 2;
855                 // output the sides (facing outward from this triangle)
856                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
857                 {
858                         remappedelement[0] = vertexremap[element[0]];
859                         remappedelement[1] = vertexremap[element[1]];
860                         outelement3i[0] = remappedelement[1];
861                         outelement3i[1] = remappedelement[0];
862                         outelement3i[2] = remappedelement[0] + 1;
863                         outelement3i[3] = remappedelement[1];
864                         outelement3i[4] = remappedelement[0] + 1;
865                         outelement3i[5] = remappedelement[1] + 1;
866
867                         outelement3i += 6;
868                         outtriangles += 2;
869                 }
870                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
871                 {
872                         remappedelement[1] = vertexremap[element[1]];
873                         remappedelement[2] = vertexremap[element[2]];
874                         outelement3i[0] = remappedelement[2];
875                         outelement3i[1] = remappedelement[1];
876                         outelement3i[2] = remappedelement[1] + 1;
877                         outelement3i[3] = remappedelement[2];
878                         outelement3i[4] = remappedelement[1] + 1;
879                         outelement3i[5] = remappedelement[2] + 1;
880
881                         outelement3i += 6;
882                         outtriangles += 2;
883                 }
884                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
885                 {
886                         remappedelement[0] = vertexremap[element[0]];
887                         remappedelement[2] = vertexremap[element[2]];
888                         outelement3i[0] = remappedelement[0];
889                         outelement3i[1] = remappedelement[2];
890                         outelement3i[2] = remappedelement[2] + 1;
891                         outelement3i[3] = remappedelement[0];
892                         outelement3i[4] = remappedelement[2] + 1;
893                         outelement3i[5] = remappedelement[0] + 1;
894
895                         outelement3i += 6;
896                         outtriangles += 2;
897                 }
898         }
899         if (outnumvertices)
900                 *outnumvertices = outvertices;
901         return outtriangles;
902 }
903
904 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
905 {
906         int tris, outverts;
907         if (projectdistance < 0.1)
908         {
909                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
910                 return;
911         }
912         if (!numverts || !nummarktris)
913                 return;
914         // make sure shadowelements is big enough for this volume
915         if (maxshadowelements < nummarktris * 24)
916                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
917         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
918         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
919 }
920
921 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
922 {
923         int t, tend;
924         const int *e;
925         const float *v[3];
926         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
927                 return;
928         tend = firsttriangle + numtris;
929         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
930          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
931          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
932         {
933                 // surface box entirely inside light box, no box cull
934                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
935                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
936                                 shadowmarklist[numshadowmark++] = t;
937         }
938         else
939         {
940                 // surface box not entirely inside light box, cull each triangle
941                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
942                 {
943                         v[0] = invertex3f + e[0] * 3;
944                         v[1] = invertex3f + e[1] * 3;
945                         v[2] = invertex3f + e[2] * 3;
946                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
947                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
948                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
949                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
950                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
951                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
952                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
953                                 shadowmarklist[numshadowmark++] = t;
954                 }
955         }
956 }
957
958 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
959 {
960         rmeshstate_t m;
961         if (r_shadow_compilingrtlight)
962         {
963                 // if we're compiling an rtlight, capture the mesh
964                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
965                 return;
966         }
967         memset(&m, 0, sizeof(m));
968         m.pointer_vertex = vertex3f;
969         R_Mesh_State(&m);
970         GL_LockArrays(0, numvertices);
971         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
972         {
973                 // decrement stencil if backface is behind depthbuffer
974                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
975                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
976                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
977                 c_rt_shadowmeshes++;
978                 c_rt_shadowtris += numtriangles;
979                 // increment stencil if frontface is behind depthbuffer
980                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
981                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
982         }
983         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
984         c_rt_shadowmeshes++;
985         c_rt_shadowtris += numtriangles;
986         GL_LockArrays(0, 0);
987 }
988
989 static void R_Shadow_MakeTextures(void)
990 {
991         int x, y, z, d;
992         float v[3], intensity;
993         qbyte *data;
994         R_FreeTexturePool(&r_shadow_texturepool);
995         r_shadow_texturepool = R_AllocTexturePool();
996         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
997         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
998 #define ATTEN2DSIZE 64
999 #define ATTEN3DSIZE 32
1000         data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1001         for (y = 0;y < ATTEN2DSIZE;y++)
1002         {
1003                 for (x = 0;x < ATTEN2DSIZE;x++)
1004                 {
1005                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1006                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1007                         v[2] = 0;
1008                         intensity = 1.0f - sqrt(DotProduct(v, v));
1009                         if (intensity > 0)
1010                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1011                         d = bound(0, intensity, 255);
1012                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1013                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1014                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1015                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1016                 }
1017         }
1018         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1019         if (r_shadow_texture3d.integer)
1020         {
1021                 for (z = 0;z < ATTEN3DSIZE;z++)
1022                 {
1023                         for (y = 0;y < ATTEN3DSIZE;y++)
1024                         {
1025                                 for (x = 0;x < ATTEN3DSIZE;x++)
1026                                 {
1027                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1028                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1029                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1030                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1031                                         if (intensity > 0)
1032                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1033                                         d = bound(0, intensity, 255);
1034                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1035                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1036                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1037                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1038                                 }
1039                         }
1040                 }
1041                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1042         }
1043         Mem_Free(data);
1044 }
1045
1046 void R_Shadow_ValidateCvars(void)
1047 {
1048         if (r_shadow_texture3d.integer && !gl_texture3d)
1049                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1050         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1051                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1052 }
1053
1054 // light currently being rendered
1055 rtlight_t *r_shadow_rtlight;
1056 // light filter cubemap being used by the light
1057 static rtexture_t *r_shadow_lightcubemap;
1058
1059 // this is the location of the eye in entity space
1060 static vec3_t r_shadow_entityeyeorigin;
1061 // this is the location of the light in entity space
1062 static vec3_t r_shadow_entitylightorigin;
1063 // this transforms entity coordinates to light filter cubemap coordinates
1064 // (also often used for other purposes)
1065 static matrix4x4_t r_shadow_entitytolight;
1066 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1067 // of attenuation texturing in full 3D (Z result often ignored)
1068 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1069 // this transforms only the Z to S, and T is always 0.5
1070 static matrix4x4_t r_shadow_entitytoattenuationz;
1071 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1072 static vec3_t r_shadow_entitylightcolor;
1073
1074 static int r_shadow_lightpermutation;
1075 static int r_shadow_lightprog;
1076
1077 void R_Shadow_Stage_Begin(void)
1078 {
1079         rmeshstate_t m;
1080
1081         R_Shadow_ValidateCvars();
1082
1083         if (!r_shadow_attenuation2dtexture
1084          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1085          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1086          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1087                 R_Shadow_MakeTextures();
1088
1089         memset(&m, 0, sizeof(m));
1090         GL_BlendFunc(GL_ONE, GL_ZERO);
1091         GL_DepthMask(false);
1092         GL_DepthTest(true);
1093         R_Mesh_State(&m);
1094         GL_Color(0, 0, 0, 1);
1095         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1096         qglEnable(GL_CULL_FACE);
1097         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1098         r_shadowstage = R_SHADOWSTAGE_NONE;
1099 }
1100
1101 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1102 {
1103         r_shadow_rtlight = rtlight;
1104 }
1105
1106 void R_Shadow_Stage_Reset(void)
1107 {
1108         rmeshstate_t m;
1109         if (gl_support_stenciltwoside)
1110                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1111         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1112         {
1113                 qglUseProgramObjectARB(0);
1114                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1115                 qglBegin(GL_TRIANGLES);
1116                 qglEnd();
1117                 CHECKGLERROR
1118         }
1119         memset(&m, 0, sizeof(m));
1120         R_Mesh_State(&m);
1121 }
1122
1123 void R_Shadow_Stage_StencilShadowVolumes(void)
1124 {
1125         R_Shadow_Stage_Reset();
1126         GL_Color(1, 1, 1, 1);
1127         GL_ColorMask(0, 0, 0, 0);
1128         GL_BlendFunc(GL_ONE, GL_ZERO);
1129         GL_DepthMask(false);
1130         GL_DepthTest(true);
1131         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1132         //if (r_shadow_shadow_polygonoffset.value != 0)
1133         //{
1134         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1135         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1136         //}
1137         //else
1138         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1139         qglDepthFunc(GL_LESS);
1140         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1141         qglEnable(GL_STENCIL_TEST);
1142         qglStencilFunc(GL_ALWAYS, 128, ~0);
1143         if (gl_ext_stenciltwoside.integer)
1144         {
1145                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1146                 qglDisable(GL_CULL_FACE);
1147                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1148                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1149                 qglStencilMask(~0);
1150                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1151                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1152                 qglStencilMask(~0);
1153                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1154         }
1155         else
1156         {
1157                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1158                 qglEnable(GL_CULL_FACE);
1159                 qglStencilMask(~0);
1160                 // this is changed by every shadow render so its value here is unimportant
1161                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1162         }
1163         GL_Clear(GL_STENCIL_BUFFER_BIT);
1164         c_rt_clears++;
1165 }
1166
1167 void R_Shadow_Stage_Lighting(int stenciltest)
1168 {
1169         rmeshstate_t m;
1170         R_Shadow_Stage_Reset();
1171         GL_BlendFunc(GL_ONE, GL_ONE);
1172         GL_DepthMask(false);
1173         GL_DepthTest(true);
1174         qglPolygonOffset(0, 0);
1175         //qglDisable(GL_POLYGON_OFFSET_FILL);
1176         GL_Color(1, 1, 1, 1);
1177         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1178         qglDepthFunc(GL_EQUAL);
1179         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1180         qglEnable(GL_CULL_FACE);
1181         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1182                 qglEnable(GL_STENCIL_TEST);
1183         else
1184                 qglDisable(GL_STENCIL_TEST);
1185         qglStencilMask(~0);
1186         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1187         // only draw light where this geometry was already rendered AND the
1188         // stencil is 128 (values other than this mean shadow)
1189         qglStencilFunc(GL_EQUAL, 128, ~0);
1190         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1191         {
1192                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1193                 memset(&m, 0, sizeof(m));
1194                 m.pointer_vertex = varray_vertex3f;
1195                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1196                 m.pointer_texcoord3f[1] = varray_svector3f;
1197                 m.pointer_texcoord3f[2] = varray_tvector3f;
1198                 m.pointer_texcoord3f[3] = varray_normal3f;
1199                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1200                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1201                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1202                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1203                 // TODO: support fog (after renderer is converted to texture fog)
1204                 m.tex[4] = R_GetTexture(r_texture_white); // fog
1205                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1206                 R_Mesh_State(&m);
1207                 GL_BlendFunc(GL_ONE, GL_ONE);
1208                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1209                 CHECKGLERROR
1210                 r_shadow_lightpermutation = 0;
1211                 // only add a feature to the permutation if that permutation exists
1212                 // (otherwise it might end up not using a shader at all, which looks
1213                 // worse than using less features)
1214                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1215                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1216                 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1217                 //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1218                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1219                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1220                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1221                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1222                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1223                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1224                 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1225                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1226                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1227                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1228                 // TODO: support fog (after renderer is converted to texture fog)
1229                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1230                 {
1231                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1232                 }
1233                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1234                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1235                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1236                 {
1237                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1238                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1239                 }
1240                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1241                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1242                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1243                 //{
1244                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1245                 //}
1246                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1247                 {
1248                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1249                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1250                 }
1251         }
1252         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1253                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1254         else
1255                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1256 }
1257
1258 void R_Shadow_Stage_VisibleShadowVolumes(void)
1259 {
1260         R_Shadow_Stage_Reset();
1261         GL_BlendFunc(GL_ONE, GL_ONE);
1262         GL_DepthMask(false);
1263         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1264         qglPolygonOffset(0, 0);
1265         GL_Color(0.0, 0.0125, 0.1, 1);
1266         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1267         qglDepthFunc(GL_GEQUAL);
1268         qglCullFace(GL_FRONT); // this culls back
1269         qglDisable(GL_CULL_FACE);
1270         qglDisable(GL_STENCIL_TEST);
1271         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1272 }
1273
1274 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1275 {
1276         R_Shadow_Stage_Reset();
1277         GL_BlendFunc(GL_ONE, GL_ONE);
1278         GL_DepthMask(false);
1279         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1280         qglPolygonOffset(0, 0);
1281         GL_Color(0.1, 0.0125, 0, 1);
1282         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1283         qglDepthFunc(GL_EQUAL);
1284         qglCullFace(GL_FRONT); // this culls back
1285         qglEnable(GL_CULL_FACE);
1286         if (stenciltest)
1287                 qglEnable(GL_STENCIL_TEST);
1288         else
1289                 qglDisable(GL_STENCIL_TEST);
1290         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1291 }
1292
1293 void R_Shadow_Stage_End(void)
1294 {
1295         R_Shadow_Stage_Reset();
1296         R_Shadow_Stage_ActiveLight(NULL);
1297         GL_BlendFunc(GL_ONE, GL_ZERO);
1298         GL_DepthMask(true);
1299         GL_DepthTest(true);
1300         qglPolygonOffset(0, 0);
1301         //qglDisable(GL_POLYGON_OFFSET_FILL);
1302         GL_Color(1, 1, 1, 1);
1303         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1304         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1305         qglDepthFunc(GL_LEQUAL);
1306         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1307         qglDisable(GL_STENCIL_TEST);
1308         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1309         if (gl_support_stenciltwoside)
1310                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1311         qglStencilMask(~0);
1312         qglStencilFunc(GL_ALWAYS, 128, ~0);
1313         r_shadowstage = R_SHADOWSTAGE_NONE;
1314 }
1315
1316 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1317 {
1318         int i, ix1, iy1, ix2, iy2;
1319         float x1, y1, x2, y2;
1320         vec4_t v, v2;
1321         rmesh_t mesh;
1322         mplane_t planes[11];
1323         float vertex3f[256*3];
1324
1325         // if view is inside the light box, just say yes it's visible
1326         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1327         {
1328                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1329                 return false;
1330         }
1331
1332         // create a temporary brush describing the area the light can affect in worldspace
1333         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1334         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1335         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1336         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1337         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1338         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1339         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1340         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1341         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1342         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1343         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1344
1345         // turn the brush into a mesh
1346         memset(&mesh, 0, sizeof(rmesh_t));
1347         mesh.maxvertices = 256;
1348         mesh.vertex3f = vertex3f;
1349         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1350         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1351
1352         // if that mesh is empty, the light is not visible at all
1353         if (!mesh.numvertices)
1354                 return true;
1355
1356         if (!r_shadow_scissor.integer)
1357                 return false;
1358
1359         // if that mesh is not empty, check what area of the screen it covers
1360         x1 = y1 = x2 = y2 = 0;
1361         v[3] = 1.0f;
1362         for (i = 0;i < mesh.numvertices;i++)
1363         {
1364                 VectorCopy(mesh.vertex3f + i * 3, v);
1365                 GL_TransformToScreen(v, v2);
1366                 //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]);
1367                 if (i)
1368                 {
1369                         if (x1 > v2[0]) x1 = v2[0];
1370                         if (x2 < v2[0]) x2 = v2[0];
1371                         if (y1 > v2[1]) y1 = v2[1];
1372                         if (y2 < v2[1]) y2 = v2[1];
1373                 }
1374                 else
1375                 {
1376                         x1 = x2 = v2[0];
1377                         y1 = y2 = v2[1];
1378                 }
1379         }
1380
1381         // now convert the scissor rectangle to integer screen coordinates
1382         ix1 = x1 - 1.0f;
1383         iy1 = y1 - 1.0f;
1384         ix2 = x2 + 1.0f;
1385         iy2 = y2 + 1.0f;
1386         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1387
1388         // clamp it to the screen
1389         if (ix1 < r_view_x) ix1 = r_view_x;
1390         if (iy1 < r_view_y) iy1 = r_view_y;
1391         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1392         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1393
1394         // if it is inside out, it's not visible
1395         if (ix2 <= ix1 || iy2 <= iy1)
1396                 return true;
1397
1398         // the light area is visible, set up the scissor rectangle
1399         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1400         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1401         //qglEnable(GL_SCISSOR_TEST);
1402         c_rt_scissored++;
1403         return false;
1404 }
1405
1406 extern float *rsurface_vertex3f;
1407 extern float *rsurface_svector3f;
1408 extern float *rsurface_tvector3f;
1409 extern float *rsurface_normal3f;
1410 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1411
1412 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1413 {
1414         int numverts = surface->num_vertices;
1415         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1416         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1417         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1418         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1419         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1420         {
1421                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1422                 if ((dist = DotProduct(v, v)) < 1)
1423                 {
1424                         dist = sqrt(dist);
1425                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1426                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1427                         if ((dot = DotProduct(n, v)) > 0)
1428                         {
1429                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1430                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1431                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1432                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1433                         }
1434                         else
1435                         {
1436                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1437                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1438                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1439                         }
1440                         color4f[0] = bound(0, color4f[0], 1);
1441                         color4f[1] = bound(0, color4f[1], 1);
1442                         color4f[2] = bound(0, color4f[2], 1);
1443                 }
1444                 else
1445                         VectorClear(color4f);
1446                 color4f[3] = 1;
1447         }
1448 }
1449
1450 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1451 {
1452         int numverts = surface->num_vertices;
1453         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1454         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1455         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1456         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1457         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1458         {
1459                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1460                 if ((dist = fabs(v[2])) < 1)
1461                 {
1462                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1463                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1464                         if ((dot = DotProduct(n, v)) > 0)
1465                         {
1466                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1467                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1468                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1469                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1470                         }
1471                         else
1472                         {
1473                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1474                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1475                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1476                         }
1477                         color4f[0] = bound(0, color4f[0], 1);
1478                         color4f[1] = bound(0, color4f[1], 1);
1479                         color4f[2] = bound(0, color4f[2], 1);
1480                 }
1481                 else
1482                         VectorClear(color4f);
1483                 color4f[3] = 1;
1484         }
1485 }
1486
1487 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1488 {
1489         int numverts = surface->num_vertices;
1490         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1491         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1492         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1493         float dot, shadeintensity, v[3], n[3];
1494         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1495         {
1496                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1497                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1498                 if ((dot = DotProduct(n, v)) > 0)
1499                 {
1500                         shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1501                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1502                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1503                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1504                         color4f[0] = bound(0, color4f[0], 1);
1505                         color4f[1] = bound(0, color4f[1], 1);
1506                         color4f[2] = bound(0, color4f[2], 1);
1507                 }
1508                 else
1509                         VectorClear(color4f);
1510                 color4f[3] = 1;
1511         }
1512 }
1513
1514 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1515 #define USETEXMATRIX
1516
1517 #ifndef USETEXMATRIX
1518 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1519 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1520 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1521 {
1522         do
1523         {
1524                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1525                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1526                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1527                 vertex3f += 3;
1528                 tc3f += 3;
1529         }
1530         while (--numverts);
1531 }
1532
1533 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1534 {
1535         do
1536         {
1537                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1538                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1539                 vertex3f += 3;
1540                 tc2f += 2;
1541         }
1542         while (--numverts);
1543 }
1544 #endif
1545
1546 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1547 {
1548         int i;
1549         float lightdir[3];
1550         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1551         {
1552                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1553                 // the cubemap normalizes this for us
1554                 out3f[0] = DotProduct(svector3f, lightdir);
1555                 out3f[1] = DotProduct(tvector3f, lightdir);
1556                 out3f[2] = DotProduct(normal3f, lightdir);
1557         }
1558 }
1559
1560 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1561 {
1562         int i;
1563         float lightdir[3], eyedir[3], halfdir[3];
1564         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1565         {
1566                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1567                 VectorNormalize(lightdir);
1568                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1569                 VectorNormalize(eyedir);
1570                 VectorAdd(lightdir, eyedir, halfdir);
1571                 // the cubemap normalizes this for us
1572                 out3f[0] = DotProduct(svector3f, halfdir);
1573                 out3f[1] = DotProduct(tvector3f, halfdir);
1574                 out3f[2] = DotProduct(normal3f, halfdir);
1575         }
1576 }
1577
1578 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1579 {
1580         // used to display how many times a surface is lit for level design purposes
1581         int surfacelistindex;
1582         rmeshstate_t m;
1583         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1584         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1585         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1586         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1587         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1588         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1589         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1590         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1591                 return;
1592         GL_Color(0.1, 0.025, 0, 1);
1593         memset(&m, 0, sizeof(m));
1594         R_Mesh_State(&m);
1595         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1596         {
1597                 const msurface_t *surface = surfacelist[surfacelistindex];
1598                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1599                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1600                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1601                 GL_LockArrays(0, 0);
1602         }
1603 }
1604
1605 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1606 {
1607         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1608         int surfacelistindex;
1609         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1610         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1611         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1612         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1613         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1614         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1615         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1616         // TODO: add direct pants/shirt rendering
1617         if (doambientpants || dodiffusepants)
1618                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1619         if (doambientshirt || dodiffuseshirt)
1620                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1621         if (!doambientbase && !dodiffusebase && !dospecular)
1622                 return;
1623         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1624         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1625         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1626         R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1627         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1628         {
1629                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1630         }
1631         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1632         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1633         {
1634                 const msurface_t *surface = surfacelist[surfacelistindex];
1635                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1636                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1637                 if (!rsurface_svector3f)
1638                 {
1639                         rsurface_svector3f = varray_svector3f;
1640                         rsurface_tvector3f = varray_tvector3f;
1641                         rsurface_normal3f = varray_normal3f;
1642                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1643                 }
1644                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1645                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1646                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1647                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1648                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1649                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1650                 c_rt_lightmeshes++;
1651                 c_rt_lighttris += surface->num_triangles;
1652                 GL_LockArrays(0, 0);
1653         }
1654 }
1655
1656 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1657 {
1658         // ARB path (any Geforce, any Radeon)
1659         int surfacelistindex;
1660         int renders;
1661         float color2[3], colorscale;
1662         rmeshstate_t m;
1663         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1664         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1665         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1666         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1667         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1668         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1669         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1670         // TODO: add direct pants/shirt rendering
1671         if (doambientpants || dodiffusepants)
1672                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1673         if (doambientshirt || dodiffuseshirt)
1674                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1675         if (!doambientbase && !dodiffusebase && !dospecular)
1676                 return;
1677         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1678         {
1679                 const msurface_t *surface = surfacelist[surfacelistindex];
1680                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1681                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1682                 if (!rsurface_svector3f)
1683                 {
1684                         rsurface_svector3f = varray_svector3f;
1685                         rsurface_tvector3f = varray_tvector3f;
1686                         rsurface_normal3f = varray_normal3f;
1687                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1688                 }
1689                 if (doambientbase)
1690                 {
1691                         GL_Color(1,1,1,1);
1692                         colorscale = r_shadow_rtlight->ambientscale;
1693                         // colorscale accounts for how much we multiply the brightness
1694                         // during combine.
1695                         //
1696                         // mult is how many times the final pass of the lighting will be
1697                         // performed to get more brightness than otherwise possible.
1698                         //
1699                         // Limit mult to 64 for sanity sake.
1700                         if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1701                         {
1702                                 // 3 3D combine path (Geforce3, Radeon 8500)
1703                                 memset(&m, 0, sizeof(m));
1704                                 m.pointer_vertex = rsurface_vertex3f;
1705                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1706 #ifdef USETEXMATRIX
1707                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1708                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1709 #else
1710                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1711                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1712 #endif
1713                                 m.tex[1] = R_GetTexture(basetexture);
1714                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1715                                 m.texmatrix[1] = texture->currenttexmatrix;
1716                                 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1717 #ifdef USETEXMATRIX
1718                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1719                                 m.texmatrix[2] = r_shadow_entitytolight;
1720 #else
1721                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1722                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1723 #endif
1724                                 GL_BlendFunc(GL_ONE, GL_ONE);
1725                         }
1726                         else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1727                         {
1728                                 // 2 3D combine path (Geforce3, original Radeon)
1729                                 memset(&m, 0, sizeof(m));
1730                                 m.pointer_vertex = rsurface_vertex3f;
1731                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1732 #ifdef USETEXMATRIX
1733                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1734                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1735 #else
1736                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1737                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1738 #endif
1739                                 m.tex[1] = R_GetTexture(basetexture);
1740                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1741                                 m.texmatrix[1] = texture->currenttexmatrix;
1742                                 GL_BlendFunc(GL_ONE, GL_ONE);
1743                         }
1744                         else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1745                         {
1746                                 // 4 2D combine path (Geforce3, Radeon 8500)
1747                                 memset(&m, 0, sizeof(m));
1748                                 m.pointer_vertex = rsurface_vertex3f;
1749                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1750 #ifdef USETEXMATRIX
1751                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1752                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1753 #else
1754                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1755                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1756 #endif
1757                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1758 #ifdef USETEXMATRIX
1759                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1760                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1761 #else
1762                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1763                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1764 #endif
1765                                 m.tex[2] = R_GetTexture(basetexture);
1766                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1767                                 m.texmatrix[2] = texture->currenttexmatrix;
1768                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1769                                 {
1770                                         m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1771 #ifdef USETEXMATRIX
1772                                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1773                                         m.texmatrix[3] = r_shadow_entitytolight;
1774 #else
1775                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1776                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1777 #endif
1778                                 }
1779                                 GL_BlendFunc(GL_ONE, GL_ONE);
1780                         }
1781                         else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1782                         {
1783                                 // 3 2D combine path (Geforce3, original Radeon)
1784                                 memset(&m, 0, sizeof(m));
1785                                 m.pointer_vertex = rsurface_vertex3f;
1786                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1787 #ifdef USETEXMATRIX
1788                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1789                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1790 #else
1791                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1792                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1793 #endif
1794                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1795 #ifdef USETEXMATRIX
1796                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1797                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1798 #else
1799                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1800                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1801 #endif
1802                                 m.tex[2] = R_GetTexture(basetexture);
1803                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1804                                 m.texmatrix[2] = texture->currenttexmatrix;
1805                                 GL_BlendFunc(GL_ONE, GL_ONE);
1806                         }
1807                         else
1808                         {
1809                                 // 2/2/2 2D combine path (any dot3 card)
1810                                 memset(&m, 0, sizeof(m));
1811                                 m.pointer_vertex = rsurface_vertex3f;
1812                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1813 #ifdef USETEXMATRIX
1814                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1815                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1816 #else
1817                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1818                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1819 #endif
1820                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1821 #ifdef USETEXMATRIX
1822                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1823                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1824 #else
1825                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1826                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1827 #endif
1828                                 R_Mesh_State(&m);
1829                                 GL_ColorMask(0,0,0,1);
1830                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1831                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1832                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1833                                 GL_LockArrays(0, 0);
1834                                 c_rt_lightmeshes++;
1835                                 c_rt_lighttris += surface->num_triangles;
1836
1837                                 memset(&m, 0, sizeof(m));
1838                                 m.pointer_vertex = rsurface_vertex3f;
1839                                 m.tex[0] = R_GetTexture(basetexture);
1840                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1841                                 m.texmatrix[0] = texture->currenttexmatrix;
1842                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1843                                 {
1844                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1845 #ifdef USETEXMATRIX
1846                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1847                                         m.texmatrix[1] = r_shadow_entitytolight;
1848 #else
1849                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1850                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1851 #endif
1852                                 }
1853                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1854                         }
1855                         // this final code is shared
1856                         R_Mesh_State(&m);
1857                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1858                         VectorScale(lightcolorbase, colorscale, color2);
1859                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1860                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1861                         {
1862                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1863                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1864                                 c_rt_lightmeshes++;
1865                                 c_rt_lighttris += surface->num_triangles;
1866                         }
1867                         GL_LockArrays(0, 0);
1868                 }
1869                 if (dodiffusebase)
1870                 {
1871                         GL_Color(1,1,1,1);
1872                         colorscale = r_shadow_rtlight->diffusescale;
1873                         // colorscale accounts for how much we multiply the brightness
1874                         // during combine.
1875                         //
1876                         // mult is how many times the final pass of the lighting will be
1877                         // performed to get more brightness than otherwise possible.
1878                         //
1879                         // Limit mult to 64 for sanity sake.
1880                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1881                         {
1882                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1883                                 memset(&m, 0, sizeof(m));
1884                                 m.pointer_vertex = rsurface_vertex3f;
1885                                 m.tex[0] = R_GetTexture(normalmaptexture);
1886                                 m.texcombinergb[0] = GL_REPLACE;
1887                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1888                                 m.texmatrix[0] = texture->currenttexmatrix;
1889                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1890                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1891                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1892                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1893                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1894 #ifdef USETEXMATRIX
1895                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1896                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1897 #else
1898                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1899                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1900 #endif
1901                                 R_Mesh_State(&m);
1902                                 GL_ColorMask(0,0,0,1);
1903                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1904                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1905                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1906                                 GL_LockArrays(0, 0);
1907                                 c_rt_lightmeshes++;
1908                                 c_rt_lighttris += surface->num_triangles;
1909
1910                                 memset(&m, 0, sizeof(m));
1911                                 m.pointer_vertex = rsurface_vertex3f;
1912                                 m.tex[0] = R_GetTexture(basetexture);
1913                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1914                                 m.texmatrix[0] = texture->currenttexmatrix;
1915                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1916                                 {
1917                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1918 #ifdef USETEXMATRIX
1919                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1920                                         m.texmatrix[1] = r_shadow_entitytolight;
1921 #else
1922                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1923                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1924 #endif
1925                                 }
1926                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1927                         }
1928                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1929                         {
1930                                 // 1/2/2 3D combine path (original Radeon)
1931                                 memset(&m, 0, sizeof(m));
1932                                 m.pointer_vertex = rsurface_vertex3f;
1933                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1934 #ifdef USETEXMATRIX
1935                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1936                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1937 #else
1938                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1939                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1940 #endif
1941                                 R_Mesh_State(&m);
1942                                 GL_ColorMask(0,0,0,1);
1943                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1944                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1945                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1946                                 GL_LockArrays(0, 0);
1947                                 c_rt_lightmeshes++;
1948                                 c_rt_lighttris += surface->num_triangles;
1949
1950                                 memset(&m, 0, sizeof(m));
1951                                 m.pointer_vertex = rsurface_vertex3f;
1952                                 m.tex[0] = R_GetTexture(normalmaptexture);
1953                                 m.texcombinergb[0] = GL_REPLACE;
1954                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1955                                 m.texmatrix[0] = texture->currenttexmatrix;
1956                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1957                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1958                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1959                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1960                                 R_Mesh_State(&m);
1961                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1962                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1963                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1964                                 GL_LockArrays(0, 0);
1965                                 c_rt_lightmeshes++;
1966                                 c_rt_lighttris += surface->num_triangles;
1967
1968                                 memset(&m, 0, sizeof(m));
1969                                 m.pointer_vertex = rsurface_vertex3f;
1970                                 m.tex[0] = R_GetTexture(basetexture);
1971                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1972                                 m.texmatrix[0] = texture->currenttexmatrix;
1973                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1974                                 {
1975                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1976 #ifdef USETEXMATRIX
1977                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1978                                         m.texmatrix[1] = r_shadow_entitytolight;
1979 #else
1980                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1981                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1982 #endif
1983                                 }
1984                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1985                         }
1986                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1987                         {
1988                                 // 2/2 3D combine path (original Radeon)
1989                                 memset(&m, 0, sizeof(m));
1990                                 m.pointer_vertex = rsurface_vertex3f;
1991                                 m.tex[0] = R_GetTexture(normalmaptexture);
1992                                 m.texcombinergb[0] = GL_REPLACE;
1993                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1994                                 m.texmatrix[0] = texture->currenttexmatrix;
1995                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1996                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1997                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1998                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1999                                 R_Mesh_State(&m);
2000                                 GL_ColorMask(0,0,0,1);
2001                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2002                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2003                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2004                                 GL_LockArrays(0, 0);
2005                                 c_rt_lightmeshes++;
2006                                 c_rt_lighttris += surface->num_triangles;
2007
2008                                 memset(&m, 0, sizeof(m));
2009                                 m.pointer_vertex = rsurface_vertex3f;
2010                                 m.tex[0] = R_GetTexture(basetexture);
2011                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2012                                 m.texmatrix[0] = texture->currenttexmatrix;
2013                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2014 #ifdef USETEXMATRIX
2015                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2016                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2017 #else
2018                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2019                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2020 #endif
2021                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2022                         }
2023                         else if (r_textureunits.integer >= 4)
2024                         {
2025                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2026                                 memset(&m, 0, sizeof(m));
2027                                 m.pointer_vertex = rsurface_vertex3f;
2028                                 m.tex[0] = R_GetTexture(normalmaptexture);
2029                                 m.texcombinergb[0] = GL_REPLACE;
2030                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2031                                 m.texmatrix[0] = texture->currenttexmatrix;
2032                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2033                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2034                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2035                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2036                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2037 #ifdef USETEXMATRIX
2038                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2039                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2040 #else
2041                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2042                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2043 #endif
2044                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2045 #ifdef USETEXMATRIX
2046                                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2047                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2048 #else
2049                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2050                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2051 #endif
2052                                 R_Mesh_State(&m);
2053                                 GL_ColorMask(0,0,0,1);
2054                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2055                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2056                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2057                                 GL_LockArrays(0, 0);
2058                                 c_rt_lightmeshes++;
2059                                 c_rt_lighttris += surface->num_triangles;
2060
2061                                 memset(&m, 0, sizeof(m));
2062                                 m.pointer_vertex = rsurface_vertex3f;
2063                                 m.tex[0] = R_GetTexture(basetexture);
2064                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2065                                 m.texmatrix[0] = texture->currenttexmatrix;
2066                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2067                                 {
2068                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2069 #ifdef USETEXMATRIX
2070                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2071                                         m.texmatrix[1] = r_shadow_entitytolight;
2072 #else
2073                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2074                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2075 #endif
2076                                 }
2077                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2078                         }
2079                         else
2080                         {
2081                                 // 2/2/2 2D combine path (any dot3 card)
2082                                 memset(&m, 0, sizeof(m));
2083                                 m.pointer_vertex = rsurface_vertex3f;
2084                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2085 #ifdef USETEXMATRIX
2086                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2087                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2088 #else
2089                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2090                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2091 #endif
2092                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2093 #ifdef USETEXMATRIX
2094                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2095                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2096 #else
2097                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2098                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2099 #endif
2100                                 R_Mesh_State(&m);
2101                                 GL_ColorMask(0,0,0,1);
2102                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2103                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2104                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2105                                 GL_LockArrays(0, 0);
2106                                 c_rt_lightmeshes++;
2107                                 c_rt_lighttris += surface->num_triangles;
2108
2109                                 memset(&m, 0, sizeof(m));
2110                                 m.pointer_vertex = rsurface_vertex3f;
2111                                 m.tex[0] = R_GetTexture(normalmaptexture);
2112                                 m.texcombinergb[0] = GL_REPLACE;
2113                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2114                                 m.texmatrix[0] = texture->currenttexmatrix;
2115                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2116                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2117                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2118                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2119                                 R_Mesh_State(&m);
2120                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2121                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2122                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2123                                 GL_LockArrays(0, 0);
2124                                 c_rt_lightmeshes++;
2125                                 c_rt_lighttris += surface->num_triangles;
2126
2127                                 memset(&m, 0, sizeof(m));
2128                                 m.pointer_vertex = rsurface_vertex3f;
2129                                 m.tex[0] = R_GetTexture(basetexture);
2130                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2131                                 m.texmatrix[0] = texture->currenttexmatrix;
2132                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2133                                 {
2134                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2135 #ifdef USETEXMATRIX
2136                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2137                                         m.texmatrix[1] = r_shadow_entitytolight;
2138 #else
2139                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2140                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2141 #endif
2142                                 }
2143                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2144                         }
2145                         // this final code is shared
2146                         R_Mesh_State(&m);
2147                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2148                         VectorScale(lightcolorbase, colorscale, color2);
2149                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2150                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2151                         {
2152                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2153                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2154                                 c_rt_lightmeshes++;
2155                                 c_rt_lighttris += surface->num_triangles;
2156                         }
2157                         GL_LockArrays(0, 0);
2158                 }
2159                 if (dospecular)
2160                 {
2161                         // FIXME: detect blendsquare!
2162                         //if (gl_support_blendsquare)
2163                         {
2164                                 colorscale = specularscale;
2165                                 GL_Color(1,1,1,1);
2166                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2167                                 {
2168                                         // 2/0/0/1/2 3D combine blendsquare path
2169                                         memset(&m, 0, sizeof(m));
2170                                         m.pointer_vertex = rsurface_vertex3f;
2171                                         m.tex[0] = R_GetTexture(normalmaptexture);
2172                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2173                                         m.texmatrix[0] = texture->currenttexmatrix;
2174                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2175                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2176                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2177                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2178                                         R_Mesh_State(&m);
2179                                         GL_ColorMask(0,0,0,1);
2180                                         // this squares the result
2181                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2182                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2183                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2184                                         GL_LockArrays(0, 0);
2185                                         c_rt_lightmeshes++;
2186                                         c_rt_lighttris += surface->num_triangles;
2187
2188                                         memset(&m, 0, sizeof(m));
2189                                         m.pointer_vertex = rsurface_vertex3f;
2190                                         R_Mesh_State(&m);
2191                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2192                                         // square alpha in framebuffer a few times to make it shiny
2193                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2194                                         // these comments are a test run through this math for intensity 0.5
2195                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2196                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2197                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2198                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2199                                         c_rt_lightmeshes++;
2200                                         c_rt_lighttris += surface->num_triangles;
2201                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2202                                         c_rt_lightmeshes++;
2203                                         c_rt_lighttris += surface->num_triangles;
2204                                         GL_LockArrays(0, 0);
2205
2206                                         memset(&m, 0, sizeof(m));
2207                                         m.pointer_vertex = rsurface_vertex3f;
2208                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2209 #ifdef USETEXMATRIX
2210                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2211                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2212 #else
2213                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2214                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2215 #endif
2216                                         R_Mesh_State(&m);
2217                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2218                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2219                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2220                                         GL_LockArrays(0, 0);
2221                                         c_rt_lightmeshes++;
2222                                         c_rt_lighttris += surface->num_triangles;
2223
2224                                         memset(&m, 0, sizeof(m));
2225                                         m.pointer_vertex = rsurface_vertex3f;
2226                                         m.tex[0] = R_GetTexture(glosstexture);
2227                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2228                                         m.texmatrix[0] = texture->currenttexmatrix;
2229                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2230                                         {
2231                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2232 #ifdef USETEXMATRIX
2233                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2234                                                 m.texmatrix[1] = r_shadow_entitytolight;
2235 #else
2236                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2237                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2238 #endif
2239                                         }
2240                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2241                                 }
2242                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2243                                 {
2244                                         // 2/0/0/2 3D combine blendsquare path
2245                                         memset(&m, 0, sizeof(m));
2246                                         m.pointer_vertex = rsurface_vertex3f;
2247                                         m.tex[0] = R_GetTexture(normalmaptexture);
2248                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2249                                         m.texmatrix[0] = texture->currenttexmatrix;
2250                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2251                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2252                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2253                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2254                                         R_Mesh_State(&m);
2255                                         GL_ColorMask(0,0,0,1);
2256                                         // this squares the result
2257                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2258                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2259                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2260                                         GL_LockArrays(0, 0);
2261                                         c_rt_lightmeshes++;
2262                                         c_rt_lighttris += surface->num_triangles;
2263
2264                                         memset(&m, 0, sizeof(m));
2265                                         m.pointer_vertex = rsurface_vertex3f;
2266                                         R_Mesh_State(&m);
2267                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2268                                         // square alpha in framebuffer a few times to make it shiny
2269                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2270                                         // these comments are a test run through this math for intensity 0.5
2271                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2272                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2273                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2274                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2275                                         c_rt_lightmeshes++;
2276                                         c_rt_lighttris += surface->num_triangles;
2277                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2278                                         c_rt_lightmeshes++;
2279                                         c_rt_lighttris += surface->num_triangles;
2280                                         GL_LockArrays(0, 0);
2281
2282                                         memset(&m, 0, sizeof(m));
2283                                         m.pointer_vertex = rsurface_vertex3f;
2284                                         m.tex[0] = R_GetTexture(glosstexture);
2285                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2286                                         m.texmatrix[0] = texture->currenttexmatrix;
2287                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2288 #ifdef USETEXMATRIX
2289                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2290                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2291 #else
2292                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2293                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2294 #endif
2295                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2296                                 }
2297                                 else
2298                                 {
2299                                         // 2/0/0/2/2 2D combine blendsquare path
2300                                         memset(&m, 0, sizeof(m));
2301                                         m.pointer_vertex = rsurface_vertex3f;
2302                                         m.tex[0] = R_GetTexture(normalmaptexture);
2303                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2304                                         m.texmatrix[0] = texture->currenttexmatrix;
2305                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2306                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2307                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2308                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2309                                         R_Mesh_State(&m);
2310                                         GL_ColorMask(0,0,0,1);
2311                                         // this squares the result
2312                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2313                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2314                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2315                                         GL_LockArrays(0, 0);
2316                                         c_rt_lightmeshes++;
2317                                         c_rt_lighttris += surface->num_triangles;
2318
2319                                         memset(&m, 0, sizeof(m));
2320                                         m.pointer_vertex = rsurface_vertex3f;
2321                                         R_Mesh_State(&m);
2322                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2323                                         // square alpha in framebuffer a few times to make it shiny
2324                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2325                                         // these comments are a test run through this math for intensity 0.5
2326                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2327                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2328                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2329                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2330                                         c_rt_lightmeshes++;
2331                                         c_rt_lighttris += surface->num_triangles;
2332                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2333                                         c_rt_lightmeshes++;
2334                                         c_rt_lighttris += surface->num_triangles;
2335                                         GL_LockArrays(0, 0);
2336
2337                                         memset(&m, 0, sizeof(m));
2338                                         m.pointer_vertex = rsurface_vertex3f;
2339                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2340 #ifdef USETEXMATRIX
2341                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2342                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2343 #else
2344                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2345                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2346 #endif
2347                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2348 #ifdef USETEXMATRIX
2349                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2350                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2351 #else
2352                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2353                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2354 #endif
2355                                         R_Mesh_State(&m);
2356                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2357                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2358                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2359                                         GL_LockArrays(0, 0);
2360                                         c_rt_lightmeshes++;
2361                                         c_rt_lighttris += surface->num_triangles;
2362
2363                                         memset(&m, 0, sizeof(m));
2364                                         m.pointer_vertex = rsurface_vertex3f;
2365                                         m.tex[0] = R_GetTexture(glosstexture);
2366                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2367                                         m.texmatrix[0] = texture->currenttexmatrix;
2368                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2369                                         {
2370                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2371 #ifdef USETEXMATRIX
2372                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2373                                                 m.texmatrix[1] = r_shadow_entitytolight;
2374 #else
2375                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2376                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2377 #endif
2378                                         }
2379                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2380                                 }
2381                                 R_Mesh_State(&m);
2382                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2383                                 VectorScale(lightcolorbase, colorscale, color2);
2384                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2385                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2386                                 {
2387                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2388                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2389                                         c_rt_lightmeshes++;
2390                                         c_rt_lighttris += surface->num_triangles;
2391                                 }
2392                                 GL_LockArrays(0, 0);
2393                         }
2394                 }
2395         }
2396 }
2397
2398 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2399 {
2400         int surfacelistindex;
2401         int renders;
2402         float ambientcolor2[3], diffusecolor2[3];
2403         rmeshstate_t m;
2404         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2405         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2406         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2407         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2408         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2409         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2410         //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2411         // TODO: add direct pants/shirt rendering
2412         if (doambientpants || dodiffusepants)
2413                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2414         if (doambientshirt || dodiffuseshirt)
2415                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2416         if (!doambientbase && !dodiffusebase)
2417                 return;
2418         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2419         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2420         GL_BlendFunc(GL_ONE, GL_ONE);
2421         memset(&m, 0, sizeof(m));
2422         m.tex[0] = R_GetTexture(basetexture);
2423         if (r_textureunits.integer >= 2)
2424         {
2425                 // voodoo2
2426                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2427 #ifdef USETEXMATRIX
2428                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2429 #else
2430                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2431                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2432 #endif
2433                 if (r_textureunits.integer >= 3)
2434                 {
2435                         // Geforce3/Radeon class but not using dot3
2436                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2437 #ifdef USETEXMATRIX
2438                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2439 #else
2440                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2441                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2442 #endif
2443                 }
2444         }
2445         m.pointer_color = varray_color4f;
2446         R_Mesh_State(&m);
2447         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2448         {
2449                 const msurface_t *surface = surfacelist[surfacelistindex];
2450                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2451                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2452                 if (!rsurface_svector3f)
2453                 {
2454                         rsurface_svector3f = varray_svector3f;
2455                         rsurface_tvector3f = varray_tvector3f;
2456                         rsurface_normal3f = varray_normal3f;
2457                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2458                 }
2459                 // OpenGL 1.1 path (anything)
2460                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2461                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2462                 if (r_textureunits.integer >= 2)
2463                 {
2464                         // voodoo2 or TNT
2465 #ifdef USETEXMATRIX
2466                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2467 #else
2468                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2469 #endif
2470                         if (r_textureunits.integer >= 3)
2471                         {
2472                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2473 #ifdef USETEXMATRIX
2474                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2475 #else
2476                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2477 #endif
2478                         }
2479                 }
2480                 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2481                 {
2482                         if (r_textureunits.integer >= 3)
2483                                 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2484                         else if (r_textureunits.integer >= 2)
2485                                 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2486                         else
2487                                 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2488                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2489                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2490                         GL_LockArrays(0, 0);
2491                         c_rt_lightmeshes++;
2492                         c_rt_lighttris += surface->num_triangles;
2493                 }
2494         }
2495 }
2496
2497 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2498 {
2499         // FIXME: support MATERIALFLAG_NODEPTHTEST
2500         switch (r_shadowstage)
2501         {
2502         case R_SHADOWSTAGE_VISIBLELIGHTING:
2503                 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2504                 break;
2505         case R_SHADOWSTAGE_LIGHT_GLSL:
2506                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2507                 break;
2508         case R_SHADOWSTAGE_LIGHT_DOT3:
2509                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2510                 break;
2511         case R_SHADOWSTAGE_LIGHT_VERTEX:
2512                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2513                 break;
2514         default:
2515                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2516                 break;
2517         }
2518 }
2519
2520 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2521 {
2522         int j, k;
2523         float scale;
2524         R_RTLight_Uncompile(rtlight);
2525         memset(rtlight, 0, sizeof(*rtlight));
2526
2527         VectorCopy(light->origin, rtlight->shadoworigin);
2528         VectorCopy(light->color, rtlight->color);
2529         rtlight->radius = light->radius;
2530         //rtlight->cullradius = rtlight->radius;
2531         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2532         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2533         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2534         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2535         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2536         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2537         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2538         rtlight->cubemapname[0] = 0;
2539         if (light->cubemapname[0])
2540                 strcpy(rtlight->cubemapname, light->cubemapname);
2541         else if (light->cubemapnum > 0)
2542                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2543         rtlight->shadow = light->shadow;
2544         rtlight->corona = light->corona;
2545         rtlight->style = light->style;
2546         rtlight->isstatic = isstatic;
2547         rtlight->coronasizescale = light->coronasizescale;
2548         rtlight->ambientscale = light->ambientscale;
2549         rtlight->diffusescale = light->diffusescale;
2550         rtlight->specularscale = light->specularscale;
2551         rtlight->flags = light->flags;
2552         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2553         // ConcatScale won't work here because this needs to scale rotate and
2554         // translate, not just rotate
2555         scale = 1.0f / rtlight->radius;
2556         for (k = 0;k < 3;k++)
2557                 for (j = 0;j < 4;j++)
2558                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2559
2560         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2561         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2562         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2563         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2564 }
2565
2566 // compiles rtlight geometry
2567 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2568 void R_RTLight_Compile(rtlight_t *rtlight)
2569 {
2570         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2571         entity_render_t *ent = r_refdef.worldentity;
2572         model_t *model = r_refdef.worldmodel;
2573         qbyte *data;
2574
2575         // compile the light
2576         rtlight->compiled = true;
2577         rtlight->static_numleafs = 0;
2578         rtlight->static_numleafpvsbytes = 0;
2579         rtlight->static_leaflist = NULL;
2580         rtlight->static_leafpvs = NULL;
2581         rtlight->static_numsurfaces = 0;
2582         rtlight->static_surfacelist = NULL;
2583         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2584         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2585         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2586         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2587         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2588         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2589
2590         if (model && model->GetLightInfo)
2591         {
2592                 // this variable must be set for the CompileShadowVolume code
2593                 r_shadow_compilingrtlight = rtlight;
2594                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2595                 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);
2596                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2597                 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2598                 rtlight->static_numleafs = numleafs;
2599                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2600                 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2601                 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2602                 rtlight->static_numsurfaces = numsurfaces;
2603                 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2604                 if (numleafs)
2605                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2606                 if (numleafpvsbytes)
2607                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2608                 if (numsurfaces)
2609                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2610                 if (model->CompileShadowVolume && rtlight->shadow)
2611                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2612                 // now we're done compiling the rtlight
2613                 r_shadow_compilingrtlight = NULL;
2614         }
2615
2616
2617         // use smallest available cullradius - box radius or light radius
2618         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2619         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2620
2621         shadowmeshes = 0;
2622         shadowtris = 0;
2623         if (rtlight->static_meshchain_shadow)
2624         {
2625                 shadowmesh_t *mesh;
2626                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2627                 {
2628                         shadowmeshes++;
2629                         shadowtris += mesh->numtriangles;
2630                 }
2631         }
2632
2633         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2634 }
2635
2636 void R_RTLight_Uncompile(rtlight_t *rtlight)
2637 {
2638         if (rtlight->compiled)
2639         {
2640                 if (rtlight->static_meshchain_shadow)
2641                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2642                 rtlight->static_meshchain_shadow = NULL;
2643                 // these allocations are grouped
2644                 if (rtlight->static_leaflist)
2645                         Mem_Free(rtlight->static_leaflist);
2646                 rtlight->static_numleafs = 0;
2647                 rtlight->static_numleafpvsbytes = 0;
2648                 rtlight->static_leaflist = NULL;
2649                 rtlight->static_leafpvs = NULL;
2650                 rtlight->static_numsurfaces = 0;
2651                 rtlight->static_surfacelist = NULL;
2652                 rtlight->compiled = false;
2653         }
2654 }
2655
2656 void R_Shadow_UncompileWorldLights(void)
2657 {
2658         dlight_t *light;
2659         for (light = r_shadow_worldlightchain;light;light = light->next)
2660                 R_RTLight_Uncompile(&light->rtlight);
2661 }
2662
2663 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2664 {
2665         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2666         vec_t relativeshadowradius;
2667         if (ent == r_refdef.worldentity)
2668         {
2669                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2670                 {
2671                         shadowmesh_t *mesh;
2672                         R_Mesh_Matrix(&ent->matrix);
2673                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2674                         {
2675                                 R_Mesh_VertexPointer(mesh->vertex3f);
2676                                 GL_LockArrays(0, mesh->numverts);
2677                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2678                                 {
2679                                         // decrement stencil if backface is behind depthbuffer
2680                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2681                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2682                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2683                                         c_rtcached_shadowmeshes++;
2684                                         c_rtcached_shadowtris += mesh->numtriangles;
2685                                         // increment stencil if frontface is behind depthbuffer
2686                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2687                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2688                                 }
2689                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2690                                 c_rtcached_shadowmeshes++;
2691                                 c_rtcached_shadowtris += mesh->numtriangles;
2692                                 GL_LockArrays(0, 0);
2693                         }
2694                 }
2695                 else if (numsurfaces)
2696                 {
2697                         R_Mesh_Matrix(&ent->matrix);
2698                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2699                 }
2700         }
2701         else
2702         {
2703                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2704                 relativeshadowradius = rtlight->radius / ent->scale;
2705                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2706                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2707                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2708                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2709                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2710                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2711                 R_Mesh_Matrix(&ent->matrix);
2712                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2713         }
2714 }
2715
2716 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
2717 {
2718         // set up properties for rendering light onto this entity
2719         r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
2720         r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
2721         r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
2722         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2723         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2724         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2725         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2726         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2727         R_Mesh_Matrix(&ent->matrix);
2728         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2729         {
2730                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2731                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2732                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2733                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2734                 {
2735                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2736                 }
2737         }
2738         if (ent == r_refdef.worldentity)
2739                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
2740         else
2741                 ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
2742 }
2743
2744 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2745 {
2746         int i, usestencil;
2747         float f;
2748         vec3_t lightcolor;
2749         int numleafs, numsurfaces;
2750         int *leaflist, *surfacelist;
2751         qbyte *leafpvs;
2752         int numlightentities;
2753         int numshadowentities;
2754         entity_render_t *lightentities[MAX_EDICTS];
2755         entity_render_t *shadowentities[MAX_EDICTS];
2756
2757         // skip lights that don't light (corona only lights)
2758         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2759                 return;
2760
2761         f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2762         VectorScale(rtlight->color, f, lightcolor);
2763         if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2764                 return;
2765         /*
2766         if (rtlight->selected)
2767         {
2768                 f = 2 + sin(realtime * M_PI * 4.0);
2769                 VectorScale(lightcolor, f, lightcolor);
2770         }
2771         */
2772
2773         // loading is done before visibility checks because loading should happen
2774         // all at once at the start of a level, not when it stalls gameplay.
2775         // (especially important to benchmarks)
2776         // compile light
2777         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2778                 R_RTLight_Compile(rtlight);
2779         // load cubemap
2780         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2781
2782         // if the light box is offscreen, skip it
2783         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2784                 return;
2785
2786         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2787         {
2788                 // compiled light, world available and can receive realtime lighting
2789                 // retrieve leaf information
2790                 numleafs = rtlight->static_numleafs;
2791                 leaflist = rtlight->static_leaflist;
2792                 leafpvs = rtlight->static_leafpvs;
2793                 numsurfaces = rtlight->static_numsurfaces;
2794                 surfacelist = rtlight->static_surfacelist;
2795         }
2796         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2797         {
2798                 // dynamic light, world available and can receive realtime lighting
2799                 // calculate lit surfaces and leafs
2800                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2801                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2802                 leaflist = r_shadow_buffer_leaflist;
2803                 leafpvs = r_shadow_buffer_leafpvs;
2804                 surfacelist = r_shadow_buffer_surfacelist;
2805                 // if the reduced leaf bounds are offscreen, skip it
2806                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2807                         return;
2808         }
2809         else
2810         {
2811                 // no world
2812                 numleafs = 0;
2813                 leaflist = NULL;
2814                 leafpvs = NULL;
2815                 numsurfaces = 0;
2816                 surfacelist = NULL;
2817         }
2818         // check if light is illuminating any visible leafs
2819         if (numleafs)
2820         {
2821                 for (i = 0;i < numleafs;i++)
2822                         if (r_worldleafvisible[leaflist[i]])
2823                                 break;
2824                 if (i == numleafs)
2825                         return;
2826         }
2827         // set up a scissor rectangle for this light
2828         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2829                 return;
2830
2831         numlightentities = 0;
2832         if (numsurfaces)
2833                 lightentities[numlightentities++] = r_refdef.worldentity;
2834         numshadowentities = 0;
2835         if (numsurfaces)
2836                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2837         if (r_drawentities.integer)
2838         {
2839                 for (i = 0;i < r_refdef.numentities;i++)
2840                 {
2841                         entity_render_t *ent = r_refdef.entities[i];
2842                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2843                          && ent->model
2844                          && !(ent->flags & RENDER_TRANSPARENT)
2845                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2846                         {
2847                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2848                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2849                                         shadowentities[numshadowentities++] = ent;
2850                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2851                                         lightentities[numlightentities++] = ent;
2852                         }
2853                 }
2854         }
2855
2856         // return if there's nothing at all to light
2857         if (!numlightentities)
2858                 return;
2859
2860         R_Shadow_Stage_ActiveLight(rtlight);
2861         c_rt_lights++;
2862
2863         usestencil = false;
2864         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2865         {
2866                 usestencil = true;
2867                 R_Shadow_Stage_StencilShadowVolumes();
2868                 for (i = 0;i < numshadowentities;i++)
2869                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2870         }
2871
2872         if (numlightentities && !visible)
2873         {
2874                 R_Shadow_Stage_Lighting(usestencil);
2875                 for (i = 0;i < numlightentities;i++)
2876                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2877         }
2878
2879         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2880         {
2881                 R_Shadow_Stage_VisibleShadowVolumes();
2882                 for (i = 0;i < numshadowentities;i++)
2883                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2884         }
2885
2886         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2887         {
2888                 R_Shadow_Stage_VisibleLighting(usestencil);
2889                 for (i = 0;i < numlightentities;i++)
2890                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2891         }
2892 }
2893
2894 void R_ShadowVolumeLighting(qboolean visible)
2895 {
2896         int lnum, flag;
2897         dlight_t *light;
2898
2899         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2900                 R_Shadow_EditLights_Reload_f();
2901
2902         R_Shadow_Stage_Begin();
2903
2904         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2905         if (r_shadow_debuglight.integer >= 0)
2906         {
2907                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2908                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2909                                 R_DrawRTLight(&light->rtlight, visible);
2910         }
2911         else
2912                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2913                         if (light->flags & flag)
2914                                 R_DrawRTLight(&light->rtlight, visible);
2915         if (r_rtdlight)
2916                 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2917                         R_DrawRTLight(&light->rtlight, visible);
2918
2919         R_Shadow_Stage_End();
2920 }
2921
2922 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2923 typedef struct suffixinfo_s
2924 {
2925         char *suffix;
2926         qboolean flipx, flipy, flipdiagonal;
2927 }
2928 suffixinfo_t;
2929 static suffixinfo_t suffix[3][6] =
2930 {
2931         {
2932                 {"px",   false, false, false},
2933         &n