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try unstick offsets in a certain order, preferring horizontal offsets
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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadow_rendermode_e
146 {
147         R_SHADOW_RENDERMODE_NONE,
148         R_SHADOW_RENDERMODE_STENCIL,
149         R_SHADOW_RENDERMODE_SEPARATESTENCIL,
150         R_SHADOW_RENDERMODE_STENCILTWOSIDE,
151         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
152         R_SHADOW_RENDERMODE_LIGHT_DOT3,
153         R_SHADOW_RENDERMODE_LIGHT_GLSL,
154         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
155         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 }
157 r_shadow_rendermode_t;
158
159 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
161 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162
163 int maxshadowtriangles;
164 int *shadowelements;
165
166 int maxshadowvertices;
167 float *shadowvertex3f;
168
169 int maxshadowmark;
170 int numshadowmark;
171 int *shadowmark;
172 int *shadowmarklist;
173 int shadowmarkcount;
174
175 int maxvertexupdate;
176 int *vertexupdate;
177 int *vertexremap;
178 int vertexupdatenum;
179
180 int r_shadow_buffer_numleafpvsbytes;
181 unsigned char *r_shadow_buffer_leafpvs;
182 int *r_shadow_buffer_leaflist;
183
184 int r_shadow_buffer_numsurfacepvsbytes;
185 unsigned char *r_shadow_buffer_surfacepvs;
186 int *r_shadow_buffer_surfacelist;
187
188 int r_shadow_buffer_numshadowtrispvsbytes;
189 unsigned char *r_shadow_buffer_shadowtrispvs;
190 int r_shadow_buffer_numlighttrispvsbytes;
191 unsigned char *r_shadow_buffer_lighttrispvs;
192
193 // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
194 vec3_t r_shadow_rtlight_cullmins;
195 vec3_t r_shadow_rtlight_cullmaxs;
196 // current light's culling planes
197 int r_shadow_rtlight_numfrustumplanes;
198 mplane_t r_shadow_rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
199
200 rtexturepool_t *r_shadow_texturepool;
201 rtexture_t *r_shadow_attenuationgradienttexture;
202 rtexture_t *r_shadow_attenuation2dtexture;
203 rtexture_t *r_shadow_attenuation3dtexture;
204
205 // lights are reloaded when this changes
206 char r_shadow_mapname[MAX_QPATH];
207
208 // used only for light filters (cubemaps)
209 rtexturepool_t *r_shadow_filters_texturepool;
210
211 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
212 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
213 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
214 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
215 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
216 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
217 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
218 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
219 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
220 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
221 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
222 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
223 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
224 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
225 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
226 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
227 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
228 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
229 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
230 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
231 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
232 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
233 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
234 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
235 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
236 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
237 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
238 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
239 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
240 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
241 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
242 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
243 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
244 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
245 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
246 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
247 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
248 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
249 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
250 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
251
252 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
253 #define ATTENTABLESIZE 256
254 // 1D gradient, 2D circle and 3D sphere attenuation textures
255 #define ATTEN1DSIZE 32
256 #define ATTEN2DSIZE 64
257 #define ATTEN3DSIZE 32
258
259 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
260 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
261 static float r_shadow_attentable[ATTENTABLESIZE+1];
262
263 rtlight_t *r_shadow_compilingrtlight;
264 dlight_t *r_shadow_worldlightchain;
265 dlight_t *r_shadow_selectedlight;
266 dlight_t r_shadow_bufferlight;
267 vec3_t r_editlights_cursorlocation;
268
269 extern int con_vislines;
270
271 typedef struct cubemapinfo_s
272 {
273         char basename[64];
274         rtexture_t *texture;
275 }
276 cubemapinfo_t;
277
278 #define MAX_CUBEMAPS 256
279 static int numcubemaps;
280 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
281
282 void R_Shadow_UncompileWorldLights(void);
283 void R_Shadow_ClearWorldLights(void);
284 void R_Shadow_SaveWorldLights(void);
285 void R_Shadow_LoadWorldLights(void);
286 void R_Shadow_LoadLightsFile(void);
287 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
288 void R_Shadow_EditLights_Reload_f(void);
289 void R_Shadow_ValidateCvars(void);
290 static void R_Shadow_MakeTextures(void);
291
292 void r_shadow_start(void)
293 {
294         // allocate vertex processing arrays
295         numcubemaps = 0;
296         r_shadow_attenuationgradienttexture = NULL;
297         r_shadow_attenuation2dtexture = NULL;
298         r_shadow_attenuation3dtexture = NULL;
299         r_shadow_texturepool = NULL;
300         r_shadow_filters_texturepool = NULL;
301         R_Shadow_ValidateCvars();
302         R_Shadow_MakeTextures();
303         maxshadowtriangles = 0;
304         shadowelements = NULL;
305         maxshadowvertices = 0;
306         shadowvertex3f = NULL;
307         maxvertexupdate = 0;
308         vertexupdate = NULL;
309         vertexremap = NULL;
310         vertexupdatenum = 0;
311         maxshadowmark = 0;
312         numshadowmark = 0;
313         shadowmark = NULL;
314         shadowmarklist = NULL;
315         shadowmarkcount = 0;
316         r_shadow_buffer_numleafpvsbytes = 0;
317         r_shadow_buffer_leafpvs = NULL;
318         r_shadow_buffer_leaflist = NULL;
319         r_shadow_buffer_numsurfacepvsbytes = 0;
320         r_shadow_buffer_surfacepvs = NULL;
321         r_shadow_buffer_surfacelist = NULL;
322         r_shadow_buffer_numshadowtrispvsbytes = 0;
323         r_shadow_buffer_shadowtrispvs = NULL;
324         r_shadow_buffer_numlighttrispvsbytes = 0;
325         r_shadow_buffer_lighttrispvs = NULL;
326 }
327
328 void r_shadow_shutdown(void)
329 {
330         R_Shadow_UncompileWorldLights();
331         numcubemaps = 0;
332         r_shadow_attenuationgradienttexture = NULL;
333         r_shadow_attenuation2dtexture = NULL;
334         r_shadow_attenuation3dtexture = NULL;
335         R_FreeTexturePool(&r_shadow_texturepool);
336         R_FreeTexturePool(&r_shadow_filters_texturepool);
337         maxshadowtriangles = 0;
338         if (shadowelements)
339                 Mem_Free(shadowelements);
340         shadowelements = NULL;
341         if (shadowvertex3f)
342                 Mem_Free(shadowvertex3f);
343         shadowvertex3f = NULL;
344         maxvertexupdate = 0;
345         if (vertexupdate)
346                 Mem_Free(vertexupdate);
347         vertexupdate = NULL;
348         if (vertexremap)
349                 Mem_Free(vertexremap);
350         vertexremap = NULL;
351         vertexupdatenum = 0;
352         maxshadowmark = 0;
353         numshadowmark = 0;
354         if (shadowmark)
355                 Mem_Free(shadowmark);
356         shadowmark = NULL;
357         if (shadowmarklist)
358                 Mem_Free(shadowmarklist);
359         shadowmarklist = NULL;
360         shadowmarkcount = 0;
361         r_shadow_buffer_numleafpvsbytes = 0;
362         if (r_shadow_buffer_leafpvs)
363                 Mem_Free(r_shadow_buffer_leafpvs);
364         r_shadow_buffer_leafpvs = NULL;
365         if (r_shadow_buffer_leaflist)
366                 Mem_Free(r_shadow_buffer_leaflist);
367         r_shadow_buffer_leaflist = NULL;
368         r_shadow_buffer_numsurfacepvsbytes = 0;
369         if (r_shadow_buffer_surfacepvs)
370                 Mem_Free(r_shadow_buffer_surfacepvs);
371         r_shadow_buffer_surfacepvs = NULL;
372         if (r_shadow_buffer_surfacelist)
373                 Mem_Free(r_shadow_buffer_surfacelist);
374         r_shadow_buffer_surfacelist = NULL;
375         r_shadow_buffer_numshadowtrispvsbytes = 0;
376         if (r_shadow_buffer_shadowtrispvs)
377                 Mem_Free(r_shadow_buffer_shadowtrispvs);
378         r_shadow_buffer_numlighttrispvsbytes = 0;
379         if (r_shadow_buffer_lighttrispvs)
380                 Mem_Free(r_shadow_buffer_lighttrispvs);
381 }
382
383 void r_shadow_newmap(void)
384 {
385 }
386
387 void R_Shadow_Help_f(void)
388 {
389         Con_Printf(
390 "Documentation on r_shadow system:\n"
391 "Settings:\n"
392 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
393 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
394 "r_shadow_debuglight : render only this light number (-1 = all)\n"
395 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
396 "r_shadow_gloss2intensity : brightness of forced gloss\n"
397 "r_shadow_glossintensity : brightness of textured gloss\n"
398 "r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
399 "r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
400 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
401 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
402 "r_shadow_portallight : use portal visibility for static light precomputation\n"
403 "r_shadow_projectdistance : shadow volume projection distance\n"
404 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
405 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
406 "r_shadow_realtime_world : use high quality world lighting mode\n"
407 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
408 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
409 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
410 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
411 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
412 "r_shadow_scissor : use scissor optimization\n"
413 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
414 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
415 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
416 "r_showlighting : useful for performance testing; bright = slow!\n"
417 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
418 "Commands:\n"
419 "r_shadow_help : this help\n"
420         );
421 }
422
423 void R_Shadow_Init(void)
424 {
425         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
426         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
427         Cvar_RegisterVariable(&r_shadow_usenormalmap);
428         Cvar_RegisterVariable(&r_shadow_debuglight);
429         Cvar_RegisterVariable(&r_shadow_gloss);
430         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
431         Cvar_RegisterVariable(&r_shadow_glossintensity);
432         Cvar_RegisterVariable(&r_shadow_glossexponent);
433         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
434         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
435         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
436         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
437         Cvar_RegisterVariable(&r_shadow_portallight);
438         Cvar_RegisterVariable(&r_shadow_projectdistance);
439         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
440         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
441         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
442         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
443         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
444         Cvar_RegisterVariable(&r_shadow_realtime_world);
445         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
446         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
447         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
448         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
449         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
450         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
451         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
452         Cvar_RegisterVariable(&r_shadow_scissor);
453         Cvar_RegisterVariable(&r_shadow_culltriangles);
454         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
455         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
456         Cvar_RegisterVariable(&r_shadow_texture3d);
457         Cvar_RegisterVariable(&gl_ext_separatestencil);
458         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
459         if (gamemode == GAME_TENEBRAE)
460         {
461                 Cvar_SetValue("r_shadow_gloss", 2);
462                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
463         }
464         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
465         R_Shadow_EditLights_Init();
466         r_shadow_worldlightchain = NULL;
467         maxshadowtriangles = 0;
468         shadowelements = NULL;
469         maxshadowvertices = 0;
470         shadowvertex3f = NULL;
471         maxvertexupdate = 0;
472         vertexupdate = NULL;
473         vertexremap = NULL;
474         vertexupdatenum = 0;
475         maxshadowmark = 0;
476         numshadowmark = 0;
477         shadowmark = NULL;
478         shadowmarklist = NULL;
479         shadowmarkcount = 0;
480         r_shadow_buffer_numleafpvsbytes = 0;
481         r_shadow_buffer_leafpvs = NULL;
482         r_shadow_buffer_leaflist = NULL;
483         r_shadow_buffer_numsurfacepvsbytes = 0;
484         r_shadow_buffer_surfacepvs = NULL;
485         r_shadow_buffer_surfacelist = NULL;
486         r_shadow_buffer_shadowtrispvs = NULL;
487         r_shadow_buffer_lighttrispvs = NULL;
488         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
489 }
490
491 matrix4x4_t matrix_attenuationxyz =
492 {
493         {
494                 {0.5, 0.0, 0.0, 0.5},
495                 {0.0, 0.5, 0.0, 0.5},
496                 {0.0, 0.0, 0.5, 0.5},
497                 {0.0, 0.0, 0.0, 1.0}
498         }
499 };
500
501 matrix4x4_t matrix_attenuationz =
502 {
503         {
504                 {0.0, 0.0, 0.5, 0.5},
505                 {0.0, 0.0, 0.0, 0.5},
506                 {0.0, 0.0, 0.0, 0.5},
507                 {0.0, 0.0, 0.0, 1.0}
508         }
509 };
510
511 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
512 {
513         // make sure shadowelements is big enough for this volume
514         if (maxshadowtriangles < numtriangles)
515         {
516                 maxshadowtriangles = numtriangles;
517                 if (shadowelements)
518                         Mem_Free(shadowelements);
519                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
520         }
521         // make sure shadowvertex3f is big enough for this volume
522         if (maxshadowvertices < numvertices)
523         {
524                 maxshadowvertices = numvertices;
525                 if (shadowvertex3f)
526                         Mem_Free(shadowvertex3f);
527                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
528         }
529 }
530
531 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
532 {
533         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
534         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
535         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
536         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
537         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
538         {
539                 if (r_shadow_buffer_leafpvs)
540                         Mem_Free(r_shadow_buffer_leafpvs);
541                 if (r_shadow_buffer_leaflist)
542                         Mem_Free(r_shadow_buffer_leaflist);
543                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
544                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
545                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
546         }
547         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
548         {
549                 if (r_shadow_buffer_surfacepvs)
550                         Mem_Free(r_shadow_buffer_surfacepvs);
551                 if (r_shadow_buffer_surfacelist)
552                         Mem_Free(r_shadow_buffer_surfacelist);
553                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
554                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
555                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
556         }
557         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
558         {
559                 if (r_shadow_buffer_shadowtrispvs)
560                         Mem_Free(r_shadow_buffer_shadowtrispvs);
561                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
562                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
563         }
564         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
565         {
566                 if (r_shadow_buffer_lighttrispvs)
567                         Mem_Free(r_shadow_buffer_lighttrispvs);
568                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
569                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
570         }
571 }
572
573 void R_Shadow_PrepareShadowMark(int numtris)
574 {
575         // make sure shadowmark is big enough for this volume
576         if (maxshadowmark < numtris)
577         {
578                 maxshadowmark = numtris;
579                 if (shadowmark)
580                         Mem_Free(shadowmark);
581                 if (shadowmarklist)
582                         Mem_Free(shadowmarklist);
583                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
584                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
585                 shadowmarkcount = 0;
586         }
587         shadowmarkcount++;
588         // if shadowmarkcount wrapped we clear the array and adjust accordingly
589         if (shadowmarkcount == 0)
590         {
591                 shadowmarkcount = 1;
592                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
593         }
594         numshadowmark = 0;
595 }
596
597 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, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
598 {
599         int i, j;
600         int outtriangles = 0, outvertices = 0;
601         const int *element;
602         const float *vertex;
603         float ratio, direction[3], projectvector[3];
604
605         if (projectdirection)
606                 VectorScale(projectdirection, projectdistance, projectvector);
607         else
608                 VectorClear(projectvector);
609
610         if (maxvertexupdate < innumvertices)
611         {
612                 maxvertexupdate = innumvertices;
613                 if (vertexupdate)
614                         Mem_Free(vertexupdate);
615                 if (vertexremap)
616                         Mem_Free(vertexremap);
617                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
618                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
619                 vertexupdatenum = 0;
620         }
621         vertexupdatenum++;
622         if (vertexupdatenum == 0)
623         {
624                 vertexupdatenum = 1;
625                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
626                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
627         }
628
629         for (i = 0;i < numshadowmarktris;i++)
630                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
631
632         // create the vertices
633         if (projectdirection)
634         {
635                 for (i = 0;i < numshadowmarktris;i++)
636                 {
637                         element = inelement3i + shadowmarktris[i] * 3;
638                         for (j = 0;j < 3;j++)
639                         {
640                                 if (vertexupdate[element[j]] != vertexupdatenum)
641                                 {
642                                         vertexupdate[element[j]] = vertexupdatenum;
643                                         vertexremap[element[j]] = outvertices;
644                                         vertex = invertex3f + element[j] * 3;
645                                         // project one copy of the vertex according to projectvector
646                                         VectorCopy(vertex, outvertex3f);
647                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
648                                         outvertex3f += 6;
649                                         outvertices += 2;
650                                 }
651                         }
652                 }
653         }
654         else
655         {
656                 for (i = 0;i < numshadowmarktris;i++)
657                 {
658                         element = inelement3i + shadowmarktris[i] * 3;
659                         for (j = 0;j < 3;j++)
660                         {
661                                 if (vertexupdate[element[j]] != vertexupdatenum)
662                                 {
663                                         vertexupdate[element[j]] = vertexupdatenum;
664                                         vertexremap[element[j]] = outvertices;
665                                         vertex = invertex3f + element[j] * 3;
666                                         // project one copy of the vertex to the sphere radius of the light
667                                         // (FIXME: would projecting it to the light box be better?)
668                                         VectorSubtract(vertex, projectorigin, direction);
669                                         ratio = projectdistance / VectorLength(direction);
670                                         VectorCopy(vertex, outvertex3f);
671                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
672                                         outvertex3f += 6;
673                                         outvertices += 2;
674                                 }
675                         }
676                 }
677         }
678
679         if (r_shadow_frontsidecasting.integer)
680         {
681                 for (i = 0;i < numshadowmarktris;i++)
682                 {
683                         int remappedelement[3];
684                         int markindex;
685                         const int *neighbortriangle;
686
687                         markindex = shadowmarktris[i] * 3;
688                         element = inelement3i + markindex;
689                         neighbortriangle = inneighbor3i + markindex;
690                         // output the front and back triangles
691                         outelement3i[0] = vertexremap[element[0]];
692                         outelement3i[1] = vertexremap[element[1]];
693                         outelement3i[2] = vertexremap[element[2]];
694                         outelement3i[3] = vertexremap[element[2]] + 1;
695                         outelement3i[4] = vertexremap[element[1]] + 1;
696                         outelement3i[5] = vertexremap[element[0]] + 1;
697
698                         outelement3i += 6;
699                         outtriangles += 2;
700                         // output the sides (facing outward from this triangle)
701                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
702                         {
703                                 remappedelement[0] = vertexremap[element[0]];
704                                 remappedelement[1] = vertexremap[element[1]];
705                                 outelement3i[0] = remappedelement[1];
706                                 outelement3i[1] = remappedelement[0];
707                                 outelement3i[2] = remappedelement[0] + 1;
708                                 outelement3i[3] = remappedelement[1];
709                                 outelement3i[4] = remappedelement[0] + 1;
710                                 outelement3i[5] = remappedelement[1] + 1;
711
712                                 outelement3i += 6;
713                                 outtriangles += 2;
714                         }
715                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
716                         {
717                                 remappedelement[1] = vertexremap[element[1]];
718                                 remappedelement[2] = vertexremap[element[2]];
719                                 outelement3i[0] = remappedelement[2];
720                                 outelement3i[1] = remappedelement[1];
721                                 outelement3i[2] = remappedelement[1] + 1;
722                                 outelement3i[3] = remappedelement[2];
723                                 outelement3i[4] = remappedelement[1] + 1;
724                                 outelement3i[5] = remappedelement[2] + 1;
725
726                                 outelement3i += 6;
727                                 outtriangles += 2;
728                         }
729                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
730                         {
731                                 remappedelement[0] = vertexremap[element[0]];
732                                 remappedelement[2] = vertexremap[element[2]];
733                                 outelement3i[0] = remappedelement[0];
734                                 outelement3i[1] = remappedelement[2];
735                                 outelement3i[2] = remappedelement[2] + 1;
736                                 outelement3i[3] = remappedelement[0];
737                                 outelement3i[4] = remappedelement[2] + 1;
738                                 outelement3i[5] = remappedelement[0] + 1;
739
740                                 outelement3i += 6;
741                                 outtriangles += 2;
742                         }
743                 }
744         }
745         else
746         {
747                 for (i = 0;i < numshadowmarktris;i++)
748                 {
749                         int remappedelement[3];
750                         int markindex;
751                         const int *neighbortriangle;
752
753                         markindex = shadowmarktris[i] * 3;
754                         element = inelement3i + markindex;
755                         neighbortriangle = inneighbor3i + markindex;
756                         // output the front and back triangles
757                         outelement3i[0] = vertexremap[element[2]];
758                         outelement3i[1] = vertexremap[element[1]];
759                         outelement3i[2] = vertexremap[element[0]];
760                         outelement3i[3] = vertexremap[element[0]] + 1;
761                         outelement3i[4] = vertexremap[element[1]] + 1;
762                         outelement3i[5] = vertexremap[element[2]] + 1;
763
764                         outelement3i += 6;
765                         outtriangles += 2;
766                         // output the sides (facing outward from this triangle)
767                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
768                         {
769                                 remappedelement[0] = vertexremap[element[0]];
770                                 remappedelement[1] = vertexremap[element[1]];
771                                 outelement3i[0] = remappedelement[0];
772                                 outelement3i[1] = remappedelement[1];
773                                 outelement3i[2] = remappedelement[1] + 1;
774                                 outelement3i[3] = remappedelement[0];
775                                 outelement3i[4] = remappedelement[1] + 1;
776                                 outelement3i[5] = remappedelement[0] + 1;
777
778                                 outelement3i += 6;
779                                 outtriangles += 2;
780                         }
781                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
782                         {
783                                 remappedelement[1] = vertexremap[element[1]];
784                                 remappedelement[2] = vertexremap[element[2]];
785                                 outelement3i[0] = remappedelement[1];
786                                 outelement3i[1] = remappedelement[2];
787                                 outelement3i[2] = remappedelement[2] + 1;
788                                 outelement3i[3] = remappedelement[1];
789                                 outelement3i[4] = remappedelement[2] + 1;
790                                 outelement3i[5] = remappedelement[1] + 1;
791
792                                 outelement3i += 6;
793                                 outtriangles += 2;
794                         }
795                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
796                         {
797                                 remappedelement[0] = vertexremap[element[0]];
798                                 remappedelement[2] = vertexremap[element[2]];
799                                 outelement3i[0] = remappedelement[2];
800                                 outelement3i[1] = remappedelement[0];
801                                 outelement3i[2] = remappedelement[0] + 1;
802                                 outelement3i[3] = remappedelement[2];
803                                 outelement3i[4] = remappedelement[0] + 1;
804                                 outelement3i[5] = remappedelement[2] + 1;
805
806                                 outelement3i += 6;
807                                 outtriangles += 2;
808                         }
809                 }
810         }
811         if (outnumvertices)
812                 *outnumvertices = outvertices;
813         return outtriangles;
814 }
815
816 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris)
817 {
818         int tris, outverts;
819         if (projectdistance < 0.1)
820         {
821                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
822                 return;
823         }
824         if (!numverts || !nummarktris)
825                 return;
826         // make sure shadowelements is big enough for this volume
827         if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
828                 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
829         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
830         r_refdef.stats.lights_dynamicshadowtriangles += tris;
831         R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
832 }
833
834 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
835 {
836         int t, tend;
837         const int *e;
838         const float *v[3];
839         float normal[3];
840         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
841                 return;
842         tend = firsttriangle + numtris;
843         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
844         {
845                 // surface box entirely inside light box, no box cull
846                 if (projectdirection)
847                 {
848                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
849                         {
850                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
851                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
852                                         shadowmarklist[numshadowmark++] = t;
853                         }
854                 }
855                 else
856                 {
857                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
858                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
859                                         shadowmarklist[numshadowmark++] = t;
860                 }
861         }
862         else
863         {
864                 // surface box not entirely inside light box, cull each triangle
865                 if (projectdirection)
866                 {
867                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
868                         {
869                                 v[0] = invertex3f + e[0] * 3;
870                                 v[1] = invertex3f + e[1] * 3;
871                                 v[2] = invertex3f + e[2] * 3;
872                                 TriangleNormal(v[0], v[1], v[2], normal);
873                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
874                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
875                                         shadowmarklist[numshadowmark++] = t;
876                         }
877                 }
878                 else
879                 {
880                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
881                         {
882                                 v[0] = invertex3f + e[0] * 3;
883                                 v[1] = invertex3f + e[1] * 3;
884                                 v[2] = invertex3f + e[2] * 3;
885                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
886                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
887                                         shadowmarklist[numshadowmark++] = t;
888                         }
889                 }
890         }
891 }
892
893 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
894 {
895         if (r_shadow_compilingrtlight)
896         {
897                 // if we're compiling an rtlight, capture the mesh
898                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
899                 return;
900         }
901         r_refdef.stats.lights_shadowtriangles += numtriangles;
902         CHECKGLERROR
903         R_Mesh_VertexPointer(vertex3f, 0, 0);
904         GL_LockArrays(0, numvertices);
905         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
906         {
907                 // decrement stencil if backface is behind depthbuffer
908                 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
909                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
910                 R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
911                 // increment stencil if frontface is behind depthbuffer
912                 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
913                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
914         }
915         R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
916         GL_LockArrays(0, 0);
917         CHECKGLERROR
918 }
919
920 static unsigned char R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
921 {
922         float dist = sqrt(x*x+y*y+z*z);
923         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
924         return (unsigned char)bound(0, intensity * 256.0f, 255);
925 }
926
927 static void R_Shadow_MakeTextures(void)
928 {
929         int x, y, z;
930         float intensity, dist;
931         unsigned char *data;
932         unsigned int palette[256];
933         R_FreeTexturePool(&r_shadow_texturepool);
934         r_shadow_texturepool = R_AllocTexturePool();
935         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
936         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
937         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
938         for (x = 0;x < 256;x++)
939                 palette[x] = x * 0x01010101;
940         data = (unsigned char *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE));
941         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
942         for (x = 0;x <= ATTENTABLESIZE;x++)
943         {
944                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
945                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
946                 r_shadow_attentable[x] = bound(0, intensity, 1);
947         }
948         // 1D gradient texture
949         for (x = 0;x < ATTEN1DSIZE;x++)
950                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
951         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
952         // 2D circle texture
953         for (y = 0;y < ATTEN2DSIZE;y++)
954                 for (x = 0;x < ATTEN2DSIZE;x++)
955                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
956         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
957         // 3D sphere texture
958         if (r_shadow_texture3d.integer && gl_texture3d)
959         {
960                 for (z = 0;z < ATTEN3DSIZE;z++)
961                         for (y = 0;y < ATTEN3DSIZE;y++)
962                                 for (x = 0;x < ATTEN3DSIZE;x++)
963                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
964                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
965         }
966         else
967                 r_shadow_attenuation3dtexture = NULL;
968         Mem_Free(data);
969 }
970
971 void R_Shadow_ValidateCvars(void)
972 {
973         if (r_shadow_texture3d.integer && !gl_texture3d)
974                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
975         if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
976                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
977         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
978                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
979 }
980
981 // light currently being rendered
982 rtlight_t *r_shadow_rtlight;
983
984 // this is the location of the light in entity space
985 vec3_t r_shadow_entitylightorigin;
986 // this transforms entity coordinates to light filter cubemap coordinates
987 // (also often used for other purposes)
988 matrix4x4_t r_shadow_entitytolight;
989 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
990 // of attenuation texturing in full 3D (Z result often ignored)
991 matrix4x4_t r_shadow_entitytoattenuationxyz;
992 // this transforms only the Z to S, and T is always 0.5
993 matrix4x4_t r_shadow_entitytoattenuationz;
994
995 void R_Shadow_RenderMode_Begin(void)
996 {
997         R_Shadow_ValidateCvars();
998
999         if (!r_shadow_attenuation2dtexture
1000          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1001          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1002          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1003                 R_Shadow_MakeTextures();
1004
1005         CHECKGLERROR
1006         R_Mesh_ColorPointer(NULL, 0, 0);
1007         R_Mesh_ResetTextureState();
1008         GL_BlendFunc(GL_ONE, GL_ZERO);
1009         GL_DepthRange(0, 1);
1010         GL_DepthTest(true);
1011         GL_DepthMask(false);
1012         GL_Color(0, 0, 0, 1);
1013         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1014
1015         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1016
1017         if (gl_ext_separatestencil.integer)
1018                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
1019         else if (gl_ext_stenciltwoside.integer)
1020                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1021         else
1022                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1023
1024         if (r_glsl.integer && gl_support_fragment_shader)
1025                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1026         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1027                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1028         else
1029                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1030 }
1031
1032 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1033 {
1034         r_shadow_rtlight = rtlight;
1035 }
1036
1037 void R_Shadow_RenderMode_Reset(void)
1038 {
1039         CHECKGLERROR
1040         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1041         {
1042                 qglUseProgramObjectARB(0);CHECKGLERROR
1043         }
1044         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1045         {
1046                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1047         }
1048         R_Mesh_ColorPointer(NULL, 0, 0);
1049         R_Mesh_ResetTextureState();
1050         GL_DepthRange(0, 1);
1051         GL_DepthTest(true);
1052         GL_DepthMask(false);
1053         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1054         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1055         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1056         qglStencilMask(~0);CHECKGLERROR
1057         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1058         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1059         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1060         GL_Color(1, 1, 1, 1);
1061         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1062         GL_BlendFunc(GL_ONE, GL_ZERO);
1063 }
1064
1065 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
1066 {
1067         CHECKGLERROR
1068         R_Shadow_RenderMode_Reset();
1069         GL_ColorMask(0, 0, 0, 0);
1070         qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1071         qglDepthFunc(GL_LESS);CHECKGLERROR
1072         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1073         r_shadow_rendermode = r_shadow_shadowingrendermode;
1074         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
1075         {
1076                 GL_CullFace(GL_NONE);
1077                 qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
1078                 qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
1079         }
1080         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1081         {
1082                 GL_CullFace(GL_NONE);
1083                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1084                 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
1085                 qglStencilMask(~0);CHECKGLERROR
1086                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1087                 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
1088                 qglStencilMask(~0);CHECKGLERROR
1089                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1090         }
1091         if (clearstencil)
1092                 GL_Clear(GL_STENCIL_BUFFER_BIT);
1093         r_refdef.stats.lights_clears++;
1094 }
1095
1096 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1097 {
1098         CHECKGLERROR
1099         R_Shadow_RenderMode_Reset();
1100         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1101         if (!transparent)
1102         {
1103                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1104         }
1105         if (stenciltest)
1106         {
1107                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1108                 // only draw light where this geometry was already rendered AND the
1109                 // stencil is 128 (values other than this mean shadow)
1110                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1111         }
1112         r_shadow_rendermode = r_shadow_lightingrendermode;
1113         // do global setup needed for the chosen lighting mode
1114         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1115         {
1116                 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1117                 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1118                 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1119                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1120                 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1121                 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1122                 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1123                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
1124                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
1125                 R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
1126                 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1127                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1128                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1129                 CHECKGLERROR
1130         }
1131 }
1132
1133 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1134 {
1135         CHECKGLERROR
1136         R_Shadow_RenderMode_Reset();
1137         GL_BlendFunc(GL_ONE, GL_ONE);
1138         GL_DepthRange(0, 1);
1139         GL_DepthTest(r_showshadowvolumes.integer < 2);
1140         GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
1141         qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1142         GL_CullFace(GL_NONE);
1143         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1144 }
1145
1146 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1147 {
1148         CHECKGLERROR
1149         R_Shadow_RenderMode_Reset();
1150         GL_BlendFunc(GL_ONE, GL_ONE);
1151         GL_DepthRange(0, 1);
1152         GL_DepthTest(r_showlighting.integer < 2);
1153         GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
1154         if (!transparent)
1155         {
1156                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1157         }
1158         if (stenciltest)
1159         {
1160                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1161                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1162         }
1163         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1164 }
1165
1166 void R_Shadow_RenderMode_End(void)
1167 {
1168         CHECKGLERROR
1169         R_Shadow_RenderMode_Reset();
1170         R_Shadow_RenderMode_ActiveLight(NULL);
1171         GL_DepthMask(true);
1172         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1173         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1174 }
1175
1176 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1177 {
1178         int i, ix1, iy1, ix2, iy2;
1179         float x1, y1, x2, y2;
1180         vec4_t v, v2;
1181         rmesh_t mesh;
1182         mplane_t planes[11];
1183         float vertex3f[256*3];
1184
1185         // if view is inside the light box, just say yes it's visible
1186         if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
1187         {
1188                 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1189                 return false;
1190         }
1191
1192         // create a temporary brush describing the area the light can affect in worldspace
1193         VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
1194         VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
1195         VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
1196         VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
1197         VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
1198         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1199         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1200         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1201         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1202         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1203         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1204
1205         // turn the brush into a mesh
1206         memset(&mesh, 0, sizeof(rmesh_t));
1207         mesh.maxvertices = 256;
1208         mesh.vertex3f = vertex3f;
1209         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1210         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1211
1212         // if that mesh is empty, the light is not visible at all
1213         if (!mesh.numvertices)
1214                 return true;
1215
1216         if (!r_shadow_scissor.integer)
1217                 return false;
1218
1219         // if that mesh is not empty, check what area of the screen it covers
1220         x1 = y1 = x2 = y2 = 0;
1221         v[3] = 1.0f;
1222         //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
1223         for (i = 0;i < mesh.numvertices;i++)
1224         {
1225                 VectorCopy(mesh.vertex3f + i * 3, v);
1226                 GL_TransformToScreen(v, v2);
1227                 //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]);
1228                 if (i)
1229                 {
1230                         if (x1 > v2[0]) x1 = v2[0];
1231                         if (x2 < v2[0]) x2 = v2[0];
1232                         if (y1 > v2[1]) y1 = v2[1];
1233                         if (y2 < v2[1]) y2 = v2[1];
1234                 }
1235                 else
1236                 {
1237                         x1 = x2 = v2[0];
1238                         y1 = y2 = v2[1];
1239                 }
1240         }
1241
1242         // now convert the scissor rectangle to integer screen coordinates
1243         ix1 = (int)(x1 - 1.0f);
1244         iy1 = (int)(y1 - 1.0f);
1245         ix2 = (int)(x2 + 1.0f);
1246         iy2 = (int)(y2 + 1.0f);
1247         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1248
1249         // clamp it to the screen
1250         if (ix1 < r_view.x) ix1 = r_view.x;
1251         if (iy1 < r_view.y) iy1 = r_view.y;
1252         if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
1253         if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
1254
1255         // if it is inside out, it's not visible
1256         if (ix2 <= ix1 || iy2 <= iy1)
1257                 return true;
1258
1259         // the light area is visible, set up the scissor rectangle
1260         GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1261         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1262         //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1263         r_refdef.stats.lights_scissored++;
1264         return false;
1265 }
1266
1267 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
1268 {
1269         float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
1270         float *normal3f = rsurface_normal3f + 3 * firstvertex;
1271         float *color4f = rsurface_array_color4f + 4 * firstvertex;
1272         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1273         if (r_textureunits.integer >= 3)
1274         {
1275                 if (VectorLength2(diffusecolor) > 0)
1276                 {
1277                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1278                         {
1279                                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1280                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1281                                 if ((dot = DotProduct(n, v)) < 0)
1282                                 {
1283                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1284                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
1285                                 }
1286                                 else
1287                                         VectorCopy(ambientcolor, color4f);
1288                                 if (r_refdef.fogenabled)
1289                                 {
1290                                         float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1291                                         VectorScale(color4f, f, color4f);
1292                                 }
1293                                 color4f[3] = 1;
1294                         }
1295                 }
1296                 else
1297                 {
1298                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1299                         {
1300                                 VectorCopy(ambientcolor, color4f);
1301                                 if (r_refdef.fogenabled)
1302                                 {
1303                                         float f;
1304                                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1305                                         f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1306                                         VectorScale(color4f, f, color4f);
1307                                 }
1308                                 color4f[3] = 1;
1309                         }
1310                 }
1311         }
1312         else if (r_textureunits.integer >= 2)
1313         {
1314                 if (VectorLength2(diffusecolor) > 0)
1315                 {
1316                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1317                         {
1318                                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1319                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1320                                 {
1321                                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1322                                         if ((dot = DotProduct(n, v)) < 0)
1323                                         {
1324                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1325                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1326                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1327                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1328                                         }
1329                                         else
1330                                         {
1331                                                 color4f[0] = ambientcolor[0] * distintensity;
1332                                                 color4f[1] = ambientcolor[1] * distintensity;
1333                                                 color4f[2] = ambientcolor[2] * distintensity;
1334                                         }
1335                                         if (r_refdef.fogenabled)
1336                                         {
1337                                                 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1338                                                 VectorScale(color4f, f, color4f);
1339                                         }
1340                                 }
1341                                 else
1342                                         VectorClear(color4f);
1343                                 color4f[3] = 1;
1344                         }
1345                 }
1346                 else
1347                 {
1348                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1349                         {
1350                                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1351                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1352                                 {
1353                                         color4f[0] = ambientcolor[0] * distintensity;
1354                                         color4f[1] = ambientcolor[1] * distintensity;
1355                                         color4f[2] = ambientcolor[2] * distintensity;
1356                                         if (r_refdef.fogenabled)
1357                                         {
1358                                                 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1359                                                 VectorScale(color4f, f, color4f);
1360                                         }
1361                                 }
1362                                 else
1363                                         VectorClear(color4f);
1364                                 color4f[3] = 1;
1365                         }
1366                 }
1367         }
1368         else
1369         {
1370                 if (VectorLength2(diffusecolor) > 0)
1371                 {
1372                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1373                         {
1374                                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1375                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1376                                 {
1377                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1378                                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1379                                         if ((dot = DotProduct(n, v)) < 0)
1380                                         {
1381                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1382                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1383                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1384                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1385                                         }
1386                                         else
1387                                         {
1388                                                 color4f[0] = ambientcolor[0] * distintensity;
1389                                                 color4f[1] = ambientcolor[1] * distintensity;
1390                                                 color4f[2] = ambientcolor[2] * distintensity;
1391                                         }
1392                                         if (r_refdef.fogenabled)
1393                                         {
1394                                                 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1395                                                 VectorScale(color4f, f, color4f);
1396                                         }
1397                                 }
1398                                 else
1399                                         VectorClear(color4f);
1400                                 color4f[3] = 1;
1401                         }
1402                 }
1403                 else
1404                 {
1405                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1406                         {
1407                                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1408                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1409                                 {
1410                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1411                                         color4f[0] = ambientcolor[0] * distintensity;
1412                                         color4f[1] = ambientcolor[1] * distintensity;
1413                                         color4f[2] = ambientcolor[2] * distintensity;
1414                                         if (r_refdef.fogenabled)
1415                                         {
1416                                                 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1417                                                 VectorScale(color4f, f, color4f);
1418                                         }
1419                                 }
1420                                 else
1421                                         VectorClear(color4f);
1422                                 color4f[3] = 1;
1423                         }
1424                 }
1425         }
1426 }
1427
1428 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1429
1430 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1431 {
1432         int i;
1433         float       *out3f     = rsurface_array_texcoord3f + 3 * firstvertex;
1434         const float *vertex3f  = rsurface_vertex3f         + 3 * firstvertex;
1435         const float *svector3f = rsurface_svector3f        + 3 * firstvertex;
1436         const float *tvector3f = rsurface_tvector3f        + 3 * firstvertex;
1437         const float *normal3f  = rsurface_normal3f         + 3 * firstvertex;
1438         float lightdir[3];
1439         for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1440         {
1441                 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1442                 // the cubemap normalizes this for us
1443                 out3f[0] = DotProduct(svector3f, lightdir);
1444                 out3f[1] = DotProduct(tvector3f, lightdir);
1445                 out3f[2] = DotProduct(normal3f, lightdir);
1446         }
1447 }
1448
1449 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1450 {
1451         int i;
1452         float       *out3f     = rsurface_array_texcoord3f + 3 * firstvertex;
1453         const float *vertex3f  = rsurface_vertex3f         + 3 * firstvertex;
1454         const float *svector3f = rsurface_svector3f        + 3 * firstvertex;
1455         const float *tvector3f = rsurface_tvector3f        + 3 * firstvertex;
1456         const float *normal3f  = rsurface_normal3f         + 3 * firstvertex;
1457         float lightdir[3], eyedir[3], halfdir[3];
1458         for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1459         {
1460                 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1461                 VectorNormalize(lightdir);
1462                 VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
1463                 VectorNormalize(eyedir);
1464                 VectorAdd(lightdir, eyedir, halfdir);
1465                 // the cubemap normalizes this for us
1466                 out3f[0] = DotProduct(svector3f, halfdir);
1467                 out3f[1] = DotProduct(tvector3f, halfdir);
1468                 out3f[2] = DotProduct(normal3f, halfdir);
1469         }
1470 }
1471
1472 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1473 {
1474         // used to display how many times a surface is lit for level design purposes
1475         GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
1476         R_Mesh_ColorPointer(NULL, 0, 0);
1477         R_Mesh_ResetTextureState();
1478         R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1479 }
1480
1481 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1482 {
1483         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1484         R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
1485         R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
1486         R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
1487         R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
1488         R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
1489         if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1490         {
1491                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1492         }
1493         R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1494         if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1495         {
1496                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1497         }
1498 }
1499
1500 static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b)
1501 {
1502         // shared final code for all the dot3 layers
1503         int renders;
1504         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1505         for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1506         {
1507                 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1508                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1509         }
1510 }
1511
1512 static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1513 {
1514         rmeshstate_t m;
1515         // colorscale accounts for how much we multiply the brightness
1516         // during combine.
1517         //
1518         // mult is how many times the final pass of the lighting will be
1519         // performed to get more brightness than otherwise possible.
1520         //
1521         // Limit mult to 64 for sanity sake.
1522         GL_Color(1,1,1,1);
1523         if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1524         {
1525                 // 3 3D combine path (Geforce3, Radeon 8500)
1526                 memset(&m, 0, sizeof(m));
1527                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1528                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1529                 m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
1530                 m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
1531                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1532                 m.tex[1] = R_GetTexture(basetexture);
1533                 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1534                 m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
1535                 m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1536                 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1537                 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1538                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1539                 m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
1540                 m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
1541                 m.texmatrix[2] = r_shadow_entitytolight;
1542                 GL_BlendFunc(GL_ONE, GL_ONE);
1543         }
1544         else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1545         {
1546                 // 2 3D combine path (Geforce3, original Radeon)
1547                 memset(&m, 0, sizeof(m));
1548                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1549                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1550                 m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
1551                 m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
1552                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1553                 m.tex[1] = R_GetTexture(basetexture);
1554                 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1555                 m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
1556                 m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1557                 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1558                 GL_BlendFunc(GL_ONE, GL_ONE);
1559         }
1560         else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1561         {
1562                 // 4 2D combine path (Geforce3, Radeon 8500)
1563                 memset(&m, 0, sizeof(m));
1564                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1565                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1566                 m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
1567                 m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
1568                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1569                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1570                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1571                 m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
1572                 m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
1573                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1574                 m.tex[2] = R_GetTexture(basetexture);
1575                 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1576                 m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
1577                 m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1578                 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1579                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1580                 {
1581                         m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1582                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1583                         m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
1584                         m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
1585                         m.texmatrix[3] = r_shadow_entitytolight;
1586                 }
1587                 GL_BlendFunc(GL_ONE, GL_ONE);
1588         }
1589         else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1590         {
1591                 // 3 2D combine path (Geforce3, original Radeon)
1592                 memset(&m, 0, sizeof(m));
1593                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1594                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1595                 m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
1596                 m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
1597                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1598                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1599                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1600                 m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
1601                 m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
1602                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1603                 m.tex[2] = R_GetTexture(basetexture);
1604                 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1605                 m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
1606                 m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1607                 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1608                 GL_BlendFunc(GL_ONE, GL_ONE);
1609         }
1610         else
1611         {
1612                 // 2/2/2 2D combine path (any dot3 card)
1613                 memset(&m, 0, sizeof(m));
1614                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1615                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1616                 m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
1617                 m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
1618                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1619                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1620                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1621                 m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
1622                 m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
1623                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1624                 R_Mesh_TextureState(&m);
1625                 GL_ColorMask(0,0,0,1);
1626                 GL_BlendFunc(GL_ONE, GL_ZERO);
1627                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1628
1629                 // second pass
1630                 memset(&m, 0, sizeof(m));
1631                 m.tex[0] = R_GetTexture(basetexture);
1632                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1633                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1634                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1635                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1636                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1637                 {
1638                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1639                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1640                         m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
1641                         m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
1642                         m.texmatrix[1] = r_shadow_entitytolight;
1643                 }
1644                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1645         }
1646         // this final code is shared
1647         R_Mesh_TextureState(&m);
1648         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1649 }
1650
1651 static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1652 {
1653         rmeshstate_t m;
1654         // colorscale accounts for how much we multiply the brightness
1655         // during combine.
1656         //
1657         // mult is how many times the final pass of the lighting will be
1658         // performed to get more brightness than otherwise possible.
1659         //
1660         // Limit mult to 64 for sanity sake.
1661         GL_Color(1,1,1,1);
1662         // generate normalization cubemap texcoords
1663         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
1664         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1665         {
1666                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1667                 memset(&m, 0, sizeof(m));
1668                 m.tex[0] = R_GetTexture(normalmaptexture);
1669                 m.texcombinergb[0] = GL_REPLACE;
1670                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1671                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1672                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1673                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1674                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1675                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1676                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1677                 m.pointer_texcoord_bufferobject[1] = 0;
1678                 m.pointer_texcoord_bufferoffset[1] = 0;
1679                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1680                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1681                 m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
1682                 m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
1683                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1684                 R_Mesh_TextureState(&m);
1685                 GL_ColorMask(0,0,0,1);
1686                 GL_BlendFunc(GL_ONE, GL_ZERO);
1687                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1688
1689                 // second pass
1690                 memset(&m, 0, sizeof(m));
1691                 m.tex[0] = R_GetTexture(basetexture);
1692                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1693                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1694                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1695                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1696                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1697                 {
1698                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1699                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1700                         m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
1701                         m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
1702                         m.texmatrix[1] = r_shadow_entitytolight;
1703                 }
1704                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1705         }
1706         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1707         {
1708                 // 1/2/2 3D combine path (original Radeon)
1709                 memset(&m, 0, sizeof(m));
1710                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1711                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1712                 m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
1713                 m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
1714                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1715                 R_Mesh_TextureState(&m);
1716                 GL_ColorMask(0,0,0,1);
1717                 GL_BlendFunc(GL_ONE, GL_ZERO);
1718                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1719
1720                 // second pass
1721                 memset(&m, 0, sizeof(m));
1722                 m.tex[0] = R_GetTexture(normalmaptexture);
1723                 m.texcombinergb[0] = GL_REPLACE;
1724                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1725                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1726                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1727                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1728                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1729                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1730                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1731                 m.pointer_texcoord_bufferobject[1] = 0;
1732                 m.pointer_texcoord_bufferoffset[1] = 0;
1733                 R_Mesh_TextureState(&m);
1734                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1735                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1736
1737                 // second pass
1738                 memset(&m, 0, sizeof(m));
1739                 m.tex[0] = R_GetTexture(basetexture);
1740                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1741                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1742                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1743                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1744                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1745                 {
1746                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1747                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1748                         m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
1749                         m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
1750                         m.texmatrix[1] = r_shadow_entitytolight;
1751                 }
1752                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1753         }
1754         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1755         {
1756                 // 2/2 3D combine path (original Radeon)
1757                 memset(&m, 0, sizeof(m));
1758                 m.tex[0] = R_GetTexture(normalmaptexture);
1759                 m.texcombinergb[0] = GL_REPLACE;
1760                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1761                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1762                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1763                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1764                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1765                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1766                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1767                 m.pointer_texcoord_bufferobject[1] = 0;
1768                 m.pointer_texcoord_bufferoffset[1] = 0;
1769                 R_Mesh_TextureState(&m);
1770                 GL_ColorMask(0,0,0,1);
1771                 GL_BlendFunc(GL_ONE, GL_ZERO);
1772                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1773
1774                 // second pass
1775                 memset(&m, 0, sizeof(m));
1776                 m.tex[0] = R_GetTexture(basetexture);
1777                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1778                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1779                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1780                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1781                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1782                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1783                 m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
1784                 m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
1785                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1786                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1787         }
1788         else if (r_textureunits.integer >= 4)
1789         {
1790                 // 4/2 2D combine path (Geforce3, Radeon 8500)
1791                 memset(&m, 0, sizeof(m));
1792                 m.tex[0] = R_GetTexture(normalmaptexture);
1793                 m.texcombinergb[0] = GL_REPLACE;
1794                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1795                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1796                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1797                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1798                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1799                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1800                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1801                 m.pointer_texcoord_bufferobject[1] = 0;
1802                 m.pointer_texcoord_bufferoffset[1] = 0;
1803                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1804                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1805                 m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
1806                 m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
1807                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1808                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1809                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1810                 m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
1811                 m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
1812                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1813                 R_Mesh_TextureState(&m);
1814                 GL_ColorMask(0,0,0,1);
1815                 GL_BlendFunc(GL_ONE, GL_ZERO);
1816                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1817
1818                 // second pass
1819                 memset(&m, 0, sizeof(m));
1820                 m.tex[0] = R_GetTexture(basetexture);
1821                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1822                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1823                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1824                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1825                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1826                 {
1827                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1828                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1829                         m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
1830                         m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
1831                         m.texmatrix[1] = r_shadow_entitytolight;
1832                 }
1833                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1834         }
1835         else
1836         {
1837                 // 2/2/2 2D combine path (any dot3 card)
1838                 memset(&m, 0, sizeof(m));
1839                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1840                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1841                 m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
1842                 m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
1843                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1844                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1845                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1846                 m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
1847                 m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
1848                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1849                 R_Mesh_TextureState(&m);
1850                 GL_ColorMask(0,0,0,1);
1851                 GL_BlendFunc(GL_ONE, GL_ZERO);
1852                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1853
1854                 // second pass
1855                 memset(&m, 0, sizeof(m));
1856                 m.tex[0] = R_GetTexture(normalmaptexture);
1857                 m.texcombinergb[0] = GL_REPLACE;
1858                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1859                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1860                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1861                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1862                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1863                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1864                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1865                 m.pointer_texcoord_bufferobject[1] = 0;
1866                 m.pointer_texcoord_bufferoffset[1] = 0;
1867                 R_Mesh_TextureState(&m);
1868                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1869                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1870
1871                 // second pass
1872                 memset(&m, 0, sizeof(m));
1873                 m.tex[0] = R_GetTexture(basetexture);
1874                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1875                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1876                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1877                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1878                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1879                 {
1880                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1881                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1882                         m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
1883                         m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
1884                         m.texmatrix[1] = r_shadow_entitytolight;
1885                 }
1886                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1887         }
1888         // this final code is shared
1889         R_Mesh_TextureState(&m);
1890         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1891 }
1892
1893 static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1894 {
1895         float glossexponent;
1896         rmeshstate_t m;
1897         // FIXME: detect blendsquare!
1898         //if (!gl_support_blendsquare)
1899         //      return;
1900         GL_Color(1,1,1,1);
1901         // generate normalization cubemap texcoords
1902         R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
1903         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1904         {
1905                 // 2/0/0/1/2 3D combine blendsquare path
1906                 memset(&m, 0, sizeof(m));
1907                 m.tex[0] = R_GetTexture(normalmaptexture);
1908                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1909                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1910                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1911                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1912                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1913                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1914                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1915                 m.pointer_texcoord_bufferobject[1] = 0;
1916                 m.pointer_texcoord_bufferoffset[1] = 0;
1917                 R_Mesh_TextureState(&m);
1918                 GL_ColorMask(0,0,0,1);
1919                 // this squares the result
1920                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1921                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1922
1923                 // second and third pass
1924                 R_Mesh_ResetTextureState();
1925                 // square alpha in framebuffer a few times to make it shiny
1926                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1927                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1928                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1929
1930                 // fourth pass
1931                 memset(&m, 0, sizeof(m));
1932                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1933                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1934                 m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
1935                 m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
1936                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1937                 R_Mesh_TextureState(&m);
1938                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1939                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1940
1941                 // fifth pass
1942                 memset(&m, 0, sizeof(m));
1943                 m.tex[0] = R_GetTexture(glosstexture);
1944                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1945                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1946                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1947                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1948                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1949                 {
1950                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1951                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1952                         m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
1953                         m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
1954                         m.texmatrix[1] = r_shadow_entitytolight;
1955                 }
1956                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1957         }
1958         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1959         {
1960                 // 2/0/0/2 3D combine blendsquare path
1961                 memset(&m, 0, sizeof(m));
1962                 m.tex[0] = R_GetTexture(normalmaptexture);
1963                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1964                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1965                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1966                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1967                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1968                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1969                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1970                 m.pointer_texcoord_bufferobject[1] = 0;
1971                 m.pointer_texcoord_bufferoffset[1] = 0;
1972                 R_Mesh_TextureState(&m);
1973                 GL_ColorMask(0,0,0,1);
1974                 // this squares the result
1975                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1976                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1977
1978                 // second and third pass
1979                 R_Mesh_ResetTextureState();
1980                 // square alpha in framebuffer a few times to make it shiny
1981                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1982                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1983                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1984
1985                 // fourth pass
1986                 memset(&m, 0, sizeof(m));
1987                 m.tex[0] = R_GetTexture(glosstexture);
1988                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1989                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
1990                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
1991                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1992                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1993                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1994                 m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
1995                 m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
1996                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1997                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1998         }
1999         else
2000         {
2001                 // 2/0/0/2/2 2D combine blendsquare path
2002                 memset(&m, 0, sizeof(m));
2003                 m.tex[0] = R_GetTexture(normalmaptexture);
2004                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
2005                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
2006                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
2007                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
2008                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2009                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2010                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
2011                 m.pointer_texcoord_bufferobject[1] = 0;
2012                 m.pointer_texcoord_bufferoffset[1] = 0;
2013                 R_Mesh_TextureState(&m);
2014                 GL_ColorMask(0,0,0,1);
2015                 // this squares the result
2016                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2017                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
2018
2019                 // second and third pass
2020                 R_Mesh_ResetTextureState();
2021                 // square alpha in framebuffer a few times to make it shiny
2022                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2023                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2024                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
2025
2026                 // fourth pass
2027                 memset(&m, 0, sizeof(m));
2028                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2029                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2030                 m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
2031                 m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
2032                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2033                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2034                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2035                 m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
2036                 m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
2037                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2038                 R_Mesh_TextureState(&m);
2039                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2040                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
2041
2042                 // fifth pass
2043                 memset(&m, 0, sizeof(m));
2044                 m.tex[0] = R_GetTexture(glosstexture);
2045                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
2046                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
2047                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
2048                 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
2049                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2050                 {
2051                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2052                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2053                         m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
2054                         m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
2055                         m.texmatrix[1] = r_shadow_entitytolight;
2056                 }
2057                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2058         }
2059         // this final code is shared
2060         R_Mesh_TextureState(&m);
2061         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2062 }
2063
2064 static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2065 {
2066         // ARB path (any Geforce, any Radeon)
2067         qboolean doambient = ambientscale > 0;
2068         qboolean dodiffuse = diffusescale > 0;
2069         qboolean dospecular = specularscale > 0;
2070         if (!doambient && !dodiffuse && !dospecular)
2071                 return;
2072         R_Mesh_ColorPointer(NULL, 0, 0);
2073         if (doambient)
2074                 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
2075         if (dodiffuse)
2076                 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
2077         if (dopants)
2078         {
2079                 if (doambient)
2080                         R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
2081                 if (dodiffuse)
2082                         R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
2083         }
2084         if (doshirt)
2085         {
2086                 if (doambient)
2087                         R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
2088                 if (dodiffuse)
2089                         R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
2090         }
2091         if (dospecular)
2092                 R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
2093 }
2094
2095 void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
2096 {
2097         int renders;
2098         int i;
2099         int stop;
2100         int newfirstvertex;
2101         int newlastvertex;
2102         int newnumtriangles;
2103         int *newe;
2104         const int *e;
2105         float *c;
2106         int newelements[4096*3];
2107         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2108         for (renders = 0;renders < 64;renders++)
2109         {
2110                 stop = true;
2111                 newfirstvertex = 0;
2112                 newlastvertex = 0;
2113                 newnumtriangles = 0;
2114                 newe = newelements;
2115                 // due to low fillrate on the cards this vertex lighting path is
2116                 // designed for, we manually cull all triangles that do not
2117                 // contain a lit vertex
2118                 // this builds batches of triangles from multiple surfaces and
2119                 // renders them at once
2120                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2121                 {
2122                         if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
2123                         {
2124                                 if (newnumtriangles)
2125                                 {
2126                                         newfirstvertex = min(newfirstvertex, e[0]);
2127                                         newlastvertex  = max(newlastvertex, e[0]);
2128                                 }
2129                                 else
2130                                 {
2131                                         newfirstvertex = e[0];
2132                                         newlastvertex = e[0];
2133                                 }
2134                                 newfirstvertex = min(newfirstvertex, e[1]);
2135                                 newlastvertex  = max(newlastvertex, e[1]);
2136                                 newfirstvertex = min(newfirstvertex, e[2]);
2137                                 newlastvertex  = max(newlastvertex, e[2]);
2138                                 newe[0] = e[0];
2139                                 newe[1] = e[1];
2140                                 newe[2] = e[2];
2141                                 newnumtriangles++;
2142                                 newe += 3;
2143                                 if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3])))
2144                                 {
2145                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
2146                                         newnumtriangles = 0;
2147                                         newe = newelements;
2148                                         stop = false;
2149                                 }
2150                         }
2151                 }
2152                 if (newnumtriangles >= 1)
2153                 {
2154                         // if all triangles are included, use the original array to take advantage of the bufferobject if possible
2155                         if (newnumtriangles == numtriangles)
2156                                 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
2157                         else
2158                                 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
2159                         stop = false;
2160                 }
2161                 // if we couldn't find any lit triangles, exit early
2162                 if (stop)
2163                         break;
2164                 // now reduce the intensity for the next overbright pass
2165                 // we have to clamp to 0 here incase the drivers have improper
2166                 // handling of negative colors
2167                 // (some old drivers even have improper handling of >1 color)
2168                 stop = true;
2169                 for (i = 0, c = rsurface_array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2170                 {
2171                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2172                         {
2173                                 c[0] = max(0, c[0] - 1);
2174                                 c[1] = max(0, c[1] - 1);
2175                                 c[2] = max(0, c[2] - 1);
2176                                 stop = false;
2177                         }
2178                         else
2179                                 VectorClear(c);
2180                 }
2181                 // another check...
2182                 if (stop)
2183                         break;
2184         }
2185 }
2186
2187 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2188 {
2189         // OpenGL 1.1 path (anything)
2190         model_t *model = rsurface_entity->model;
2191         float ambientcolorbase[3], diffusecolorbase[3];
2192         float ambientcolorpants[3], diffusecolorpants[3];
2193         float ambientcolorshirt[3], diffusecolorshirt[3];
2194         rmeshstate_t m;
2195         VectorScale(lightcolorbase, ambientscale * 2 * r_view.colorscale, ambientcolorbase);
2196         VectorScale(lightcolorbase, diffusescale * 2 * r_view.colorscale, diffusecolorbase);
2197         VectorScale(lightcolorpants, ambientscale * 2 * r_view.colorscale, ambientcolorpants);
2198         VectorScale(lightcolorpants, diffusescale * 2 * r_view.colorscale, diffusecolorpants);
2199         VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
2200         VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
2201         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2202         R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
2203         memset(&m, 0, sizeof(m));
2204         m.tex[0] = R_GetTexture(basetexture);
2205         m.texmatrix[0] = rsurface_texture->currenttexmatrix;
2206         m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
2207         m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
2208         m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
2209         if (r_textureunits.integer >= 2)
2210         {
2211                 // voodoo2 or TNT
2212                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2213                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2214                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2215                 m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
2216                 m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
2217                 if (r_textureunits.integer >= 3)
2218                 {
2219                         // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2220                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2221                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2222                         m.pointer_texcoord3f[2] = rsurface_vertex3f;
2223                         m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
2224                         m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
2225                 }
2226         }
2227         R_Mesh_TextureState(&m);
2228         //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2229         R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
2230         if (dopants)
2231         {
2232                 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2233                 R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
2234         }
2235         if (doshirt)
2236         {
2237                 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2238                 R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
2239         }
2240 }
2241
2242 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
2243 {
2244         float ambientscale, diffusescale, specularscale;
2245         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2246         // calculate colors to render this texture with
2247         lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
2248         lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
2249         lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
2250         ambientscale = r_shadow_rtlight->ambientscale;
2251         diffusescale = r_shadow_rtlight->diffusescale;
2252         specularscale = r_shadow_rtlight->specularscale * rsurface_texture->specularscale;
2253         if (!r_shadow_usenormalmap.integer)
2254         {
2255                 ambientscale += 1.0f * diffusescale;
2256                 diffusescale = 0;
2257                 specularscale = 0;
2258         }
2259         if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2260                 return;
2261         GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
2262         GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
2263         GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2264         if (rsurface_texture->colormapping)
2265         {
2266                 qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
2267                 qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2268                 if (dopants)
2269                 {
2270                         lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
2271                         lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
2272                         lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
2273                 }
2274                 else
2275                         VectorClear(lightcolorpants);
2276                 if (doshirt)
2277                 {
2278                         lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
2279                         lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
2280                         lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
2281                 }
2282                 else
2283                         VectorClear(lightcolorshirt);
2284                 switch (r_shadow_rendermode)
2285                 {
2286                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2287                         GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2288                         R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2289                         break;
2290                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2291                         R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2292                         break;
2293                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2294                         R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2295                         break;
2296                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2297                         R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2298                         break;
2299                 default:
2300                         Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2301                         break;
2302                 }
2303         }
2304         else
2305         {
2306                 switch (r_shadow_rendermode)
2307                 {
2308                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2309                         GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2310                         R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2311                         break;
2312                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2313                         R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2314                         break;
2315                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2316                         R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2317                         break;
2318                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2319                         R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2320                         break;
2321                 default:
2322                         Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2323                         break;
2324                 }
2325         }
2326 }
2327
2328 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2329 {
2330         matrix4x4_t tempmatrix = *matrix;
2331         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2332
2333         // if this light has been compiled before, free the associated data
2334         R_RTLight_Uncompile(rtlight);
2335
2336         // clear it completely to avoid any lingering data
2337         memset(rtlight, 0, sizeof(*rtlight));
2338
2339         // copy the properties
2340         rtlight->matrix_lighttoworld = tempmatrix;
2341         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2342         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2343         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2344         VectorCopy(color, rtlight->color);
2345         rtlight->cubemapname[0] = 0;
2346         if (cubemapname && cubemapname[0])
2347                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2348         rtlight->shadow = shadow;
2349         rtlight->corona = corona;
2350         rtlight->style = style;
2351         rtlight->isstatic = isstatic;
2352         rtlight->coronasizescale = coronasizescale;
2353         rtlight->ambientscale = ambientscale;
2354         rtlight->diffusescale = diffusescale;
2355         rtlight->specularscale = specularscale;
2356         rtlight->flags = flags;
2357
2358         // compute derived data
2359         //rtlight->cullradius = rtlight->radius;
2360         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2361         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2362         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2363         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2364         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2365         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2366         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2367 }
2368
2369 // compiles rtlight geometry
2370 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2371 void R_RTLight_Compile(rtlight_t *rtlight)
2372 {
2373         int i;
2374         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2375         int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
2376         entity_render_t *ent = r_refdef.worldentity;
2377         model_t *model = r_refdef.worldmodel;
2378         unsigned char *data;
2379
2380         // compile the light
2381         rtlight->compiled = true;
2382         rtlight->static_numleafs = 0;
2383         rtlight->static_numleafpvsbytes = 0;
2384         rtlight->static_leaflist = NULL;
2385         rtlight->static_leafpvs = NULL;
2386         rtlight->static_numsurfaces = 0;
2387         rtlight->static_surfacelist = NULL;
2388         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2389         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2390         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2391         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2392         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2393         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2394
2395         if (model && model->GetLightInfo)
2396         {
2397                 // this variable must be set for the CompileShadowVolume code
2398                 r_shadow_compilingrtlight = rtlight;
2399                 R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
2400                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
2401                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2402                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2403                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2404                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2405                 rtlight->static_numsurfaces = numsurfaces;
2406                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2407                 rtlight->static_numleafs = numleafs;
2408                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2409                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2410                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2411                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2412                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2413                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2414                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2415                 if (rtlight->static_numsurfaces)
2416                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2417                 if (rtlight->static_numleafs)
2418                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2419                 if (rtlight->static_numleafpvsbytes)
2420                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2421                 if (rtlight->static_numshadowtrispvsbytes)
2422                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2423                 if (rtlight->static_numlighttrispvsbytes)
2424                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2425                 if (model->CompileShadowVolume && rtlight->shadow)
2426                         model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2427                 // now we're done compiling the rtlight
2428                 r_shadow_compilingrtlight = NULL;
2429         }
2430
2431
2432         // use smallest available cullradius - box radius or light radius
2433         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2434         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2435
2436         shadowmeshes = 0;
2437         shadowmeshtris = 0;
2438         if (rtlight->static_meshchain_shadow)
2439         {
2440                 shadowmesh_t *mesh;
2441                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2442                 {
2443                         shadowmeshes++;
2444                         shadowmeshtris += mesh->numtriangles;
2445                 }
2446         }
2447
2448         lighttris = 0;
2449         if (rtlight->static_numlighttrispvsbytes)
2450                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2451                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2452                                 lighttris++;
2453
2454         shadowtris = 0;
2455         if (rtlight->static_numlighttrispvsbytes)
2456                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2457                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2458                                 shadowtris++;
2459
2460         if (developer.integer >= 10)
2461                 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled 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], lighttris, shadowtris, shadowmeshtris, shadowmeshes);
2462 }
2463
2464 void R_RTLight_Uncompile(rtlight_t *rtlight)
2465 {
2466         if (rtlight->compiled)
2467         {
2468                 if (rtlight->static_meshchain_shadow)
2469                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2470                 rtlight->static_meshchain_shadow = NULL;
2471                 // these allocations are grouped
2472                 if (rtlight->static_surfacelist)
2473                         Mem_Free(rtlight->static_surfacelist);
2474                 rtlight->static_numleafs = 0;
2475                 rtlight->static_numleafpvsbytes = 0;
2476                 rtlight->static_leaflist = NULL;
2477                 rtlight->static_leafpvs = NULL;
2478                 rtlight->static_numsurfaces = 0;
2479                 rtlight->static_surfacelist = NULL;
2480                 rtlight->static_numshadowtrispvsbytes = 0;
2481                 rtlight->static_shadowtrispvs = NULL;
2482                 rtlight->static_numlighttrispvsbytes = 0;
2483                 rtlight->static_lighttrispvs = NULL;
2484                 rtlight->compiled = false;
2485         }
2486 }
2487
2488 void R_Shadow_UncompileWorldLights(void)
2489 {
2490         dlight_t *light;
2491         for (light = r_shadow_worldlightchain;light;light = light->next)
2492                 R_RTLight_Uncompile(&light->rtlight);
2493 }
2494
2495 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
2496 {
2497         int i, j;
2498         mplane_t plane;
2499         // reset the count of frustum planes
2500         // see r_shadow_rtlight_frustumplanes definition for how much this array
2501         // can hold
2502         r_shadow_rtlight_numfrustumplanes = 0;
2503
2504 #if 1
2505         // generate a deformed frustum that includes the light origin, this is
2506         // used to cull shadow casting surfaces that can not possibly cast a
2507         // shadow onto the visible light-receiving surfaces, which can be a
2508         // performance gain
2509         //
2510         // if the light origin is onscreen the result will be 4 planes exactly
2511         // if the light origin is offscreen on only one axis the result will
2512         // be exactly 5 planes (split-side case)
2513         // if the light origin is offscreen on two axes the result will be
2514         // exactly 4 planes (stretched corner case)
2515         for (i = 0;i < 4;i++)
2516         {
2517                 // quickly reject standard frustum planes that put the light
2518                 // origin outside the frustum
2519                 if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125)
2520                         continue;
2521                 // copy the plane
2522                 r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = r_view.frustum[i];
2523         }
2524         // if all the standard frustum planes were accepted, the light is onscreen
2525         // otherwise we need to generate some more planes below...
2526         if (r_shadow_rtlight_numfrustumplanes < 4)
2527         {
2528                 // at least one of the stock frustum planes failed, so we need to
2529                 // create one or two custom planes to enclose the light origin
2530                 for (i = 0;i < 4;i++)
2531                 {
2532                         // create a plane using the view origin and light origin, and a
2533                         // single point from the frustum corner set
2534                         TriangleNormal(r_view.origin, r_view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
2535                         VectorNormalize(plane.normal);
2536                         plane.dist = DotProduct(r_view.origin, plane.normal);
2537                         // see if this plane is backwards and flip it if so
2538                         for (j = 0;j < 4;j++)
2539                                 if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2540                                         break;
2541                         if (j < 4)
2542                         {
2543                                 VectorNegate(plane.normal, plane.normal);
2544                                 plane.dist *= -1;
2545                                 // flipped plane, test again to see if it is now valid
2546                                 for (j = 0;j < 4;j++)
2547                                         if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2548                                                 break;
2549                                 // if the plane is still not valid, then it is dividing the
2550                                 // frustum and has to be rejected
2551                                 if (j < 4)
2552                                         continue;
2553                         }
2554                         // we have created a valid plane, compute extra info
2555                         PlaneClassify(&plane);
2556                         // copy the plane
2557                         r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
2558 #if 1
2559                         // if we've found 5 frustum planes then we have constructed a
2560                         // proper split-side case and do not need to keep searching for
2561                         // planes to enclose the light origin
2562                         if (r_shadow_rtlight_numfrustumplanes == 5)
2563                                 break;
2564 #endif
2565                 }
2566         }
2567 #endif
2568
2569 #if 0
2570         for (i = 0;i < r_shadow_rtlight_numfrustumplanes;i++)
2571         {
2572                 plane = r_shadow_rtlight_frustumplanes[i];
2573                 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_view.frustumcorner[0], &plane), PlaneDiff(r_view.frustumcorner[1], &plane), PlaneDiff(r_view.frustumcorner[2], &plane), PlaneDiff(r_view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
2574         }
2575 #endif
2576
2577 #if 0
2578         // now add the light-space box planes if the light box is rotated, as any
2579         // caster outside the oriented light box is irrelevant (even if it passed
2580         // the worldspace light box, which is axial)
2581         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
2582         {
2583                 for (i = 0;i < 6;i++)
2584                 {
2585                         vec3_t v;
2586                         VectorClear(v);
2587                         v[i >> 1] = (i & 1) ? -1 : 1;
2588                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
2589                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
2590                         plane.dist = VectorNormalizeLength(plane.normal);
2591                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
2592                         r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
2593                 }
2594         }
2595 #endif
2596
2597 #if 0
2598         // add the world-space reduced box planes
2599         for (i = 0;i < 6;i++)
2600         {
2601                 VectorClear(plane.normal);
2602                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
2603                 plane.dist = (i & 1) ? -r_shadow_rtlight_cullmaxs[i >> 1] : r_shadow_rtlight_cullmins[i >> 1];
2604                 r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
2605         }
2606 #endif
2607
2608 #if 0
2609         {
2610         int j, oldnum;
2611         vec3_t points[8];
2612         vec_t bestdist;
2613         // reduce all plane distances to tightly fit the rtlight cull box, which
2614         // is in worldspace
2615         VectorSet(points[0], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmins[2]);
2616         VectorSet(points[1], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmins[2]);
2617         VectorSet(points[2], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmins[2]);
2618         VectorSet(points[3], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmins[2]);
2619         VectorSet(points[4], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmaxs[2]);
2620         VectorSet(points[5], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmaxs[2]);
2621         VectorSet(points[6], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmaxs[2]);
2622         VectorSet(points[7], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmaxs[2]);
2623         oldnum = r_shadow_rtlight_numfrustumplanes;
2624         r_shadow_rtlight_numfrustumplanes = 0;
2625         for (j = 0;j < oldnum;j++)
2626         {
2627                 // find the nearest point on the box to this plane
2628                 bestdist = DotProduct(r_shadow_rtlight_frustumplanes[j].normal, points[0]);
2629                 for (i = 1;i < 8;i++)
2630                 {
2631                         dist = DotProduct(r_shadow_rtlight_frustumplanes[j].normal, points[i]);
2632                         if (bestdist > dist)
2633                                 bestdist = dist;
2634                 }
2635                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, r_shadow_rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, r_shadow_rtlight_frustumplanes[j].normal[0], r_shadow_rtlight_frustumplanes[j].normal[1], r_shadow_rtlight_frustumplanes[j].normal[2], r_shadow_rtlight_frustumplanes[j].dist, bestdist);
2636                 // if the nearest point is near or behind the plane, we want this
2637                 // plane, otherwise the plane is useless as it won't cull anything
2638                 if (r_shadow_rtlight_frustumplanes[j].dist < bestdist + 0.03125)
2639                 {
2640                         PlaneClassify(&r_shadow_rtlight_frustumplanes[j]);
2641                         r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = r_shadow_rtlight_frustumplanes[j];
2642                 }
2643         }
2644         }
2645 #endif
2646 }
2647
2648 void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
2649 {
2650         RSurf_ActiveWorldEntity();
2651         if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2652         {
2653                 shadowmesh_t *mesh;
2654                 CHECKGLERROR
2655                 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2656                 {
2657                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2658                         R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
2659                         GL_LockArrays(0, mesh->numverts);
2660                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2661                         {
2662                                 // decrement stencil if backface is behind depthbuffer
2663                                 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
2664                                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2665                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
2666                                 // increment stencil if frontface is behind depthbuffer
2667                                 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2668                                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2669                         }
2670                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
2671                         GL_LockArrays(0, 0);
2672                 }
2673                 CHECKGLERROR
2674         }
2675         else if (numsurfaces && r_refdef.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
2676         {
2677                 int t, tend;
2678                 int surfacelistindex;
2679                 msurface_t *surface;
2680                 R_Shadow_PrepareShadowMark(r_refdef.worldmodel->brush.shadowmesh->numtriangles);
2681                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2682                 {
2683                         surface = r_refdef.worldmodel->data_surfaces + surfacelist[surfacelistindex];
2684                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
2685                                 if (CHECKPVSBIT(trispvs, t))
2686                                         shadowmarklist[numshadowmark++] = t;
2687                 }
2688                 R_Shadow_VolumeFromList(r_refdef.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
2689         }
2690         else if (numsurfaces)
2691                 r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
2692 }
2693
2694 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
2695 {
2696         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2697         vec_t relativeshadowradius;
2698         RSurf_ActiveModelEntity(ent, false, false);
2699         Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2700         relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2701         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2702         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2703         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2704         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2705         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2706         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2707         ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2708 }
2709
2710 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2711 {
2712         // set up properties for rendering light onto this entity
2713         RSurf_ActiveModelEntity(ent, true, true);
2714         Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2715         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2716         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2717         Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2718         if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2719                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2720 }
2721
2722 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
2723 {
2724         if (!r_refdef.worldmodel->DrawLight)
2725                 return;
2726
2727         // set up properties for rendering light onto this entity
2728         RSurf_ActiveWorldEntity();
2729         r_shadow_entitytolight = r_shadow_rtlight->matrix_worldtolight;
2730         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2731         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2732         VectorCopy(r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2733         if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2734                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2735
2736         r_refdef.worldmodel->DrawLight(r_refdef.worldentity, numsurfaces, surfacelist, trispvs);
2737 }
2738
2739 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2740 {
2741         model_t *model = ent->model;
2742         if (!model->DrawLight)
2743                 return;
2744
2745         R_Shadow_SetupEntityLight(ent);
2746
2747         model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
2748 }
2749
2750 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2751 {
2752         int i;
2753         float f;
2754         int numleafs, numsurfaces;
2755         int *leaflist, *surfacelist;
2756         unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
2757         int numlightentities;
2758         int numlightentities_noselfshadow;
2759         int numshadowentities;
2760         int numshadowentities_noselfshadow;
2761         entity_render_t *lightentities[MAX_EDICTS];
2762         entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
2763         entity_render_t *shadowentities[MAX_EDICTS];
2764         entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
2765
2766         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2767         // skip lights that are basically invisible (color 0 0 0)
2768         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2769                 return;
2770
2771         // loading is done before visibility checks because loading should happen
2772         // all at once at the start of a level, not when it stalls gameplay.
2773         // (especially important to benchmarks)
2774         // compile light
2775         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2776                 R_RTLight_Compile(rtlight);
2777         // load cubemap
2778         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2779
2780         // look up the light style value at this time
2781         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2782         VectorScale(rtlight->color, f, rtlight->currentcolor);
2783         /*
2784         if (rtlight->selected)
2785         {
2786                 f = 2 + sin(realtime * M_PI * 4.0);
2787                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2788         }
2789         */
2790
2791         // if lightstyle is currently off, don't draw the light
2792         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2793                 return;
2794
2795         // if the light box is offscreen, skip it
2796         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2797                 return;
2798
2799         VectorCopy(rtlight->cullmins, r_shadow_rtlight_cullmins);
2800         VectorCopy(rtlight->cullmaxs, r_shadow_rtlight_cullmaxs);
2801
2802         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2803         {
2804                 // compiled light, world available and can receive realtime lighting
2805                 // retrieve leaf information
2806                 numleafs = rtlight->static_numleafs;
2807                 leaflist = rtlight->static_leaflist;
2808                 leafpvs = rtlight->static_leafpvs;
2809                 numsurfaces = rtlight->static_numsurfaces;
2810                 surfacelist = rtlight->static_surfacelist;
2811                 shadowtrispvs = rtlight->static_shadowtrispvs;
2812                 lighttrispvs = rtlight->static_lighttrispvs;
2813         }
2814         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2815         {
2816                 // dynamic light, world available and can receive realtime lighting
2817                 // calculate lit surfaces and leafs
2818                 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces, r_refdef.worldmodel->brush.shadowmesh ? r_refdef.worldmodel->brush.shadowmesh->numtriangles : r_refdef.worldmodel->surfmesh.num_triangles, r_refdef.worldmodel->surfmesh.num_triangles);
2819                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
2820                 leaflist = r_shadow_buffer_leaflist;
2821                 leafpvs = r_shadow_buffer_leafpvs;
2822                 surfacelist = r_shadow_buffer_surfacelist;
2823                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
2824                 lighttrispvs = r_shadow_buffer_lighttrispvs;
2825                 // if the reduced leaf bounds are offscreen, skip it
2826                 if (R_CullBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
2827                         return;
2828         }
2829         else
2830         {
2831                 // no world
2832                 numleafs = 0;
2833                 leaflist = NULL;
2834                 leafpvs = NULL;
2835                 numsurfaces = 0;
2836                 surfacelist = NULL;
2837                 shadowtrispvs = NULL;
2838                 lighttrispvs = NULL;
2839         }
2840         // check if light is illuminating any visible leafs
2841         if (numleafs)
2842         {
2843                 for (i = 0;i < numleafs;i++)
2844                         if (r_viewcache.world_leafvisible[leaflist[i]])
2845                                 break;
2846                 if (i == numleafs)
2847                         return;
2848         }
2849         // set up a scissor rectangle for this light
2850         if (R_Shadow_ScissorForBBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
2851                 return;
2852
2853         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
2854
2855         // make a list of lit entities and shadow casting entities
2856         numlightentities = 0;
2857         numlightentities_noselfshadow = 0;
2858         numshadowentities = 0;
2859         numshadowentities_noselfshadow = 0;
2860         // add dynamic entities that are lit by the light
2861         if (r_drawentities.integer)
2862         {
2863                 for (i = 0;i < r_refdef.numentities;i++)
2864                 {
2865                         model_t *model;
2866                         entity_render_t *ent = r_refdef.entities[i];
2867                         vec3_t org;
2868                         if (!BoxesOverlap(ent->mins, ent->maxs, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
2869                                 continue;
2870                         // skip the object entirely if it is not within the valid
2871                         // shadow-casting region (which includes the lit region)
2872                         if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes))
2873                                 continue;
2874                         if (!(model = ent->model))
2875                                 continue;
2876                         if (r_viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
2877                         {
2878                                 // this entity wants to receive light, is visible, and is
2879                                 // inside the light box
2880                                 // TODO: check if the surfaces in the model can receive light
2881                                 // so now check if it's in a leaf seen by the light
2882                                 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
2883                                         continue;
2884                                 if (ent->flags & RENDER_NOSELFSHADOW)
2885                                         lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
2886                                 else
2887                                         lightentities[numlightentities++] = ent;
2888                                 // since it is lit, it probably also casts a shadow...
2889                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2890                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2891                                 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2892                                 {
2893                                         // note: exterior models without the RENDER_NOSELFSHADOW
2894                                         // flag still create a RENDER_NOSELFSHADOW shadow but
2895                                         // are lit normally, this means that they are
2896                                         // self-shadowing but do not shadow other
2897                                         // RENDER_NOSELFSHADOW entities such as the gun
2898                                         // (very weird, but keeps the player shadow off the gun)
2899                                         if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
2900                                                 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
2901                                         else
2902                                                 shadowentities[numshadowentities++] = ent;
2903                                 }
2904                         }
2905                         else if (ent->flags & RENDER_SHADOW)
2906                         {
2907                                 // this entity is not receiving light, but may still need to
2908                                 // cast a shadow...
2909                                 // TODO: check if the surfaces in the model can cast shadow
2910                                 // now check if it is in a leaf seen by the light
2911                                 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
2912                                         continue;
2913                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2914                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2915                                 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2916                                 {
2917                                         if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
2918                                                 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
2919                                         else
2920                                                 shadowentities[numshadowentities++] = ent;
2921                                 }
2922                         }
2923                 }
2924         }
2925
2926         // return if there's nothing at all to light
2927         if (!numlightentities && !numsurfaces)
2928                 return;
2929
2930         // don't let sound skip if going slow
2931         if (r_refdef.extraupdate)
2932                 S_ExtraUpdate ();
2933
2934         // make this the active rtlight for rendering purposes
2935         R_Shadow_RenderMode_ActiveLight(rtlight);
2936         // count this light in the r_speeds
2937         r_refdef.stats.lights++;
2938
2939         if (r_showshadowvolumes.integer && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
2940         {
2941                 // optionally draw visible shape of the shadow volumes
2942                 // for performance analysis by level designers
2943                 R_Shadow_RenderMode_VisibleShadowVolumes();
2944                 if (numsurfaces)
2945                         R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
2946                 for (i = 0;i < numshadowentities;i++)
2947                         R_Shadow_DrawEntityShadow(shadowentities[i]);
2948                 for (i = 0;i < numshadowentities_noselfshadow;i++)
2949                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
2950         }
2951
2952         if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
2953         {
2954                 // draw stencil shadow volumes to mask off pixels that are in shadow
2955                 // so that they won't receive lighting
2956                 R_Shadow_RenderMode_StencilShadowVolumes(true);
2957                 if (numsurfaces)
2958                         R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
2959                 for (i = 0;i < numshadowentities;i++)
2960                         R_Shadow_DrawEntityShadow(shadowentities[i]);
2961                 if (numlightentities_noselfshadow)
2962                 {
2963                         // draw lighting in the unmasked areas
2964                         R_Shadow_RenderMode_Lighting(true, false);
2965                         for (i = 0;i < numlightentities_noselfshadow;i++)
2966                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
2967
2968                         // optionally draw the illuminated areas
2969                         // for performance analysis by level designers
2970                         if (r_showlighting.integer)
2971                         {
2972                                 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
2973                                 for (i = 0;i < numlightentities_noselfshadow;i++)
2974                                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
2975                         }
2976
2977                         R_Shadow_RenderMode_StencilShadowVolumes(false);
2978                 }
2979                 for (i = 0;i < numshadowentities_noselfshadow;i++)
2980                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
2981
2982                 if (numsurfaces + numlightentities)
2983                 {
2984                         // draw lighting in the unmasked areas
2985                         R_Shadow_RenderMode_Lighting(true, false);
2986                         if (numsurfaces)
2987                                 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
2988                         for (i = 0;i < numlightentities;i++)
2989                                 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2990
2991                         // optionally draw the illuminated areas
2992                         // for performance analysis by level designers
2993                         if (r_showlighting.integer)
2994                         {
2995                                 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
2996                                 if (numsurfaces)
2997                                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
2998                                 for (i = 0;i < numlightentities;i++)
2999                                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3000                         }
3001                 }
3002         }
3003         else
3004         {
3005                 if (numsurfaces + numlightentities)
3006                 {
3007                         // draw lighting in the unmasked areas
3008                         R_Shadow_RenderMode_Lighting(false, false);
3009                         if (numsurfaces)
3010                                 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3011                         for (i = 0;i < numlightentities;i++)
3012                                 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3013                         for (i = 0;i < numlightentities_noselfshadow;i++)
3014                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
3015
3016                         // optionally draw the illuminated areas
3017                         // for performance analysis by level designers
3018                         if (r_showlighting.integer)
3019                         {
3020                                 R_Shadow_RenderMode_VisibleLighting(false, false);
3021                                 if (numsurfaces)
3022                                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3023                                 for (i = 0;i < numlightentities;i++)
3024                                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3025                                 for (i = 0;i < numlightentities_noselfshadow;i++)
3026                                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
3027                         }
3028                 }
3029         }
3030 }
3031
3032 void R_Shadow_DrawLightSprites(void);
3033 void R_ShadowVolumeLighting(qboolean visible)
3034 {
3035         int lnum, flag;
3036         dlight_t *light;
3037
3038         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3039                 R_Shadow_EditLights_Reload_f();
3040
3041         if (r_editlights.integer)
3042                 R_Shadow_DrawLightSprites();
3043
3044         R_Shadow_RenderMode_Begin();
3045
3046         flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3047         if (r_shadow_debuglight.integer >= 0)
3048         {
3049                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3050                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3051                                 R_DrawRTLight(&light->rtlight, visible);
3052         }
3053         else
3054                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3055                         if (light->flags & flag)
3056                                 R_DrawRTLight(&light->rtlight, visible);
3057         if (r_refdef.rtdlight)
3058                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3059                         R_DrawRTLight(&r_refdef.lights[lnum], visible);
3060
3061         R_Shadow_RenderMode_End();
3062 }
3063
3064 extern void R_SetupView(const matrix4x4_t *matrix);
3065 extern cvar_t r_shadows_throwdistance;
3066 void R_DrawModelShadows(void)
3067 {
3068         int i;
3069         float relativethrowdistance;
3070         entity_render_t *ent;
3071         vec3_t relativelightorigin;
3072         vec3_t relativelightdirection;
3073         vec3_t relativeshadowmins, relativeshadowmaxs;
3074         float vertex3f[12];
3075
3076         if (!r_drawentities.integer || !gl_stencil)
3077                 return;
3078
3079         CHECKGLERROR
3080         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
3081
3082         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
3083
3084         if (gl_ext_separatestencil.integer)
3085                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
3086         else if (gl_ext_stenciltwoside.integer)
3087                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
3088         else
3089                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
3090
3091         R_Shadow_RenderMode_StencilShadowVolumes(true);
3092
3093         for (i = 0;i < r_refdef.numentities;i++)
3094         {
3095                 ent = r_refdef.entities[i];
3096                 // cast shadows from anything that is not a submodel of the map
3097                 if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
3098                 {
3099                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
3100                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
3101                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
3102                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
3103                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
3104                         RSurf_ActiveModelEntity(ent, false, false);
3105                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
3106                 }
3107         }
3108
3109         // not really the right mode, but this will disable any silly stencil features
3110         R_Shadow_RenderMode_VisibleLighting(true, true);
3111
3112         // vertex coordinates for a quad that covers the screen exactly
3113         vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
3114         vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
3115         vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
3116         vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
3117
3118         // set up ortho view for rendering this pass
3119         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3120         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
3121         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3122         GL_ScissorTest(true);
3123         R_Mesh_Matrix(&identitymatrix);
3124         R_Mesh_ResetTextureState();
3125         R_Mesh_VertexPointer(vertex3f, 0, 0);
3126         R_Mesh_ColorPointer(NULL, 0, 0);
3127
3128         // set up a 50% darkening blend on shadowed areas
3129         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3130         GL_DepthRange(0, 1);
3131         GL_DepthTest(false);
3132         GL_DepthMask(false);
3133         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
3134         GL_Color(0, 0, 0, 0.5);
3135         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3136         qglDepthFunc(GL_ALWAYS);CHECKGLERROR
3137         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
3138         qglStencilMask(~0);CHECKGLERROR
3139         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3140         qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
3141
3142         // apply the blend to the shadowed areas
3143         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3144
3145         // restoring the perspective view is done by R_RenderScene
3146         //R_SetupView(&r_view.matrix);
3147
3148         // restore other state to normal
3149         R_Shadow_RenderMode_End();
3150 }
3151
3152
3153 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3154 typedef struct suffixinfo_s
3155 {
3156         char *suffix;
3157         qboolean flipx, flipy, flipdiagonal;
3158 }
3159 suffixinfo_t;
3160 static suffixinfo_t suffix[3][6] =
3161 {
3162         {
3163                 {"px",   false, false, false},
3164                 {"nx",   false, false, false},
3165                 {"py",   false, false, false},
3166                 {"ny",   false, false, false},
3167                 {"pz",   false, false, false},
3168                 {"nz",   false, false, false}
3169         },
3170         {
3171                 {"posx", false, false, false},
3172                 {"negx", false, false, false},
3173                 {"posy", false, false, false},
3174                 {"negy", false, false, false},
3175                 {"posz", false, false, false},
3176                 {"negz", false, false, false}
3177         },
3178         {
3179                 {"rt",    true, false,  true},
3180                 {"lf",   false,  true,  true},
3181                 {"ft",    true,  true, false},
3182                 {"bk",   false, false, false},
3183                 {"up",    true, false,  true},
3184                 {"dn",    true, false,  true}
3185         }
3186 };
3187
3188 static int componentorder[4] = {0, 1, 2, 3};
3189
3190 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3191 {
3192         int i, j, cubemapsize;
3193         unsigned char *cubemappixels, *image_rgba;
3194         rtexture_t *cubemaptexture;
3195         char name[256];
3196         // must start 0 so the first loadimagepixels has no requested width/height
3197         cubemapsize = 0;
3198         cubemappixels = NULL;
3199         cubemaptexture = NULL;
3200         // keep trying different suffix groups (posx, px, rt) until one loads
3201         for (j = 0;j < 3 && !cubemappixels;j++)
3202         {
3203                 // load the 6 images in the suffix group
3204                 for (i = 0;i < 6;i++)
3205                 {
3206                         // generate an image name based on the base and and suffix
3207                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3208                         // load it
3209                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3210                         {
3211                                 // an image loaded, make sure width and height are equal
3212                                 if (image_width == image_height)
3213                                 {
3214                                         // if this is the first image to load successfully, allocate the cubemap memory
3215                                         if (!cubemappixels && image_width >= 1)
3216                                         {
3217                                                 cubemapsize = image_width;
3218                                                 // note this clears to black, so unavailable sides are black
3219                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3220                                         }
3221                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3222                                         if (cubemappixels)
3223                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3224                                 }
3225                                 else
3226                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3227                                 // free the image
3228                                 Mem_Free(image_rgba);
3229                         }
3230                 }
3231         }
3232         // if a cubemap loaded, upload it
3233         if (cubemappixels)
3234         {
3235                 if (!r_shadow_filters_texturepool)
3236                         r_shadow_filters_texturepool = R_AllocTexturePool();
3237                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3238                 Mem_Free(cubemappixels);
3239         }
3240         else
3241         {
3242                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3243                 for (j = 0;j < 3;j++)
3244                         for (i = 0;i < 6;i++)
3245                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3246                 Con_Print(" and was unable to find any of them.\n");
3247         }
3248         return cubemaptexture;
3249 }
3250
3251 rtexture_t *R_Shadow_Cubemap(const char *basename)
3252 {
3253         int i;
3254         for (i = 0;i < numcubemaps;i++)
3255                 if (!strcasecmp(cubemaps[i].basename, basename))
3256                         return cubemaps[i].texture;
3257         if (i >= MAX_CUBEMAPS)
3258                 return r_texture_whitecube;
3259         numcubemaps++;
3260         strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
3261         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3262         if (!cubemaps[i].texture)
3263                 cubemaps[i].texture = r_texture_whitecube;
3264         return cubemaps[i].texture;
3265 }
3266
3267 void R_Shadow_FreeCubemaps(void)
3268 {
3269         numcubemaps = 0;
3270         R_FreeTexturePool(&r_shadow_filters_texturepool);
3271 }
3272
3273 dlight_t *R_Shadow_NewWorldLight(void)
3274 {
3275         dlight_t *light;
3276         light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
3277         light->next = r_shadow_worldlightchain;
3278         r_shadow_worldlightchain = light;
3279         return light;
3280 }
3281
3282 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3283 {
3284         matrix4x4_t matrix;
3285         // validate parameters
3286         if (style < 0 || style >= MAX_LIGHTSTYLES)
3287         {
3288                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3289                 style = 0;
3290         }
3291         if (!cubemapname)
3292                 cubemapname = "";
3293
3294         // copy to light properties
3295         VectorCopy(origin, light->origin);
3296         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3297         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3298         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3299         light->color[0] = max(color[0], 0);
3300         light->color[1] = max(color[1], 0);
3301         light->color[2] = max(color[2], 0);
3302         light->radius = max(radius, 0);
3303         light->style = style;
3304         light->shadow = shadowenable;
3305         light->corona = corona;
3306         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3307         light->coronasizescale = coronasizescale;
3308         light->ambientscale = ambientscale;
3309         light->diffusescale = diffusescale;
3310         light->specularscale = specularscale;
3311         light->flags = flags;
3312
3313         // update renderable light data
3314         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
3315         R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3316 }
3317
3318 void R_Shadow_FreeWorldLight(dlight_t *light)
3319 {
3320         dlight_t **lightpointer;
3321         R_RTLight_Uncompile(&light->rtlight);
3322         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3323         if (*lightpointer != light)
3324                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3325         *lightpointer = light->next;
3326         Mem_Free(light);
3327 }
3328
3329 void R_Shadow_ClearWorldLights(void)
3330 {
3331         while (r_shadow_worldlightchain)
3332                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3333         r_shadow_selectedlight = NULL;
3334         R_Shadow_FreeCubemaps();
3335 }
3336
3337 void R_Shadow_SelectLight(dlight_t *light)
3338 {
3339         if (r_shadow_selectedlight)
3340                 r_shadow_selectedlight->selected = false;
3341         r_shadow_selectedlight = light;
3342         if (r_shadow_selectedlight)
3343                 r_shadow_selectedlight->selected = true;
3344 }
3345
3346 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3347 {
3348         // this is never batched (there can be only one)
3349         float scale = r_editlights_cursorgrid.value * 0.5f;
3350         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3351 }
3352
3353 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3354 {
3355         // this is never batched (due to the ent parameter changing every time)
3356         // so numsurfaces == 1 and surfacelist[0] == lightnumber
3357         float intensity;
3358         const dlight_t *light = (dlight_t *)ent;
3359         intensity = 0.5;
3360         if (light->selected)
3361                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3362         if (!light->shadow)
3363                 intensity *= 0.5f;
3364         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5f);
3365 }
3366
3367 void R_Shadow_DrawLightSprites(void)
3368 {
3369         int i;
3370         dlight_t *light;
3371
3372         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3373                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
3374         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3375 }
3376
3377 void R_Shadow_SelectLightInView(void)
3378 {
3379         float bestrating, rating, temp[3];
3380         dlight_t *best, *light;
3381         best = NULL;
3382         bestrating = 0;
3383         for (light = r_shadow_worldlightchain;light;light = light->next)
3384         {
3385                 VectorSubtract(light->origin, r_view.origin, temp);
3386                 rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
3387                 if (rating >= 0.95)
3388                 {
3389                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3390                         if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
3391                         {
3392                                 bestrating = rating;
3393                                 best = light;
3394                         }
3395                 }
3396         }
3397         R_Shadow_SelectLight(best);
3398 }
3399
3400 void R_Shadow_LoadWorldLights(void)
3401 {
3402         int n, a, style, shadow, flags;
3403         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3404         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3405         if (r_refdef.worldmodel == NULL)
3406         {
3407                 Con_Print("No map loaded.\n");
3408                 return;
3409         }
3410         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3411         strlcat (name, ".rtlights", sizeof (name));
3412         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3413         if (lightsstring)
3414         {
3415                 s = lightsstring;
3416                 n = 0;
3417                 while (*s)
3418                 {
3419                         t = s;
3420                         /*
3421                         shadow = true;
3422                         for (;COM_Parse(t, true) && strcmp(
3423                         if (COM_Parse(t, true))
3424                         {
3425                                 if (com_token[0] == '!')
3426                                 {
3427                                         shadow = false;
3428                                         origin[0] = atof(com_token+1);
3429                                 }
3430                                 else
3431                                         origin[0] = atof(com_token);
3432                                 if (Com_Parse(t
3433                         }
3434                         */
3435                         t = s;
3436                         while (*s && *s != '\n' && *s != '\r')
3437                                 s++;
3438                         if (!*s)
3439                                 break;
3440                         tempchar = *s;
3441                         shadow = true;
3442                         // check for modifier flags
3443                         if (*t == '!')
3444                         {
3445                                 shadow = false;
3446                                 t++;
3447                         }
3448                         *s = 0;
3449                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3450                         *s = tempchar;
3451                         if (a < 18)
3452                                 flags = LIGHTFLAG_REALTIMEMODE;
3453                         if (a < 17)
3454                                 specularscale = 1;
3455                         if (a < 16)
3456                                 diffusescale = 1;
3457                         if (a < 15)
3458                                 ambientscale = 0;
3459                         if (a < 14)
3460                                 coronasizescale = 0.25f;
3461                         if (a < 13)
3462                                 VectorClear(angles);
3463                         if (a < 10)
3464                                 corona = 0;
3465                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3466                                 cubemapname[0] = 0;
3467                         // remove quotes on cubemapname
3468                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3469                         {
3470                                 size_t namelen;
3471                                 namelen = strlen(cubemapname) - 2;
3472                                 memmove(cubemapname, cubemapname + 1, namelen);
3473                                 cubemapname[namelen] = '\0';
3474                         }
3475                         if (a < 8)
3476                         {
3477                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3478                                 break;
3479                         }
3480                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3481                         if (*s == '\r')
3482                                 s++;
3483                         if (*s == '\n')
3484                                 s++;
3485                         n++;
3486                 }
3487                 if (*s)
3488                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3489                 Mem_Free(lightsstring);
3490         }
3491 }
3492
3493 void R_Shadow_SaveWorldLights(void)
3494 {
3495         dlight_t *light;
3496         size_t bufchars, bufmaxchars;
3497         char *buf, *oldbuf;
3498         char name[MAX_QPATH];
3499         char line[MAX_INPUTLINE];
3500         if (!r_shadow_worldlightchain)
3501                 return;
3502         if (r_refdef.worldmodel == NULL)
3503         {
3504                 Con_Print("No map loaded.\n");
3505                 return;
3506         }
3507         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3508         strlcat (name, ".rtlights", sizeof (name));
3509         bufchars = bufmaxchars = 0;
3510         buf = NULL;
3511         for (light = r_shadow_worldlightchain;light;light = light->next)
3512         {
3513                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3514                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3515                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3516                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3517                 else
3518                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3519                 if (bufchars + strlen(line) > bufmaxchars)
3520                 {
3521                         bufmaxchars = bufchars + strlen(line) + 2048;
3522                         oldbuf = buf;
3523                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3524                         if (oldbuf)
3525                         {
3526                                 if (bufchars)
3527                                         memcpy(buf, oldbuf, bufchars);
3528                                 Mem_Free(oldbuf);
3529                         }
3530                 }
3531                 if (strlen(line))
3532                 {
3533                         memcpy(buf + bufchars, line, strlen(line));
3534                         bufchars += strlen(line);
3535                 }
3536         }
3537         if (bufchars)
3538                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3539         if (buf)
3540                 Mem_Free(buf);
3541 }
3542
3543 void R_Shadow_LoadLightsFile(void)
3544 {
3545         int n, a, style;
3546         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3547         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3548         if (r_refdef.worldmodel == NULL)
3549         {
3550                 Con_Print("No map loaded.\n");
3551                 return;
3552         }
3553         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3554         strlcat (name, ".lights", sizeof (name));
3555         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3556         if (lightsstring)
3557         {
3558                 s = lightsstring;
3559                 n = 0;
3560                 while (*s)
3561                 {
3562                         t = s;
3563                         while (*s && *s != '\n' && *s != '\r')
3564                                 s++;
3565                         if (!*s)
3566                                 break;
3567                         tempchar = *s;
3568                         *s = 0;
3569                         a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
3570                         *s = tempchar;
3571                         if (a < 14)
3572                         {
3573                                 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
3574                                 break;
3575                         }
3576                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3577                         radius = bound(15, radius, 4096);
3578                         VectorScale(color, (2.0f / (8388608.0f)), color);
3579                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3580                         if (*s == '\r')
3581                                 s++;
3582                         if (*s == '\n')
3583                                 s++;
3584                         n++;
3585                 }
3586                 if (*s)
3587                         Con_Printf("invalid lights file \"%s\"\n", name);
3588                 Mem_Free(lightsstring);
3589         }
3590 }
3591
3592 // tyrlite/hmap2 light types in the delay field
3593 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3594
3595 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3596 {
3597         int entnum, style, islight, skin, pflags, effects, type, n;
3598         char *entfiledata;
3599         const char *data;
3600         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3601         char key[256], value[MAX_INPUTLINE];
3602
3603         if (r_refdef.worldmodel == NULL)
3604         {
3605                 Con_Print("No map loaded.\n");
3606                 return;
3607         }
3608         // try to load a .ent file first
3609         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3610         strlcat (key, ".ent", sizeof (key));
3611         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3612         // and if that is not found, fall back to the bsp file entity string
3613         if (!data)
3614                 data = r_refdef.worldmodel->brush.entities;
3615         if (!data)
3616                 return;
3617         for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
3618         {
3619                 type = LIGHTTYPE_MINUSX;
3620                 origin[0] = origin[1] = origin[2] = 0;
3621                 originhack[0] = originhack[1] = originhack[2] = 0;
3622                 angles[0] = angles[1] = angles[2] = 0;
3623                 color[0] = color[1] = color[2] = 1;
3624                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3625                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3626                 fadescale = 1;
3627                 lightscale = 1;
3628                 style = 0;
3629                 skin = 0;
3630                 pflags = 0;
3631                 effects = 0;
3632                 islight = false;
3633                 while (1)
3634                 {
3635                         if (!COM_ParseTokenConsole(&data))
3636                                 break; // error
3637                         if (com_token[0] == '}')
3638                                 break; // end of entity
3639                         if (com_token[0] == '_')
3640                                 strlcpy(key, com_token + 1, sizeof(key));
3641                         else
3642                                 strlcpy(key, com_token, sizeof(key));
3643                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3644                                 key[strlen(key)-1] = 0;
3645                         if (!COM_ParseTokenConsole(&data))
3646                                 break; // error
3647                         strlcpy(value, com_token, sizeof(value));
3648
3649                         // now that we have the key pair worked out...
3650                         if (!strcmp("light", key))
3651                         {
3652                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3653                                 if (n == 1)
3654                                 {
3655                                         // quake
3656                                         light[0] = vec[0] * (1.0f / 256.0f);
3657                                         light[1] = vec[0] * (1.0f / 256.0f);
3658                                         light[2] = vec[0] * (1.0f / 256.0f);
3659                                         light[3] = vec[0];
3660                                 }
3661                                 else if (n == 4)
3662                                 {
3663                                         // halflife
3664                                         light[0] = vec[0] * (1.0f / 255.0f);
3665                                         light[1] = vec[1] * (1.0f / 255.0f);
3666                                         light[2] = vec[2] * (1.0f / 255.0f);
3667                                         light[3] = vec[3];
3668                                 }
3669                         }
3670                         else if (!strcmp("delay", key))
3671                                 type = atoi(value);
3672                         else if (!strcmp("origin", key))
3673                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3674                         else if (!strcmp("angle", key))
3675                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3676                         else if (!strcmp("angles", key))
3677                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3678                         else if (!strcmp("color", key))
3679                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3680                         else if (!strcmp("wait", key))
3681                                 fadescale = atof(value);
3682                         else if (!strcmp("classname", key))
3683                         {
3684                                 if (!strncmp(value, "light", 5))
3685                                 {
3686                                         islight = true;
3687                                         if (!strcmp(value, "light_fluoro"))
3688                                         {
3689                                                 originhack[0] = 0;
3690                                                 originhack[1] = 0;
3691                                                 originhack[2] = 0;
3692                                                 overridecolor[0] = 1;
3693                                                 overridecolor[1] = 1;
3694                                                 overridecolor[2] = 1;
3695                                         }
3696                                         if (!strcmp(value, "light_fluorospark"))
3697                                         {
3698                                                 originhack[0] = 0;
3699                                                 originhack[1] = 0;
3700                                                 originhack[2] = 0;
3701                                                 overridecolor[0] = 1;
3702                                                 overridecolor[1] = 1;
3703                                                 overridecolor[2] = 1;
3704                                         }
3705                                         if (!strcmp(value, "light_globe"))
3706                                         {
3707                                                 originhack[0] = 0;
3708                                                 originhack[1] = 0;
3709                                                 originhack[2] = 0;
3710                                                 overridecolor[0] = 1;
3711                                                 overridecolor[1] = 0.8;
3712                                                 overridecolor[2] = 0.4;
3713                                         }
3714                                         if (!strcmp(value, "light_flame_large_yellow"))
3715                                         {
3716                                                 originhack[0] = 0;
3717                                                 originhack[1] = 0;
3718                                                 originhack[2] = 0;
3719                                                 overridecolor[0] = 1;
3720                                                 overridecolor[1] = 0.5;
3721                                                 overridecolor[2] = 0.1;
3722                                         }
3723                                         if (!strcmp(value, "light_flame_small_yellow"))
3724                                         {
3725                                                 originhack[0] = 0;
3726                                                 originhack[1] = 0;
3727                                                 originhack[2] = 0;
3728                                                 overridecolor[0] = 1;
3729                                                 overridecolor[1] = 0.5;
3730                                                 overridecolor[2] = 0.1;
3731                                         }
3732                                         if (!strcmp(value, "light_torch_small_white"))
3733                                         {
3734                                                 originhack[0] = 0;
3735                                                 originhack[1] = 0;
3736                                                 originhack[2] = 0;
3737                                                 overridecolor[0] = 1;
3738                                                 overridecolor[1] = 0.5;
3739                                                 overridecolor[2] = 0.1;
3740                                         }
3741                                         if (!strcmp(value, "light_torch_small_walltorch"))
3742                                         {
3743                                                 originhack[0] = 0;
3744                                                 originhack[1] = 0;
3745                                                 originhack[2] = 0;
3746                                                 overridecolor[0] = 1;
3747                                                 overridecolor[1] = 0.5;
3748                                                 overridecolor[2] = 0.1;
3749                                         }
3750                                 }
3751                         }
3752                         else if (!strcmp("style", key))
3753                                 style = atoi(value);
3754                         else if (!strcmp("skin", key))
3755                                 skin = (int)atof(value);
3756                         else if (!strcmp("pflags", key))
3757                                 pflags = (int)atof(value);
3758                         else if (!strcmp("effects", key))
3759                                 effects = (int)atof(value);
3760                         else if (r_refdef.worldmodel->type == mod_brushq3)
3761                         {
3762                                 if (!strcmp("scale", key))
3763                                         lightscale = atof(value);
3764                                 if (!strcmp("fade", key))
3765                                         fadescale = atof(value);
3766                         }
3767                 }
3768                 if (!islight)
3769                         continue;
3770                 if (lightscale <= 0)
3771                         lightscale = 1;
3772                 if (fadescale <= 0)
3773                         fadescale = 1;
3774                 if (color[0] == color[1] && color[0] == color[2])
3775                 {
3776                         color[0] *= overridecolor[0];
3777                         color[1] *= overridecolor[1];
3778                         color[2] *= overridecolor[2];
3779                 }
3780                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3781                 color[0] = color[0] * light[0];
3782                 color[1] = color[1] * light[1];
3783                 color[2] = color[2] * light[2];
3784                 switch (type)
3785                 {
3786                 case LIGHTTYPE_MINUSX:
3787                         break;
3788                 case LIGHTTYPE_RECIPX:
3789                         radius *= 2;
3790                         VectorScale(color, (1.0f / 16.0f), color);
3791                         break;
3792                 case LIGHTTYPE_RECIPXX:
3793                         radius *= 2;
3794                         VectorScale(color, (1.0f / 16.0f), color);
3795                         break;
3796                 default:
3797                 case LIGHTTYPE_NONE:
3798                         break;
3799                 case LIGHTTYPE_SUN:
3800                         break;
3801                 case LIGHTTYPE_MINUSXX:
3802                         break;
3803                 }
3804                 VectorAdd(origin, originhack, origin);
3805                 if (radius >= 1)
3806                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3807         }
3808         if (entfiledata)
3809                 Mem_Free(entfiledata);
3810 }
3811
3812
3813 void R_Shadow_SetCursorLocationForView(void)
3814 {
3815         vec_t dist, push;
3816         vec3_t dest, endpos;
3817         trace_t trace;
3818         VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
3819         trace = CL_Move(r_view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
3820         if (trace.fraction < 1)
3821         {
3822                 dist = trace.fraction * r_editlights_cursordistance.value;
3823                 push = r_editlights_cursorpushback.value;
3824                 if (push > dist)
3825                         push = dist;
3826                 push = -push;
3827                 VectorMA(trace.endpos, push, r_view.forward, endpos);
3828                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3829         }
3830         else
3831         {
3832                 VectorClear( endpos );
3833         }
3834         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3835         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3836         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3837 }
3838
3839 void R_Shadow_UpdateWorldLightSelection(void)
3840 {
3841         if (r_editlights.integer)
3842         {
3843                 R_Shadow_SetCursorLocationForView();
3844                 R_Shadow_SelectLightInView();
3845         }
3846         else
3847                 R_Shadow_SelectLight(NULL);
3848 }
3849
3850 void R_Shadow_EditLights_Clear_f(void)
3851 {
3852         R_Shadow_ClearWorldLights();
3853 }
3854
3855 void R_Shadow_EditLights_Reload_f(void)
3856 {
3857         if (!r_refdef.worldmodel)
3858                 return;
3859         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3860         R_Shadow_ClearWorldLights();
3861         R_Shadow_LoadWorldLights();
3862         if (r_shadow_worldlightchain == NULL)
3863         {
3864                 R_Shadow_LoadLightsFile();
3865                 if (r_shadow_worldlightchain == NULL)
3866                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3867         }
3868 }
3869
3870 void R_Shadow_EditLights_Save_f(void)
3871 {
3872         if (!r_refdef.worldmodel)
3873                 return;
3874         R_Shadow_SaveWorldLights();
3875 }
3876
3877 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3878 {
3879         R_Shadow_ClearWorldLights();
3880         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3881 }
3882
3883 void R_Shadow_EditLights_ImportLightsFile_f(void)
3884 {
3885         R_Shadow_ClearWorldLights();
3886         R_Shadow_LoadLightsFile();
3887 }
3888
3889 void R_Shadow_EditLights_Spawn_f(void)
3890 {
3891         vec3_t color;
3892         if (!r_editlights.integer)
3893         {
3894                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3895                 return;
3896         }
3897         if (Cmd_Argc() != 1)
3898         {
3899                 Con_Print("r_editlights_spawn does not take parameters\n");
3900                 return;
3901         }
3902         color[0] = color[1] = color[2] = 1;
3903         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3904 }
3905
3906 void R_Shadow_EditLights_Edit_f(void)
3907 {
3908         vec3_t origin, angles, color;
3909         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3910         int style, shadows, flags, normalmode, realtimemode;
3911         char cubemapname[MAX_INPUTLINE];
3912         if (!r_editlights.integer)
3913         {
3914                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3915                 return;
3916         }
3917         if (!r_shadow_selectedlight)
3918         {
3919                 Con_Print("No selected light.\n");
3920                 return;
3921         }
3922         VectorCopy(r_shadow_selectedlight->origin, origin);
3923         VectorCopy(r_shadow_selectedlight->angles, angles);
3924         VectorCopy(r_shadow_selectedlight->color, color);
3925         radius = r_shadow_selectedlight->radius;
3926         style = r_shadow_selectedlight->style;
3927         if (r_shadow_selectedlight->cubemapname)
3928                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3929         else
3930                 cubemapname[0] = 0;
3931         shadows = r_shadow_selectedlight->shadow;
3932         corona = r_shadow_selectedlight->corona;
3933         coronasizescale = r_shadow_selectedlight->coronasizescale;
3934         ambientscale = r_shadow_selectedlight->ambientscale;
3935         diffusescale = r_shadow_selectedlight->diffusescale;
3936         specularscale = r_shadow_selectedlight->specularscale;
3937         flags = r_shadow_selectedlight->flags;
3938         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3939         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3940         if (!strcmp(Cmd_Argv(1), "origin"))
3941         {
3942                 if (Cmd_Argc() != 5)
3943                 {
3944                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3945                         return;
3946                 }
3947                 origin[0] = atof(Cmd_Argv(2));
3948                 origin[1] = atof(Cmd_Argv(3));
3949                 origin[2] = atof(Cmd_Argv(4));
3950         }
3951         else if (!strcmp(Cmd_Argv(1), "originx"))
3952         {
3953                 if (Cmd_Argc() != 3)
3954                 {
3955                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3956                         return;
3957                 }
3958                 origin[0] = atof(Cmd_Argv(2));
3959         }
3960         else if (!strcmp(Cmd_Argv(1), "originy"))
3961         {
3962                 if (Cmd_Argc() != 3)
3963                 {
3964                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3965                         return;
3966                 }
3967                 origin[1] = atof(Cmd_Argv(2));
3968         }
3969         else if (!strcmp(Cmd_Argv(1), "originz"))
3970         {
3971                 if (Cmd_Argc() != 3)
3972                 {
3973                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3974                         return;
3975                 }
3976                 origin[2] = atof(Cmd_Argv(2));
3977         }
3978         else if (!strcmp(Cmd_Argv(1), "move"))
3979         {
3980                 if (Cmd_Argc() != 5)
3981                 {
3982                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3983                         return;
3984                 }
3985                 origin[0] += atof(Cmd_Argv(2));
3986                 origin[1] += atof(Cmd_Argv(3));
3987                 origin[2] += atof(Cmd_Argv(4));
3988         }
3989         else if (!strcmp(Cmd_Argv(1), "movex"))
3990         {
3991                 if (Cmd_Argc() != 3)
3992                 {
3993                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3994                         return;
3995                 }
3996                 origin[0] += atof(Cmd_Argv(2));
3997         }
3998         else if (!strcmp(Cmd_Argv(1), "movey"))
3999         {
4000                 if (Cmd_Argc() != 3)
4001                 {
4002                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4003                         return;
4004                 }
4005                 origin[1] += atof(Cmd_Argv(2));
4006         }
4007         else if (!strcmp(Cmd_Argv(1), "movez"))
4008         {
4009                 if (Cmd_Argc() != 3)
4010                 {
4011                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4012                         return;
4013                 }
4014                 origin[2] += atof(Cmd_Argv(2));
4015         }
4016         else if (!strcmp(Cmd_Argv(1), "angles"))
4017         {
4018                 if (Cmd_Argc() != 5)
4019                 {
4020                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4021                         return;
4022                 }
4023                 angles[0] = atof(Cmd_Argv(2));
4024                 angles[1] = atof(Cmd_Argv(3));
4025                 angles[2] = atof(Cmd_Argv(4));
4026         }
4027         else if (!strcmp(Cmd_Argv(1), "anglesx"))
4028         {
4029                 if (Cmd_Argc() != 3)
4030                 {
4031                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4032                         return;
4033                 }
4034                 angles[0] = atof(Cmd_Argv(2));
4035         }
4036         else if (!strcmp(Cmd_Argv(1), "anglesy"))
4037         {
4038                 if (Cmd_Argc() != 3)
4039                 {
4040                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4041                         return;
4042                 }
4043                 angles[1] = atof(Cmd_Argv(2));
4044         }
4045         else if (!strcmp(Cmd_Argv(1), "anglesz"))
4046         {
4047                 if (Cmd_Argc() != 3)
4048                 {
4049                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4050                         return;
4051                 }
4052                 angles[2] = atof(Cmd_Argv(2));
4053         }
4054         else if (!strcmp(Cmd_Argv(1), "color"))
4055         {
4056                 if (Cmd_Argc() != 5)
4057                 {
4058                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
4059                         return;
4060                 }
4061                 color[0] = atof(Cmd_Argv(2));
4062                 color[1] = atof(Cmd_Argv(3));
4063                 color[2] = atof(Cmd_Argv(4));
4064         }
4065         else if (!strcmp(Cmd_Argv(1), "radius"))
4066         {
4067                 if (Cmd_Argc() != 3)
4068                 {
4069                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4070                         return;
4071                 }
4072                 radius = atof(Cmd_Argv(2));
4073         }
4074         else if (!strcmp(Cmd_Argv(1), "colorscale"))
4075         {
4076                 if (Cmd_Argc() == 3)
4077                 {
4078                         double scale = atof(Cmd_Argv(2));
4079                         color[0] *= scale;
4080                         color[1] *= scale;
4081                         color[2] *= scale;
4082                 }
4083                 else
4084                 {
4085                         if (Cmd_Argc() != 5)
4086                         {
4087                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
4088                                 return;
4089                         }
4090                         color[0] *= atof(Cmd_Argv(2));
4091                         color[1] *= atof(Cmd_Argv(3));
4092                         color[2] *= atof(Cmd_Argv(4));
4093                 }
4094         }
4095         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4096         {
4097                 if (Cmd_Argc() != 3)
4098                 {
4099                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4100                         return;
4101                 }
4102                 radius *= atof(Cmd_Argv(2));
4103         }
4104         else if (!strcmp(Cmd_Argv(1), "style"))
4105         {
4106                 if (Cmd_Argc() != 3)
4107                 {
4108                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4109                         return;
4110                 }
4111                 style = atoi(Cmd_Argv(2));
4112         }
4113         else if (!strcmp(Cmd_Argv(1), "cubemap"))
4114         {
4115                 if (Cmd_Argc() > 3)
4116                 {
4117                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4118                         return;
4119                 }
4120                 if (Cmd_Argc() == 3)
4121                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
4122                 else
4123                         cubemapname[0] = 0;
4124         }
4125         else if (!strcmp(Cmd_Argv(1), "shadows"))
4126         {
4127                 if (Cmd_Argc() != 3)
4128                 {
4129                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4130                         return;
4131                 }
4132                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4133         }
4134         else if (!strcmp(Cmd_Argv(1), "corona"))
4135         {
4136                 if (Cmd_Argc() != 3)
4137                 {
4138                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4139                         return;
4140                 }
4141                 corona = atof(Cmd_Argv(2));
4142         }
4143         else if (!strcmp(Cmd_Argv(1), "coronasize"))
4144         {
4145                 if (Cmd_Argc() != 3)
4146                 {
4147                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4148                         return;
4149                 }
4150                 coronasizescale = atof(Cmd_Argv(2));
4151         }
4152         else if (!strcmp(Cmd_Argv(1), "ambient"))
4153         {
4154                 if (Cmd_Argc() != 3)
4155                 {
4156                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4157                         return;
4158                 }
4159                 ambientscale = atof(Cmd_Argv(2));
4160         }
4161         else if (!strcmp(Cmd_Argv(1), "diffuse"))
4162         {
4163                 if (Cmd_Argc() != 3)
4164                 {
4165                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4166                         return;
4167                 }
4168                 diffusescale = atof(Cmd_Argv(2));
4169         }
4170         else if (!strcmp(Cmd_Argv(1), "specular"))
4171         {
4172                 if (Cmd_Argc() != 3)
4173                 {
4174                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4175                         return;
4176                 }
4177                 specularscale = atof(Cmd_Argv(2));
4178         }
4179         else if (!strcmp(Cmd_Argv(1), "normalmode"))
4180         {
4181                 if (Cmd_Argc() != 3)
4182                 {
4183                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4184                         return;
4185                 }
4186                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4187         }
4188         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4189         {
4190                 if (Cmd_Argc() != 3)
4191                 {
4192                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4193                         return;
4194                 }
4195                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4196         }
4197         else
4198         {
4199                 Con_Print("usage: r_editlights_edit [property] [value]\n");
4200                 Con_Print("Selected light's properties:\n");
4201                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4202                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4203                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4204                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
4205                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
4206                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
4207                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4208                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
4209                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
4210                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
4211                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
4212                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
4213                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4214                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4215                 return;
4216         }
4217         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4218         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4219 }
4220
4221 void R_Shadow_EditLights_EditAll_f(void)
4222 {
4223         dlight_t *light;
4224
4225         if (!r_editlights.integer)
4226         {
4227                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4228                 return;
4229         }
4230
4231         for (light = r_shadow_worldlightchain;light;light = light->next)
4232         {
4233                 R_Shadow_SelectLight(light);
4234                 R_Shadow_EditLights_Edit_f();
4235         }
4236 }
4237
4238 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4239 {
4240         int lightnumber, lightcount;
4241         dlight_t *light;
4242         float x, y;
4243         char temp[256];
4244         if (!r_editlights.integer)
4245                 return;
4246         x = 0;
4247         y = con_vislines;
4248         lightnumber = -1;
4249         lightcount = 0;
4250         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4251                 if (light == r_shadow_selectedlight)
4252                         lightnumber = lightcount;
4253         sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4254         if (r_shadow_selectedlight == NULL)
4255                 return;
4256         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4257         sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4258         sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4259         sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4260         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4261         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4262         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4263         sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4264         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4265         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4266         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4267         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4268         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4269         sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4270         sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4271 }
4272
4273 void R_Shadow_EditLights_ToggleShadow_f(void)
4274 {
4275         if (!r_editlights.integer)
4276         {
4277                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4278                 return;
4279         }
4280         if (!r_shadow_selectedlight)
4281         {
4282                 Con_Print("No selected light.\n");
4283                 return;
4284         }
4285         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4286 }
4287
4288 void R_Shadow_EditLights_ToggleCorona_f(void)
4289 {
4290         if (!r_editlights.integer)
4291         {
4292                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4293                 return;
4294         }
4295         if (!r_shadow_selectedlight)
4296         {
4297                 Con_Print("No selected light.\n");
4298                 return;
4299         }
4300         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4301 }
4302
4303 void R_Shadow_EditLights_Remove_f(void)
4304 {
4305         if (!r_editlights.integer)
4306         {
4307                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4308                 return;
4309         }
4310         if (!r_shadow_selectedlight)
4311         {
4312                 Con_Print("No selected light.\n");
4313                 return;
4314         }
4315         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4316         r_shadow_selectedlight = NULL;
4317 }
4318
4319 void R_Shadow_EditLights_Help_f(void)
4320 {
4321         Con_Print(
4322 "Documentation on r_editlights system:\n"
4323 "Settings:\n"
4324 "r_editlights : enable/disable editing mode\n"
4325 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4326 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4327 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4328 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4329 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4330 "Commands:\n"
4331 "r_editlights_help : this help\n"
4332 "r_editlights_clear : remove all lights\n"
4333 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4334 "r_editlights_save : save to .rtlights file\n"
4335 "r_editlights_spawn : create a light with default settings\n"
4336 "r_editlights_edit command : edit selected light - more documentation below\n"
4337 "r_editlights_remove : remove selected light\n"
4338 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4339 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4340 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4341 "Edit commands:\n"
4342 "origin x y z : set light location\n"
4343 "originx x: set x component of light location\n"
4344 "originy y: set y component of light location\n"
4345 "originz z: set z component of light location\n"
4346 "move x y z : adjust light location\n"
4347 "movex x: adjust x component of light location\n"
4348 "movey y: adjust y component of light location\n"
4349 "movez z: adjust z component of light location\n"
4350 "angles x y z : set light angles\n"
4351 "anglesx x: set x component of light angles\n"
4352 "anglesy y: set y component of light angles\n"
4353 "anglesz z: set z component of light angles\n"
4354 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4355 "radius radius : set radius (size) of light\n"
4356 "colorscale grey : multiply color of light (1 does nothing)\n"
4357 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4358 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4359 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4360 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4361 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4362 "shadows 1/0 : turn on/off shadows\n"
4363 "corona n : set corona intensity\n"
4364 "coronasize n : set corona size (0-1)\n"
4365 "ambient n : set ambient intensity (0-1)\n"
4366 "diffuse n : set diffuse intensity (0-1)\n"
4367 "specular n : set specular intensity (0-1)\n"
4368 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4369 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4370 "<nothing> : print light properties to console\n"
4371         );
4372 }
4373
4374 void R_Shadow_EditLights_CopyInfo_f(void)
4375 {
4376         if (!r_editlights.integer)
4377         {
4378                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4379                 return;
4380         }
4381         if (!r_shadow_selectedlight)
4382         {
4383                 Con_Print("No selected light.\n");
4384                 return;
4385         }
4386         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4387         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4388         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4389         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4390         if (r_shadow_selectedlight->cubemapname)
4391                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
4392         else
4393                 r_shadow_bufferlight.cubemapname[0] = 0;
4394         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4395         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4396         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4397         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4398         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4399         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4400         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4401 }
4402
4403 void R_Shadow_EditLights_PasteInfo_f(void)
4404 {
4405         if (!r_editlights.integer)
4406         {
4407                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4408                 return;
4409         }
4410         if (!r_shadow_selectedlight)
4411         {
4412                 Con_Print("No selected light.\n");
4413                 return;
4414         }
4415         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
4416 }
4417
4418 void R_Shadow_EditLights_Init(void)
4419 {
4420         Cvar_RegisterVariable(&r_editlights);
4421         Cvar_RegisterVariable(&r_editlights_cursordistance);
4422         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4423         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4424         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4425         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4426         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4427         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4428         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
4429         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4430         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4431         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4432         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
4433         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4434         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4435         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4436         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4437         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4438         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4439         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
4440 }
4441