eliminated qbyte type, now uses unsigned char throughout the engine for this purpose
[divverent/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadowstage_e
146 {
147         R_SHADOWSTAGE_NONE,
148         R_SHADOWSTAGE_STENCIL,
149         R_SHADOWSTAGE_STENCILTWOSIDE,
150         R_SHADOWSTAGE_LIGHT_VERTEX,
151         R_SHADOWSTAGE_LIGHT_DOT3,
152         R_SHADOWSTAGE_LIGHT_GLSL,
153         R_SHADOWSTAGE_VISIBLEVOLUMES,
154         R_SHADOWSTAGE_VISIBLELIGHTING,
155 }
156 r_shadowstage_t;
157
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
159
160 mempool_t *r_shadow_mempool;
161
162 int maxshadowelements;
163 int *shadowelements;
164
165 int maxshadowmark;
166 int numshadowmark;
167 int *shadowmark;
168 int *shadowmarklist;
169 int shadowmarkcount;
170
171 int maxvertexupdate;
172 int *vertexupdate;
173 int *vertexremap;
174 int vertexupdatenum;
175
176 int r_shadow_buffer_numleafpvsbytes;
177 unsigned char *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
179
180 int r_shadow_buffer_numsurfacepvsbytes;
181 unsigned char *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
183
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
187
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
190
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
193
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
234
235 float r_shadow_attenpower, r_shadow_attenscale;
236
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
242
243 rtexture_t *lighttextures[5];
244
245 extern int con_vislines;
246
247 typedef struct cubemapinfo_s
248 {
249         char basename[64];
250         rtexture_t *texture;
251 }
252 cubemapinfo_t;
253
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
257
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
265
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
267
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
278
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
282 "\n"
283 "// use half floats if available for math performance\n"
284 "#ifdef GEFORCEFX\n"
285 "#define myhalf half\n"
286 "#define myhvec2 hvec2\n"
287 "#define myhvec3 hvec3\n"
288 "#define myhvec4 hvec4\n"
289 "#else\n"
290 "#define myhalf float\n"
291 "#define myhvec2 vec2\n"
292 "#define myhvec3 vec3\n"
293 "#define myhvec4 vec4\n"
294 "#endif\n"
295 "\n"
296 "uniform vec3 LightPosition;\n"
297 "\n"
298 "varying vec2 TexCoord;\n"
299 "varying myhvec3 CubeVector;\n"
300 "varying vec3 LightVector;\n"
301 "\n"
302 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
303 "uniform vec3 EyePosition;\n"
304 "varying vec3 EyeVector;\n"
305 "#endif\n"
306 "\n"
307 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
308 "\n"
309 "void main(void)\n"
310 "{\n"
311 "       // copy the surface texcoord\n"
312 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
313 "\n"
314 "       // transform vertex position into light attenuation/cubemap space\n"
315 "       // (-1 to +1 across the light box)\n"
316 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
317 "\n"
318 "       // transform unnormalized light direction into tangent space\n"
319 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
320 "       //  normalize it per pixel)\n"
321 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
322 "       LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
323 "       LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
324 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
325 "\n"
326 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
327 "       // transform unnormalized eye direction into tangent space\n"
328 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
329 "       EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
330 "       EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
331 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
332 "#endif\n"
333 "\n"
334 "       // transform vertex to camera space, using ftransform to match non-VS\n"
335 "       // rendering\n"
336 "       gl_Position = ftransform();\n"
337 "}\n"
338 ;
339
340 const char *builtinshader_light_frag =
341 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
342 "// written by Forest 'LordHavoc' Hale\n"
343 "\n"
344 "// use half floats if available for math performance\n"
345 "#ifdef GEFORCEFX\n"
346 "#define myhalf half\n"
347 "#define myhvec2 hvec2\n"
348 "#define myhvec3 hvec3\n"
349 "#define myhvec4 hvec4\n"
350 "#else\n"
351 "#define myhalf float\n"
352 "#define myhvec2 vec2\n"
353 "#define myhvec3 vec3\n"
354 "#define myhvec4 vec4\n"
355 "#endif\n"
356 "\n"
357 "uniform myhvec3 LightColor;\n"
358 "#ifdef USEOFFSETMAPPING\n"
359 "uniform myhalf OffsetMapping_Scale;\n"
360 "uniform myhalf OffsetMapping_Bias;\n"
361 "#endif\n"
362 "#ifdef USESPECULAR\n"
363 "uniform myhalf SpecularPower;\n"
364 "#endif\n"
365 "#ifdef USEFOG\n"
366 "uniform myhalf FogRangeRecip;\n"
367 "#endif\n"
368 "uniform myhalf AmbientScale;\n"
369 "uniform myhalf DiffuseScale;\n"
370 "#ifdef USESPECULAR\n"
371 "uniform myhalf SpecularScale;\n"
372 "#endif\n"
373 "\n"
374 "uniform sampler2D Texture_Normal;\n"
375 "uniform sampler2D Texture_Color;\n"
376 "#ifdef USESPECULAR\n"
377 "uniform sampler2D Texture_Gloss;\n"
378 "#endif\n"
379 "#ifdef USECUBEFILTER\n"
380 "uniform samplerCube Texture_Cube;\n"
381 "#endif\n"
382 "#ifdef USEFOG\n"
383 "uniform sampler2D Texture_FogMask;\n"
384 "#endif\n"
385 "\n"
386 "varying vec2 TexCoord;\n"
387 "varying myhvec3 CubeVector;\n"
388 "varying vec3 LightVector;\n"
389 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
390 "varying vec3 EyeVector;\n"
391 "#endif\n"
392 "\n"
393 "void main(void)\n"
394 "{\n"
395 "       // attenuation\n"
396 "       //\n"
397 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
398 "       // center and sharp falloff at the edge, this is about the most efficient\n"
399 "       // we can get away with as far as providing illumination.\n"
400 "       //\n"
401 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
402 "       // provide significant illumination, large = slow = pain.\n"
403 "       myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
404 "\n"
405 "#ifdef USEFOG\n"
406 "       // apply fog\n"
407 "       colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
408 "#endif\n"
409 "\n"
410 "#ifdef USEOFFSETMAPPING\n"
411 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
412 "       myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
413 "       myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
414 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
415 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
416 "#define TexCoord TexCoordOffset\n"
417 "#endif\n"
418 "\n"
419 "       // get the surface normal\n"
420 "#ifdef SURFACENORMALIZE\n"
421 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
422 "#else\n"
423 "       myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
424 "#endif\n"
425 "\n"
426 "       // calculate shading\n"
427 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
428 "       myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
429 "#ifdef USESPECULAR\n"
430 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
431 "       color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
432 "#endif\n"
433 "\n"
434 "#ifdef USECUBEFILTER\n"
435 "       // apply light cubemap filter\n"
436 "       color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
437 "#endif\n"
438 "\n"
439 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
440 "       gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
441 "}\n"
442 ;
443
444 void r_shadow_start(void)
445 {
446         int i;
447         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
448         if (gl_support_half_float)
449                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
450         // allocate vertex processing arrays
451         numcubemaps = 0;
452         r_shadow_attenuation2dtexture = NULL;
453         r_shadow_attenuation3dtexture = NULL;
454         r_shadow_texturepool = NULL;
455         r_shadow_filters_texturepool = NULL;
456         R_Shadow_ValidateCvars();
457         R_Shadow_MakeTextures();
458         maxshadowelements = 0;
459         shadowelements = NULL;
460         maxvertexupdate = 0;
461         vertexupdate = NULL;
462         vertexremap = NULL;
463         vertexupdatenum = 0;
464         maxshadowmark = 0;
465         numshadowmark = 0;
466         shadowmark = NULL;
467         shadowmarklist = NULL;
468         shadowmarkcount = 0;
469         r_shadow_buffer_numleafpvsbytes = 0;
470         r_shadow_buffer_leafpvs = NULL;
471         r_shadow_buffer_leaflist = NULL;
472         r_shadow_buffer_numsurfacepvsbytes = 0;
473         r_shadow_buffer_surfacepvs = NULL;
474         r_shadow_buffer_surfacelist = NULL;
475         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
476                 r_shadow_program_light[i] = 0;
477         if (gl_support_fragment_shader)
478         {
479                 char *vertstring, *fragstring;
480                 int vertstrings_count;
481                 int fragstrings_count;
482                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
483                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
484                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
485                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
486                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
487                 {
488                         vertstrings_count = 0;
489                         fragstrings_count = 0;
490                         if (i & SHADERPERMUTATION_SPECULAR)
491                         {
492                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
493                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
494                         }
495                         if (i & SHADERPERMUTATION_FOG)
496                         {
497                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
498                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
499                         }
500                         if (i & SHADERPERMUTATION_CUBEFILTER)
501                         {
502                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
503                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
504                         }
505                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
506                         {
507                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
508                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
509                         }
510                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
511                         {
512                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
513                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
514                         }
515                         if (i & SHADERPERMUTATION_GEFORCEFX)
516                         {
517                                 // if the extension does not exist, don't try to compile it
518                                 if (!gl_support_half_float)
519                                         continue;
520                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
521                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
522                         }
523                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
524                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
525                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
526                         if (!r_shadow_program_light[i])
527                         {
528                                 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
529                                 continue;
530                         }
531                         qglUseProgramObjectARB(r_shadow_program_light[i]);
532                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
533                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
534                         if (i & SHADERPERMUTATION_SPECULAR)
535                         {
536                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
537                         }
538                         if (i & SHADERPERMUTATION_CUBEFILTER)
539                         {
540                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
541                         }
542                         if (i & SHADERPERMUTATION_FOG)
543                         {
544                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
545                         }
546                 }
547                 qglUseProgramObjectARB(0);
548                 if (fragstring)
549                         Mem_Free(fragstring);
550                 if (vertstring)
551                         Mem_Free(vertstring);
552         }
553 }
554
555 void r_shadow_shutdown(void)
556 {
557         int i;
558         R_Shadow_UncompileWorldLights();
559         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
560         {
561                 if (r_shadow_program_light[i])
562                 {
563                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
564                         r_shadow_program_light[i] = 0;
565                 }
566         }
567         numcubemaps = 0;
568         r_shadow_attenuation2dtexture = NULL;
569         r_shadow_attenuation3dtexture = NULL;
570         R_FreeTexturePool(&r_shadow_texturepool);
571         R_FreeTexturePool(&r_shadow_filters_texturepool);
572         maxshadowelements = 0;
573         if (shadowelements)
574                 Mem_Free(shadowelements);
575         shadowelements = NULL;
576         maxvertexupdate = 0;
577         if (vertexupdate)
578                 Mem_Free(vertexupdate);
579         vertexupdate = NULL;
580         if (vertexremap)
581                 Mem_Free(vertexremap);
582         vertexremap = NULL;
583         vertexupdatenum = 0;
584         maxshadowmark = 0;
585         numshadowmark = 0;
586         if (shadowmark)
587                 Mem_Free(shadowmark);
588         shadowmark = NULL;
589         if (shadowmarklist)
590                 Mem_Free(shadowmarklist);
591         shadowmarklist = NULL;
592         shadowmarkcount = 0;
593         r_shadow_buffer_numleafpvsbytes = 0;
594         if (r_shadow_buffer_leafpvs)
595                 Mem_Free(r_shadow_buffer_leafpvs);
596         r_shadow_buffer_leafpvs = NULL;
597         if (r_shadow_buffer_leaflist)
598                 Mem_Free(r_shadow_buffer_leaflist);
599         r_shadow_buffer_leaflist = NULL;
600         r_shadow_buffer_numsurfacepvsbytes = 0;
601         if (r_shadow_buffer_surfacepvs)
602                 Mem_Free(r_shadow_buffer_surfacepvs);
603         r_shadow_buffer_surfacepvs = NULL;
604         if (r_shadow_buffer_surfacelist)
605                 Mem_Free(r_shadow_buffer_surfacelist);
606         r_shadow_buffer_surfacelist = NULL;
607 }
608
609 void r_shadow_newmap(void)
610 {
611 }
612
613 void R_Shadow_Help_f(void)
614 {
615         Con_Printf(
616 "Documentation on r_shadow system:\n"
617 "Settings:\n"
618 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
619 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
620 "r_shadow_debuglight : render only this light number (-1 = all)\n"
621 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
622 "r_shadow_gloss2intensity : brightness of forced gloss\n"
623 "r_shadow_glossintensity : brightness of textured gloss\n"
624 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
625 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
626 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
627 "r_shadow_portallight : use portal visibility for static light precomputation\n"
628 "r_shadow_projectdistance : shadow volume projection distance\n"
629 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
630 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
631 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
632 "r_shadow_realtime_world : use high quality world lighting mode\n"
633 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
634 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
635 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
636 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
637 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
638 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
639 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
640 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
641 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
642 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
643 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
644 "r_shadow_scissor : use scissor optimization\n"
645 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
646 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
647 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
648 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
649 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
650 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
651 "Commands:\n"
652 "r_shadow_help : this help\n"
653         );
654 }
655
656 void R_Shadow_Init(void)
657 {
658         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
659         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
660         Cvar_RegisterVariable(&r_shadow_debuglight);
661         Cvar_RegisterVariable(&r_shadow_gloss);
662         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
663         Cvar_RegisterVariable(&r_shadow_glossintensity);
664         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
665         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
666         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
667         Cvar_RegisterVariable(&r_shadow_portallight);
668         Cvar_RegisterVariable(&r_shadow_projectdistance);
669         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
670         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
671         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
672         Cvar_RegisterVariable(&r_shadow_realtime_world);
673         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
674         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
675         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
676         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
677         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
678         Cvar_RegisterVariable(&r_shadow_scissor);
679         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
680         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
681         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
682         Cvar_RegisterVariable(&r_shadow_texture3d);
683         Cvar_RegisterVariable(&r_shadow_visiblelighting);
684         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
685         Cvar_RegisterVariable(&r_shadow_glsl);
686         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
687         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
688         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
689         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
690         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
691         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
692         if (gamemode == GAME_TENEBRAE)
693         {
694                 Cvar_SetValue("r_shadow_gloss", 2);
695                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
696         }
697         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
698         R_Shadow_EditLights_Init();
699         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
700         r_shadow_worldlightchain = NULL;
701         maxshadowelements = 0;
702         shadowelements = NULL;
703         maxvertexupdate = 0;
704         vertexupdate = NULL;
705         vertexremap = NULL;
706         vertexupdatenum = 0;
707         maxshadowmark = 0;
708         numshadowmark = 0;
709         shadowmark = NULL;
710         shadowmarklist = NULL;
711         shadowmarkcount = 0;
712         r_shadow_buffer_numleafpvsbytes = 0;
713         r_shadow_buffer_leafpvs = NULL;
714         r_shadow_buffer_leaflist = NULL;
715         r_shadow_buffer_numsurfacepvsbytes = 0;
716         r_shadow_buffer_surfacepvs = NULL;
717         r_shadow_buffer_surfacelist = NULL;
718         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
719 }
720
721 matrix4x4_t matrix_attenuationxyz =
722 {
723         {
724                 {0.5, 0.0, 0.0, 0.5},
725                 {0.0, 0.5, 0.0, 0.5},
726                 {0.0, 0.0, 0.5, 0.5},
727                 {0.0, 0.0, 0.0, 1.0}
728         }
729 };
730
731 matrix4x4_t matrix_attenuationz =
732 {
733         {
734                 {0.0, 0.0, 0.5, 0.5},
735                 {0.0, 0.0, 0.0, 0.5},
736                 {0.0, 0.0, 0.0, 0.5},
737                 {0.0, 0.0, 0.0, 1.0}
738         }
739 };
740
741 int *R_Shadow_ResizeShadowElements(int numtris)
742 {
743         // make sure shadowelements is big enough for this volume
744         if (maxshadowelements < numtris * 24)
745         {
746                 maxshadowelements = numtris * 24;
747                 if (shadowelements)
748                         Mem_Free(shadowelements);
749                 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
750         }
751         return shadowelements;
752 }
753
754 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
755 {
756         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
757         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
758         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
759         {
760                 if (r_shadow_buffer_leafpvs)
761                         Mem_Free(r_shadow_buffer_leafpvs);
762                 if (r_shadow_buffer_leaflist)
763                         Mem_Free(r_shadow_buffer_leaflist);
764                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
765                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
766                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
767         }
768         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
769         {
770                 if (r_shadow_buffer_surfacepvs)
771                         Mem_Free(r_shadow_buffer_surfacepvs);
772                 if (r_shadow_buffer_surfacelist)
773                         Mem_Free(r_shadow_buffer_surfacelist);
774                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
775                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
776                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
777         }
778 }
779
780 void R_Shadow_PrepareShadowMark(int numtris)
781 {
782         // make sure shadowmark is big enough for this volume
783         if (maxshadowmark < numtris)
784         {
785                 maxshadowmark = numtris;
786                 if (shadowmark)
787                         Mem_Free(shadowmark);
788                 if (shadowmarklist)
789                         Mem_Free(shadowmarklist);
790                 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
791                 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
792                 shadowmarkcount = 0;
793         }
794         shadowmarkcount++;
795         // if shadowmarkcount wrapped we clear the array and adjust accordingly
796         if (shadowmarkcount == 0)
797         {
798                 shadowmarkcount = 1;
799                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
800         }
801         numshadowmark = 0;
802 }
803
804 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
805 {
806         int i, j;
807         int outtriangles = 0, outvertices = 0;
808         const int *element;
809         const float *vertex;
810
811         if (maxvertexupdate < innumvertices)
812         {
813                 maxvertexupdate = innumvertices;
814                 if (vertexupdate)
815                         Mem_Free(vertexupdate);
816                 if (vertexremap)
817                         Mem_Free(vertexremap);
818                 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
819                 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
820                 vertexupdatenum = 0;
821         }
822         vertexupdatenum++;
823         if (vertexupdatenum == 0)
824         {
825                 vertexupdatenum = 1;
826                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
827                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
828         }
829
830         for (i = 0;i < numshadowmarktris;i++)
831                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
832
833         for (i = 0;i < numshadowmarktris;i++)
834         {
835                 element = inelement3i + shadowmarktris[i] * 3;
836                 // make sure the vertices are created
837                 for (j = 0;j < 3;j++)
838                 {
839                         if (vertexupdate[element[j]] != vertexupdatenum)
840                         {
841                                 float ratio, direction[3];
842                                 vertexupdate[element[j]] = vertexupdatenum;
843                                 vertexremap[element[j]] = outvertices;
844                                 vertex = invertex3f + element[j] * 3;
845                                 // project one copy of the vertex to the sphere radius of the light
846                                 // (FIXME: would projecting it to the light box be better?)
847                                 VectorSubtract(vertex, projectorigin, direction);
848                                 ratio = projectdistance / VectorLength(direction);
849                                 VectorCopy(vertex, outvertex3f);
850                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
851                                 outvertex3f += 6;
852                                 outvertices += 2;
853                         }
854                 }
855         }
856
857         for (i = 0;i < numshadowmarktris;i++)
858         {
859                 int remappedelement[3];
860                 int markindex;
861                 const int *neighbortriangle;
862
863                 markindex = shadowmarktris[i] * 3;
864                 element = inelement3i + markindex;
865                 neighbortriangle = inneighbor3i + markindex;
866                 // output the front and back triangles
867                 outelement3i[0] = vertexremap[element[0]];
868                 outelement3i[1] = vertexremap[element[1]];
869                 outelement3i[2] = vertexremap[element[2]];
870                 outelement3i[3] = vertexremap[element[2]] + 1;
871                 outelement3i[4] = vertexremap[element[1]] + 1;
872                 outelement3i[5] = vertexremap[element[0]] + 1;
873
874                 outelement3i += 6;
875                 outtriangles += 2;
876                 // output the sides (facing outward from this triangle)
877                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
878                 {
879                         remappedelement[0] = vertexremap[element[0]];
880                         remappedelement[1] = vertexremap[element[1]];
881                         outelement3i[0] = remappedelement[1];
882                         outelement3i[1] = remappedelement[0];
883                         outelement3i[2] = remappedelement[0] + 1;
884                         outelement3i[3] = remappedelement[1];
885                         outelement3i[4] = remappedelement[0] + 1;
886                         outelement3i[5] = remappedelement[1] + 1;
887
888                         outelement3i += 6;
889                         outtriangles += 2;
890                 }
891                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
892                 {
893                         remappedelement[1] = vertexremap[element[1]];
894                         remappedelement[2] = vertexremap[element[2]];
895                         outelement3i[0] = remappedelement[2];
896                         outelement3i[1] = remappedelement[1];
897                         outelement3i[2] = remappedelement[1] + 1;
898                         outelement3i[3] = remappedelement[2];
899                         outelement3i[4] = remappedelement[1] + 1;
900                         outelement3i[5] = remappedelement[2] + 1;
901
902                         outelement3i += 6;
903                         outtriangles += 2;
904                 }
905                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
906                 {
907                         remappedelement[0] = vertexremap[element[0]];
908                         remappedelement[2] = vertexremap[element[2]];
909                         outelement3i[0] = remappedelement[0];
910                         outelement3i[1] = remappedelement[2];
911                         outelement3i[2] = remappedelement[2] + 1;
912                         outelement3i[3] = remappedelement[0];
913                         outelement3i[4] = remappedelement[2] + 1;
914                         outelement3i[5] = remappedelement[0] + 1;
915
916                         outelement3i += 6;
917                         outtriangles += 2;
918                 }
919         }
920         if (outnumvertices)
921                 *outnumvertices = outvertices;
922         return outtriangles;
923 }
924
925 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
926 {
927         int tris, outverts;
928         if (projectdistance < 0.1)
929         {
930                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
931                 return;
932         }
933         if (!numverts || !nummarktris)
934                 return;
935         // make sure shadowelements is big enough for this volume
936         if (maxshadowelements < nummarktris * 24)
937                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
938         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
939         renderstats.lights_dynamicshadowtriangles += tris;
940         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
941 }
942
943 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
944 {
945         int t, tend;
946         const int *e;
947         const float *v[3];
948         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
949                 return;
950         tend = firsttriangle + numtris;
951         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
952          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
953          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
954         {
955                 // surface box entirely inside light box, no box cull
956                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
957                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
958                                 shadowmarklist[numshadowmark++] = t;
959         }
960         else
961         {
962                 // surface box not entirely inside light box, cull each triangle
963                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
964                 {
965                         v[0] = invertex3f + e[0] * 3;
966                         v[1] = invertex3f + e[1] * 3;
967                         v[2] = invertex3f + e[2] * 3;
968                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
969                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
970                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
971                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
972                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
973                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
974                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
975                                 shadowmarklist[numshadowmark++] = t;
976                 }
977         }
978 }
979
980 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
981 {
982         rmeshstate_t m;
983         if (r_shadow_compilingrtlight)
984         {
985                 // if we're compiling an rtlight, capture the mesh
986                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
987                 return;
988         }
989         renderstats.lights_shadowtriangles += numtriangles;
990         memset(&m, 0, sizeof(m));
991         m.pointer_vertex = vertex3f;
992         R_Mesh_State(&m);
993         GL_LockArrays(0, numvertices);
994         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
995         {
996                 // decrement stencil if backface is behind depthbuffer
997                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
998                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
999                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1000                 // increment stencil if frontface is behind depthbuffer
1001                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1002                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1003         }
1004         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1005         GL_LockArrays(0, 0);
1006 }
1007
1008 static void R_Shadow_MakeTextures(void)
1009 {
1010         int x, y, z, d;
1011         float v[3], intensity;
1012         unsigned char *data;
1013         R_FreeTexturePool(&r_shadow_texturepool);
1014         r_shadow_texturepool = R_AllocTexturePool();
1015         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1016         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1017 #define ATTEN2DSIZE 64
1018 #define ATTEN3DSIZE 32
1019         data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1020         for (y = 0;y < ATTEN2DSIZE;y++)
1021         {
1022                 for (x = 0;x < ATTEN2DSIZE;x++)
1023                 {
1024                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1025                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1026                         v[2] = 0;
1027                         intensity = 1.0f - sqrt(DotProduct(v, v));
1028                         if (intensity > 0)
1029                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1030                         d = bound(0, intensity, 255);
1031                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1032                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1033                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1034                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1035                 }
1036         }
1037         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1038         if (r_shadow_texture3d.integer)
1039         {
1040                 for (z = 0;z < ATTEN3DSIZE;z++)
1041                 {
1042                         for (y = 0;y < ATTEN3DSIZE;y++)
1043                         {
1044                                 for (x = 0;x < ATTEN3DSIZE;x++)
1045                                 {
1046                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1047                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1048                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1049                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1050                                         if (intensity > 0)
1051                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1052                                         d = bound(0, intensity, 255);
1053                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1054                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1055                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1056                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1057                                 }
1058                         }
1059                 }
1060                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1061         }
1062         Mem_Free(data);
1063 }
1064
1065 void R_Shadow_ValidateCvars(void)
1066 {
1067         if (r_shadow_texture3d.integer && !gl_texture3d)
1068                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1069         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1070                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1071 }
1072
1073 // light currently being rendered
1074 rtlight_t *r_shadow_rtlight;
1075 // light filter cubemap being used by the light
1076 static rtexture_t *r_shadow_lightcubemap;
1077
1078 // this is the location of the eye in entity space
1079 static vec3_t r_shadow_entityeyeorigin;
1080 // this is the location of the light in entity space
1081 static vec3_t r_shadow_entitylightorigin;
1082 // this transforms entity coordinates to light filter cubemap coordinates
1083 // (also often used for other purposes)
1084 static matrix4x4_t r_shadow_entitytolight;
1085 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1086 // of attenuation texturing in full 3D (Z result often ignored)
1087 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1088 // this transforms only the Z to S, and T is always 0.5
1089 static matrix4x4_t r_shadow_entitytoattenuationz;
1090 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1091 static vec3_t r_shadow_entitylightcolorbase;
1092 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
1093 static vec3_t r_shadow_entitylightcolorpants;
1094 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
1095 static vec3_t r_shadow_entitylightcolorshirt;
1096
1097 static int r_shadow_lightpermutation;
1098 static int r_shadow_lightprog;
1099
1100 void R_Shadow_Stage_Begin(void)
1101 {
1102         rmeshstate_t m;
1103
1104         R_Shadow_ValidateCvars();
1105
1106         if (!r_shadow_attenuation2dtexture
1107          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1108          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1109          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1110                 R_Shadow_MakeTextures();
1111
1112         memset(&m, 0, sizeof(m));
1113         GL_BlendFunc(GL_ONE, GL_ZERO);
1114         GL_DepthMask(false);
1115         GL_DepthTest(true);
1116         R_Mesh_State(&m);
1117         GL_Color(0, 0, 0, 1);
1118         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1119         qglEnable(GL_CULL_FACE);
1120         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1121         r_shadowstage = R_SHADOWSTAGE_NONE;
1122 }
1123
1124 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1125 {
1126         r_shadow_rtlight = rtlight;
1127 }
1128
1129 void R_Shadow_Stage_Reset(void)
1130 {
1131         rmeshstate_t m;
1132         if (gl_support_stenciltwoside)
1133                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1134         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1135         {
1136                 qglUseProgramObjectARB(0);
1137                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1138                 qglBegin(GL_TRIANGLES);
1139                 qglEnd();
1140                 CHECKGLERROR
1141         }
1142         memset(&m, 0, sizeof(m));
1143         R_Mesh_State(&m);
1144 }
1145
1146 void R_Shadow_Stage_StencilShadowVolumes(void)
1147 {
1148         R_Shadow_Stage_Reset();
1149         GL_Color(1, 1, 1, 1);
1150         GL_ColorMask(0, 0, 0, 0);
1151         GL_BlendFunc(GL_ONE, GL_ZERO);
1152         GL_DepthMask(false);
1153         GL_DepthTest(true);
1154         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1155         //if (r_shadow_shadow_polygonoffset.value != 0)
1156         //{
1157         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1158         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1159         //}
1160         //else
1161         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1162         qglDepthFunc(GL_LESS);
1163         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1164         qglEnable(GL_STENCIL_TEST);
1165         qglStencilFunc(GL_ALWAYS, 128, ~0);
1166         if (gl_ext_stenciltwoside.integer)
1167         {
1168                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1169                 qglDisable(GL_CULL_FACE);
1170                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1171                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1172                 qglStencilMask(~0);
1173                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1174                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1175                 qglStencilMask(~0);
1176                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1177         }
1178         else
1179         {
1180                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1181                 qglEnable(GL_CULL_FACE);
1182                 qglStencilMask(~0);
1183                 // this is changed by every shadow render so its value here is unimportant
1184                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1185         }
1186         GL_Clear(GL_STENCIL_BUFFER_BIT);
1187         renderstats.lights_clears++;
1188 }
1189
1190 void R_Shadow_Stage_Lighting(int stenciltest)
1191 {
1192         rmeshstate_t m;
1193         R_Shadow_Stage_Reset();
1194         GL_BlendFunc(GL_ONE, GL_ONE);
1195         GL_DepthMask(false);
1196         GL_DepthTest(true);
1197         qglPolygonOffset(0, 0);
1198         //qglDisable(GL_POLYGON_OFFSET_FILL);
1199         GL_Color(1, 1, 1, 1);
1200         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1201         qglDepthFunc(GL_EQUAL);
1202         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1203         qglEnable(GL_CULL_FACE);
1204         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1205                 qglEnable(GL_STENCIL_TEST);
1206         else
1207                 qglDisable(GL_STENCIL_TEST);
1208         qglStencilMask(~0);
1209         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1210         // only draw light where this geometry was already rendered AND the
1211         // stencil is 128 (values other than this mean shadow)
1212         qglStencilFunc(GL_EQUAL, 128, ~0);
1213         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1214         {
1215                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1216                 memset(&m, 0, sizeof(m));
1217                 m.pointer_vertex = varray_vertex3f;
1218                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1219                 m.pointer_texcoord3f[1] = varray_svector3f;
1220                 m.pointer_texcoord3f[2] = varray_tvector3f;
1221                 m.pointer_texcoord3f[3] = varray_normal3f;
1222                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1223                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1224                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1225                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1226                 m.tex[4] = R_GetTexture(r_texture_fogattenuation); // fog
1227                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1228                 R_Mesh_State(&m);
1229                 GL_BlendFunc(GL_ONE, GL_ONE);
1230                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1231                 CHECKGLERROR
1232                 r_shadow_lightpermutation = 0;
1233                 // only add a feature to the permutation if that permutation exists
1234                 // (otherwise it might end up not using a shader at all, which looks
1235                 // worse than using less features)
1236                 if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1237                         r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1238                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1239                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1240                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1241                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1242                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1243                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1244                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1245                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1246                 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1247                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1248                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1249                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1250                 // TODO: support fog (after renderer is converted to texture fog)
1251                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1252                 {
1253                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1254                 }
1255                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1256                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1257                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1258                 {
1259                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1260                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1261                 }
1262                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1263                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1264                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1265                 //{
1266                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1267                 //}
1268                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1269                 {
1270                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1271                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1272                 }
1273         }
1274         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1275                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1276         else
1277                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1278 }
1279
1280 void R_Shadow_Stage_VisibleShadowVolumes(void)
1281 {
1282         R_Shadow_Stage_Reset();
1283         GL_BlendFunc(GL_ONE, GL_ONE);
1284         GL_DepthMask(false);
1285         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1286         qglPolygonOffset(0, 0);
1287         GL_Color(0.0, 0.0125, 0.1, 1);
1288         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1289         qglDepthFunc(GL_GEQUAL);
1290         qglCullFace(GL_FRONT); // this culls back
1291         qglDisable(GL_CULL_FACE);
1292         qglDisable(GL_STENCIL_TEST);
1293         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1294 }
1295
1296 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1297 {
1298         R_Shadow_Stage_Reset();
1299         GL_BlendFunc(GL_ONE, GL_ONE);
1300         GL_DepthMask(false);
1301         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1302         qglPolygonOffset(0, 0);
1303         GL_Color(0.1, 0.0125, 0, 1);
1304         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1305         qglDepthFunc(GL_EQUAL);
1306         qglCullFace(GL_FRONT); // this culls back
1307         qglEnable(GL_CULL_FACE);
1308         if (stenciltest)
1309                 qglEnable(GL_STENCIL_TEST);
1310         else
1311                 qglDisable(GL_STENCIL_TEST);
1312         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1313 }
1314
1315 void R_Shadow_Stage_End(void)
1316 {
1317         R_Shadow_Stage_Reset();
1318         R_Shadow_Stage_ActiveLight(NULL);
1319         GL_BlendFunc(GL_ONE, GL_ZERO);
1320         GL_DepthMask(true);
1321         GL_DepthTest(true);
1322         qglPolygonOffset(0, 0);
1323         //qglDisable(GL_POLYGON_OFFSET_FILL);
1324         GL_Color(1, 1, 1, 1);
1325         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1326         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1327         qglDepthFunc(GL_LEQUAL);
1328         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1329         qglDisable(GL_STENCIL_TEST);
1330         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1331         if (gl_support_stenciltwoside)
1332                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1333         qglStencilMask(~0);
1334         qglStencilFunc(GL_ALWAYS, 128, ~0);
1335         r_shadowstage = R_SHADOWSTAGE_NONE;
1336 }
1337
1338 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1339 {
1340         int i, ix1, iy1, ix2, iy2;
1341         float x1, y1, x2, y2;
1342         vec4_t v, v2;
1343         rmesh_t mesh;
1344         mplane_t planes[11];
1345         float vertex3f[256*3];
1346
1347         // if view is inside the light box, just say yes it's visible
1348         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1349         {
1350                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1351                 return false;
1352         }
1353
1354         // create a temporary brush describing the area the light can affect in worldspace
1355         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1356         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1357         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1358         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1359         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1360         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1361         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1362         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1363         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1364         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1365         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1366
1367         // turn the brush into a mesh
1368         memset(&mesh, 0, sizeof(rmesh_t));
1369         mesh.maxvertices = 256;
1370         mesh.vertex3f = vertex3f;
1371         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1372         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1373
1374         // if that mesh is empty, the light is not visible at all
1375         if (!mesh.numvertices)
1376                 return true;
1377
1378         if (!r_shadow_scissor.integer)
1379                 return false;
1380
1381         // if that mesh is not empty, check what area of the screen it covers
1382         x1 = y1 = x2 = y2 = 0;
1383         v[3] = 1.0f;
1384         for (i = 0;i < mesh.numvertices;i++)
1385         {
1386                 VectorCopy(mesh.vertex3f + i * 3, v);
1387                 GL_TransformToScreen(v, v2);
1388                 //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]);
1389                 if (i)
1390                 {
1391                         if (x1 > v2[0]) x1 = v2[0];
1392                         if (x2 < v2[0]) x2 = v2[0];
1393                         if (y1 > v2[1]) y1 = v2[1];
1394                         if (y2 < v2[1]) y2 = v2[1];
1395                 }
1396                 else
1397                 {
1398                         x1 = x2 = v2[0];
1399                         y1 = y2 = v2[1];
1400                 }
1401         }
1402
1403         // now convert the scissor rectangle to integer screen coordinates
1404         ix1 = x1 - 1.0f;
1405         iy1 = y1 - 1.0f;
1406         ix2 = x2 + 1.0f;
1407         iy2 = y2 + 1.0f;
1408         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1409
1410         // clamp it to the screen
1411         if (ix1 < r_view_x) ix1 = r_view_x;
1412         if (iy1 < r_view_y) iy1 = r_view_y;
1413         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1414         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1415
1416         // if it is inside out, it's not visible
1417         if (ix2 <= ix1 || iy2 <= iy1)
1418                 return true;
1419
1420         // the light area is visible, set up the scissor rectangle
1421         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1422         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1423         //qglEnable(GL_SCISSOR_TEST);
1424         renderstats.lights_scissored++;
1425         return false;
1426 }
1427
1428 extern float *rsurface_vertex3f;
1429 extern float *rsurface_svector3f;
1430 extern float *rsurface_tvector3f;
1431 extern float *rsurface_normal3f;
1432 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1433
1434 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce, const vec3_t modelorg)
1435 {
1436         int numverts = surface->num_vertices;
1437         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1438         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1439         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1440         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1441         if (r_textureunits.integer >= 3)
1442         {
1443                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1444                 {
1445                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1446                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1447                         if ((dot = DotProduct(n, v)) > 0)
1448                         {
1449                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1450                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1451                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1452                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1453                                 if (fogenabled)
1454                                 {
1455                                         float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
1456                                         VectorScale(color4f, f, color4f);
1457                                 }
1458                         }
1459                         else
1460                                 VectorClear(color4f);
1461                         color4f[3] = 1;
1462                 }
1463         }
1464         else if (r_textureunits.integer >= 2)
1465         {
1466                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1467                 {
1468                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1469                         if ((dist = fabs(v[2])) < 1)
1470                         {
1471                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1472                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1473                                 if ((dot = DotProduct(n, v)) > 0)
1474                                 {
1475                                         shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1476                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1477                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1478                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1479                                 }
1480                                 else
1481                                 {
1482                                         color4f[0] = ambientcolor[0] * distintensity - reduce;
1483                                         color4f[1] = ambientcolor[1] * distintensity - reduce;
1484                                         color4f[2] = ambientcolor[2] * distintensity - reduce;
1485                                 }
1486                                 if (fogenabled)
1487                                 {
1488                                         float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
1489                                         VectorScale(color4f, f, color4f);
1490                                 }
1491                         }
1492                         else
1493                                 VectorClear(color4f);
1494                         color4f[3] = 1;
1495                 }
1496         }
1497         else
1498         {
1499                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1500                 {
1501                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1502                         if ((dist = DotProduct(v, v)) < 1)
1503                         {
1504                                 dist = sqrt(dist);
1505                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1506                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1507                                 if ((dot = DotProduct(n, v)) > 0)
1508                                 {
1509                                         shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1510                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1511                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1512                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1513                                 }
1514                                 else
1515                                 {
1516                                         color4f[0] = ambientcolor[0] * distintensity - reduce;
1517                                         color4f[1] = ambientcolor[1] * distintensity - reduce;
1518                                         color4f[2] = ambientcolor[2] * distintensity - reduce;
1519                                 }
1520                                 if (fogenabled)
1521                                 {
1522                                         float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
1523                                         VectorScale(color4f, f, color4f);
1524                                 }
1525                         }
1526                         else
1527                                 VectorClear(color4f);
1528                         color4f[3] = 1;
1529                 }
1530         }
1531 }
1532
1533 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1534 #define USETEXMATRIX
1535
1536 #ifndef USETEXMATRIX
1537 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1538 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1539 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1540 {
1541         do
1542         {
1543                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1544                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1545                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1546                 vertex3f += 3;
1547                 tc3f += 3;
1548         }
1549         while (--numverts);
1550 }
1551
1552 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1553 {
1554         do
1555         {
1556                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1557                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1558                 vertex3f += 3;
1559                 tc2f += 2;
1560         }
1561         while (--numverts);
1562 }
1563 #endif
1564
1565 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1566 {
1567         int i;
1568         float lightdir[3];
1569         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1570         {
1571                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1572                 // the cubemap normalizes this for us
1573                 out3f[0] = DotProduct(svector3f, lightdir);
1574                 out3f[1] = DotProduct(tvector3f, lightdir);
1575                 out3f[2] = DotProduct(normal3f, lightdir);
1576         }
1577 }
1578
1579 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1580 {
1581         int i;
1582         float lightdir[3], eyedir[3], halfdir[3];
1583         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1584         {
1585                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1586                 VectorNormalize(lightdir);
1587                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1588                 VectorNormalize(eyedir);
1589                 VectorAdd(lightdir, eyedir, halfdir);
1590                 // the cubemap normalizes this for us
1591                 out3f[0] = DotProduct(svector3f, halfdir);
1592                 out3f[1] = DotProduct(tvector3f, halfdir);
1593                 out3f[2] = DotProduct(normal3f, halfdir);
1594         }
1595 }
1596
1597 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1598 {
1599         // used to display how many times a surface is lit for level design purposes
1600         int surfacelistindex;
1601         rmeshstate_t m;
1602         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1603         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1604         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1605         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1606         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1607         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1608         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1609         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1610                 return;
1611         GL_Color(0.1, 0.025, 0, 1);
1612         memset(&m, 0, sizeof(m));
1613         R_Mesh_State(&m);
1614         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1615         {
1616                 const msurface_t *surface = surfacelist[surfacelistindex];
1617                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1618                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1619                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1620                 GL_LockArrays(0, 0);
1621         }
1622 }
1623
1624 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1625 {
1626         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1627         int surfacelistindex;
1628         qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1629         qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1630         qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1631         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1632         // TODO: add direct pants/shirt rendering
1633         if (dopants)
1634                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1635         if (doshirt)
1636                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1637         if (!dobase && !dospecular)
1638                 return;
1639         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1640         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1641         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1642         R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1643         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1644         {
1645                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1646         }
1647         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1648         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1649         {
1650                 const msurface_t *surface = surfacelist[surfacelistindex];
1651                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1652                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1653                 if (!rsurface_svector3f)
1654                 {
1655                         rsurface_svector3f = varray_svector3f;
1656                         rsurface_tvector3f = varray_tvector3f;
1657                         rsurface_normal3f = varray_normal3f;
1658                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1659                 }
1660                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1661                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1662                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1663                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1664                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1665                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1666                 GL_LockArrays(0, 0);
1667         }
1668 }
1669
1670 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1671 {
1672         // ARB path (any Geforce, any Radeon)
1673         int surfacelistindex;
1674         int renders;
1675         float color2[3], colorscale;
1676         rmeshstate_t m;
1677         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1678         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1679         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1680         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1681         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1682         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1683         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1684         // TODO: add direct pants/shirt rendering
1685         if (doambientpants || dodiffusepants)
1686                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1687         if (doambientshirt || dodiffuseshirt)
1688                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1689         if (!doambientbase && !dodiffusebase && !dospecular)
1690                 return;
1691         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1692         {
1693                 const msurface_t *surface = surfacelist[surfacelistindex];
1694                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1695                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1696                 if (!rsurface_svector3f)
1697                 {
1698                         rsurface_svector3f = varray_svector3f;
1699                         rsurface_tvector3f = varray_tvector3f;
1700                         rsurface_normal3f = varray_normal3f;
1701                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1702                 }
1703                 if (doambientbase)
1704                 {
1705                         GL_Color(1,1,1,1);
1706                         colorscale = r_shadow_rtlight->ambientscale;
1707                         // colorscale accounts for how much we multiply the brightness
1708                         // during combine.
1709                         //
1710                         // mult is how many times the final pass of the lighting will be
1711                         // performed to get more brightness than otherwise possible.
1712                         //
1713                         // Limit mult to 64 for sanity sake.
1714                         if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1715                         {
1716                                 // 3 3D combine path (Geforce3, Radeon 8500)
1717                                 memset(&m, 0, sizeof(m));
1718                                 m.pointer_vertex = rsurface_vertex3f;
1719                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1720 #ifdef USETEXMATRIX
1721                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1722                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1723 #else
1724                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1725                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1726 #endif
1727                                 m.tex[1] = R_GetTexture(basetexture);
1728                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1729                                 m.texmatrix[1] = texture->currenttexmatrix;
1730                                 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1731 #ifdef USETEXMATRIX
1732                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1733                                 m.texmatrix[2] = r_shadow_entitytolight;
1734 #else
1735                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1736                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1737 #endif
1738                                 GL_BlendFunc(GL_ONE, GL_ONE);
1739                         }
1740                         else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1741                         {
1742                                 // 2 3D combine path (Geforce3, original Radeon)
1743                                 memset(&m, 0, sizeof(m));
1744                                 m.pointer_vertex = rsurface_vertex3f;
1745                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1746 #ifdef USETEXMATRIX
1747                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1748                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1749 #else
1750                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1751                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1752 #endif
1753                                 m.tex[1] = R_GetTexture(basetexture);
1754                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1755                                 m.texmatrix[1] = texture->currenttexmatrix;
1756                                 GL_BlendFunc(GL_ONE, GL_ONE);
1757                         }
1758                         else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1759                         {
1760                                 // 4 2D combine path (Geforce3, Radeon 8500)
1761                                 memset(&m, 0, sizeof(m));
1762                                 m.pointer_vertex = rsurface_vertex3f;
1763                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1764 #ifdef USETEXMATRIX
1765                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1766                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1767 #else
1768                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1769                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1770 #endif
1771                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1772 #ifdef USETEXMATRIX
1773                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1774                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1775 #else
1776                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1777                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1778 #endif
1779                                 m.tex[2] = R_GetTexture(basetexture);
1780                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1781                                 m.texmatrix[2] = texture->currenttexmatrix;
1782                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1783                                 {
1784                                         m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1785 #ifdef USETEXMATRIX
1786                                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1787                                         m.texmatrix[3] = r_shadow_entitytolight;
1788 #else
1789                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1790                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1791 #endif
1792                                 }
1793                                 GL_BlendFunc(GL_ONE, GL_ONE);
1794                         }
1795                         else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1796                         {
1797                                 // 3 2D combine path (Geforce3, original Radeon)
1798                                 memset(&m, 0, sizeof(m));
1799                                 m.pointer_vertex = rsurface_vertex3f;
1800                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1801 #ifdef USETEXMATRIX
1802                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1803                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1804 #else
1805                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1806                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1807 #endif
1808                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1809 #ifdef USETEXMATRIX
1810                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1811                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1812 #else
1813                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1814                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1815 #endif
1816                                 m.tex[2] = R_GetTexture(basetexture);
1817                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1818                                 m.texmatrix[2] = texture->currenttexmatrix;
1819                                 GL_BlendFunc(GL_ONE, GL_ONE);
1820                         }
1821                         else
1822                         {
1823                                 // 2/2/2 2D combine path (any dot3 card)
1824                                 memset(&m, 0, sizeof(m));
1825                                 m.pointer_vertex = rsurface_vertex3f;
1826                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1827 #ifdef USETEXMATRIX
1828                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1829                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1830 #else
1831                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1832                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1833 #endif
1834                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1835 #ifdef USETEXMATRIX
1836                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1837                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1838 #else
1839                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1840                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1841 #endif
1842                                 R_Mesh_State(&m);
1843                                 GL_ColorMask(0,0,0,1);
1844                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1845                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1846                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1847                                 GL_LockArrays(0, 0);
1848
1849                                 memset(&m, 0, sizeof(m));
1850                                 m.pointer_vertex = rsurface_vertex3f;
1851                                 m.tex[0] = R_GetTexture(basetexture);
1852                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1853                                 m.texmatrix[0] = texture->currenttexmatrix;
1854                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1855                                 {
1856                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1857 #ifdef USETEXMATRIX
1858                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1859                                         m.texmatrix[1] = r_shadow_entitytolight;
1860 #else
1861                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1862                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1863 #endif
1864                                 }
1865                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1866                         }
1867                         // this final code is shared
1868                         R_Mesh_State(&m);
1869                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1870                         VectorScale(lightcolorbase, colorscale, color2);
1871                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1872                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1873                         {
1874                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1875                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1876                         }
1877                         GL_LockArrays(0, 0);
1878                 }
1879                 if (dodiffusebase)
1880                 {
1881                         GL_Color(1,1,1,1);
1882                         colorscale = r_shadow_rtlight->diffusescale;
1883                         // colorscale accounts for how much we multiply the brightness
1884                         // during combine.
1885                         //
1886                         // mult is how many times the final pass of the lighting will be
1887                         // performed to get more brightness than otherwise possible.
1888                         //
1889                         // Limit mult to 64 for sanity sake.
1890                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1891                         {
1892                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1893                                 memset(&m, 0, sizeof(m));
1894                                 m.pointer_vertex = rsurface_vertex3f;
1895                                 m.tex[0] = R_GetTexture(normalmaptexture);
1896                                 m.texcombinergb[0] = GL_REPLACE;
1897                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1898                                 m.texmatrix[0] = texture->currenttexmatrix;
1899                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1900                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1901                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1902                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1903                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1904 #ifdef USETEXMATRIX
1905                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1906                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1907 #else
1908                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1909                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1910 #endif
1911                                 R_Mesh_State(&m);
1912                                 GL_ColorMask(0,0,0,1);
1913                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1914                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1915                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1916                                 GL_LockArrays(0, 0);
1917
1918                                 memset(&m, 0, sizeof(m));
1919                                 m.pointer_vertex = rsurface_vertex3f;
1920                                 m.tex[0] = R_GetTexture(basetexture);
1921                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1922                                 m.texmatrix[0] = texture->currenttexmatrix;
1923                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1924                                 {
1925                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1926 #ifdef USETEXMATRIX
1927                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1928                                         m.texmatrix[1] = r_shadow_entitytolight;
1929 #else
1930                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1931                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1932 #endif
1933                                 }
1934                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1935                         }
1936                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1937                         {
1938                                 // 1/2/2 3D combine path (original Radeon)
1939                                 memset(&m, 0, sizeof(m));
1940                                 m.pointer_vertex = rsurface_vertex3f;
1941                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1942 #ifdef USETEXMATRIX
1943                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1944                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1945 #else
1946                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1947                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1948 #endif
1949                                 R_Mesh_State(&m);
1950                                 GL_ColorMask(0,0,0,1);
1951                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1952                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1953                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1954                                 GL_LockArrays(0, 0);
1955
1956                                 memset(&m, 0, sizeof(m));
1957                                 m.pointer_vertex = rsurface_vertex3f;
1958                                 m.tex[0] = R_GetTexture(normalmaptexture);
1959                                 m.texcombinergb[0] = GL_REPLACE;
1960                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1961                                 m.texmatrix[0] = texture->currenttexmatrix;
1962                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1963                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1964                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1965                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1966                                 R_Mesh_State(&m);
1967                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1968                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1969                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1970                                 GL_LockArrays(0, 0);
1971
1972                                 memset(&m, 0, sizeof(m));
1973                                 m.pointer_vertex = rsurface_vertex3f;
1974                                 m.tex[0] = R_GetTexture(basetexture);
1975                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1976                                 m.texmatrix[0] = texture->currenttexmatrix;
1977                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1978                                 {
1979                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1980 #ifdef USETEXMATRIX
1981                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1982                                         m.texmatrix[1] = r_shadow_entitytolight;
1983 #else
1984                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1985                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1986 #endif
1987                                 }
1988                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1989                         }
1990                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1991                         {
1992                                 // 2/2 3D combine path (original Radeon)
1993                                 memset(&m, 0, sizeof(m));
1994                                 m.pointer_vertex = rsurface_vertex3f;
1995                                 m.tex[0] = R_GetTexture(normalmaptexture);
1996                                 m.texcombinergb[0] = GL_REPLACE;
1997                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1998                                 m.texmatrix[0] = texture->currenttexmatrix;
1999                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2000                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2001                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2002                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2003                                 R_Mesh_State(&m);
2004                                 GL_ColorMask(0,0,0,1);
2005                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2006                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2007                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2008                                 GL_LockArrays(0, 0);
2009
2010                                 memset(&m, 0, sizeof(m));
2011                                 m.pointer_vertex = rsurface_vertex3f;
2012                                 m.tex[0] = R_GetTexture(basetexture);
2013                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2014                                 m.texmatrix[0] = texture->currenttexmatrix;
2015                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2016 #ifdef USETEXMATRIX
2017                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2018                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2019 #else
2020                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2021                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2022 #endif
2023                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2024                         }
2025                         else if (r_textureunits.integer >= 4)
2026                         {
2027                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2028                                 memset(&m, 0, sizeof(m));
2029                                 m.pointer_vertex = rsurface_vertex3f;
2030                                 m.tex[0] = R_GetTexture(normalmaptexture);
2031                                 m.texcombinergb[0] = GL_REPLACE;
2032                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2033                                 m.texmatrix[0] = texture->currenttexmatrix;
2034                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2035                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2036                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2037                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2038                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2039 #ifdef USETEXMATRIX
2040                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2041                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2042 #else
2043                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2044                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2045 #endif
2046                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2047 #ifdef USETEXMATRIX
2048                                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2049                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2050 #else
2051                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2052                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2053 #endif
2054                                 R_Mesh_State(&m);
2055                                 GL_ColorMask(0,0,0,1);
2056                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2057                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2058                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2059                                 GL_LockArrays(0, 0);
2060
2061                                 memset(&m, 0, sizeof(m));
2062                                 m.pointer_vertex = rsurface_vertex3f;
2063                                 m.tex[0] = R_GetTexture(basetexture);
2064                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2065                                 m.texmatrix[0] = texture->currenttexmatrix;
2066                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2067                                 {
2068                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2069 #ifdef USETEXMATRIX
2070                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2071                                         m.texmatrix[1] = r_shadow_entitytolight;
2072 #else
2073                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2074                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2075 #endif
2076                                 }
2077                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2078                         }
2079                         else
2080                         {
2081                                 // 2/2/2 2D combine path (any dot3 card)
2082                                 memset(&m, 0, sizeof(m));
2083                                 m.pointer_vertex = rsurface_vertex3f;
2084                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2085 #ifdef USETEXMATRIX
2086                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2087                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2088 #else
2089                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2090                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2091 #endif
2092                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2093 #ifdef USETEXMATRIX
2094                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2095                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2096 #else
2097                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2098                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2099 #endif
2100                                 R_Mesh_State(&m);
2101                                 GL_ColorMask(0,0,0,1);
2102                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2103                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2104                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2105                                 GL_LockArrays(0, 0);
2106
2107                                 memset(&m, 0, sizeof(m));
2108                                 m.pointer_vertex = rsurface_vertex3f;
2109                                 m.tex[0] = R_GetTexture(normalmaptexture);
2110                                 m.texcombinergb[0] = GL_REPLACE;
2111                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2112                                 m.texmatrix[0] = texture->currenttexmatrix;
2113                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2114                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2115                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2116                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2117                                 R_Mesh_State(&m);
2118                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2119                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2120                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2121                                 GL_LockArrays(0, 0);
2122
2123                                 memset(&m, 0, sizeof(m));
2124                                 m.pointer_vertex = rsurface_vertex3f;
2125                                 m.tex[0] = R_GetTexture(basetexture);
2126                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2127                                 m.texmatrix[0] = texture->currenttexmatrix;
2128                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2129                                 {
2130                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2131 #ifdef USETEXMATRIX
2132                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2133                                         m.texmatrix[1] = r_shadow_entitytolight;
2134 #else
2135                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2136                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2137 #endif
2138                                 }
2139                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2140                         }
2141                         // this final code is shared
2142                         R_Mesh_State(&m);
2143                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2144                         VectorScale(lightcolorbase, colorscale, color2);
2145                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2146                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2147                         {
2148                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2149                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2150                         }
2151                         GL_LockArrays(0, 0);
2152                 }
2153                 if (dospecular)
2154                 {
2155                         // FIXME: detect blendsquare!
2156                         //if (gl_support_blendsquare)
2157                         {
2158                                 colorscale = specularscale;
2159                                 GL_Color(1,1,1,1);
2160                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2161                                 {
2162                                         // 2/0/0/1/2 3D combine blendsquare path
2163                                         memset(&m, 0, sizeof(m));
2164                                         m.pointer_vertex = rsurface_vertex3f;
2165                                         m.tex[0] = R_GetTexture(normalmaptexture);
2166                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2167                                         m.texmatrix[0] = texture->currenttexmatrix;
2168                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2169                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2170                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2171                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2172                                         R_Mesh_State(&m);
2173                                         GL_ColorMask(0,0,0,1);
2174                                         // this squares the result
2175                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2176                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2177                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2178                                         GL_LockArrays(0, 0);
2179
2180                                         memset(&m, 0, sizeof(m));
2181                                         m.pointer_vertex = rsurface_vertex3f;
2182                                         R_Mesh_State(&m);
2183                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2184                                         // square alpha in framebuffer a few times to make it shiny
2185                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2186                                         // these comments are a test run through this math for intensity 0.5
2187                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2188                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2189                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2190                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2191                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2192                                         GL_LockArrays(0, 0);
2193
2194                                         memset(&m, 0, sizeof(m));
2195                                         m.pointer_vertex = rsurface_vertex3f;
2196                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2197 #ifdef USETEXMATRIX
2198                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2199                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2200 #else
2201                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2202                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2203 #endif
2204                                         R_Mesh_State(&m);
2205                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2206                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2207                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2208                                         GL_LockArrays(0, 0);
2209
2210                                         memset(&m, 0, sizeof(m));
2211                                         m.pointer_vertex = rsurface_vertex3f;
2212                                         m.tex[0] = R_GetTexture(glosstexture);
2213                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2214                                         m.texmatrix[0] = texture->currenttexmatrix;
2215                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2216                                         {
2217                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2218 #ifdef USETEXMATRIX
2219                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2220                                                 m.texmatrix[1] = r_shadow_entitytolight;
2221 #else
2222                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2223                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2224 #endif
2225                                         }
2226                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2227                                 }
2228                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2229                                 {
2230                                         // 2/0/0/2 3D combine blendsquare path
2231                                         memset(&m, 0, sizeof(m));
2232                                         m.pointer_vertex = rsurface_vertex3f;
2233                                         m.tex[0] = R_GetTexture(normalmaptexture);
2234                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2235                                         m.texmatrix[0] = texture->currenttexmatrix;
2236                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2237                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2238                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2239                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2240                                         R_Mesh_State(&m);
2241                                         GL_ColorMask(0,0,0,1);
2242                                         // this squares the result
2243                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2244                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2245                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2246                                         GL_LockArrays(0, 0);
2247
2248                                         memset(&m, 0, sizeof(m));
2249                                         m.pointer_vertex = rsurface_vertex3f;
2250                                         R_Mesh_State(&m);
2251                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2252                                         // square alpha in framebuffer a few times to make it shiny
2253                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2254                                         // these comments are a test run through this math for intensity 0.5
2255                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2256                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2257                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2258                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2259                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2260                                         GL_LockArrays(0, 0);
2261
2262                                         memset(&m, 0, sizeof(m));
2263                                         m.pointer_vertex = rsurface_vertex3f;
2264                                         m.tex[0] = R_GetTexture(glosstexture);
2265                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2266                                         m.texmatrix[0] = texture->currenttexmatrix;
2267                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2268 #ifdef USETEXMATRIX
2269                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2270                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2271 #else
2272                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2273                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2274 #endif
2275                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2276                                 }
2277                                 else
2278                                 {
2279                                         // 2/0/0/2/2 2D combine blendsquare path
2280                                         memset(&m, 0, sizeof(m));
2281                                         m.pointer_vertex = rsurface_vertex3f;
2282                                         m.tex[0] = R_GetTexture(normalmaptexture);
2283                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2284                                         m.texmatrix[0] = texture->currenttexmatrix;
2285                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2286                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2287                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2288                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2289                                         R_Mesh_State(&m);
2290                                         GL_ColorMask(0,0,0,1);
2291                                         // this squares the result
2292                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2293                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2294                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2295                                         GL_LockArrays(0, 0);
2296
2297                                         memset(&m, 0, sizeof(m));
2298                                         m.pointer_vertex = rsurface_vertex3f;
2299                                         R_Mesh_State(&m);
2300                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2301                                         // square alpha in framebuffer a few times to make it shiny
2302                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2303                                         // these comments are a test run through this math for intensity 0.5
2304                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2305                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2306                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2307                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2308                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2309                                         GL_LockArrays(0, 0);
2310
2311                                         memset(&m, 0, sizeof(m));
2312                                         m.pointer_vertex = rsurface_vertex3f;
2313                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2314 #ifdef USETEXMATRIX
2315                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2316                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2317 #else
2318                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2319                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2320 #endif
2321                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2322 #ifdef USETEXMATRIX
2323                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2324                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2325 #else
2326                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2327                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2328 #endif
2329                                         R_Mesh_State(&m);
2330                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2331                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2332                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2333                                         GL_LockArrays(0, 0);
2334
2335                                         memset(&m, 0, sizeof(m));
2336                                         m.pointer_vertex = rsurface_vertex3f;
2337                                         m.tex[0] = R_GetTexture(glosstexture);
2338                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2339                                         m.texmatrix[0] = texture->currenttexmatrix;
2340                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2341                                         {
2342                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2343 #ifdef USETEXMATRIX
2344                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2345                                                 m.texmatrix[1] = r_shadow_entitytolight;
2346 #else
2347                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2348                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2349 #endif
2350                                         }
2351                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2352                                 }
2353                                 R_Mesh_State(&m);
2354                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2355                                 VectorScale(lightcolorbase, colorscale, color2);
2356                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2357                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2358                                 {
2359                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2360                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2361                                 }
2362                                 GL_LockArrays(0, 0);
2363                         }
2364                 }
2365         }
2366 }
2367
2368 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2369 {
2370         int surfacelistindex;
2371         int renders;
2372         float ambientcolor2[3], diffusecolor2[3];
2373         rmeshstate_t m;
2374         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2375         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2376         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2377         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2378         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2379         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2380         //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2381         // TODO: add direct pants/shirt rendering
2382         if (doambientpants || dodiffusepants)
2383                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2384         if (doambientshirt || dodiffuseshirt)
2385                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2386         if (!doambientbase && !dodiffusebase)
2387                 return;
2388         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2389         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2390         GL_BlendFunc(GL_ONE, GL_ONE);
2391         memset(&m, 0, sizeof(m));
2392         m.tex[0] = R_GetTexture(basetexture);
2393         if (r_textureunits.integer >= 2)
2394         {
2395                 // voodoo2
2396                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2397 #ifdef USETEXMATRIX
2398                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2399 #else
2400                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2401                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2402 #endif
2403                 if (r_textureunits.integer >= 3)
2404                 {
2405                         // Geforce3/Radeon class but not using dot3
2406                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2407 #ifdef USETEXMATRIX
2408                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2409 #else
2410                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2411                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2412 #endif
2413                 }
2414         }
2415         m.pointer_color = varray_color4f;
2416         R_Mesh_State(&m);
2417         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2418         {
2419                 const msurface_t *surface = surfacelist[surfacelistindex];
2420                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2421                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2422                 if (!rsurface_svector3f)
2423                 {
2424                         rsurface_svector3f = varray_svector3f;
2425                         rsurface_tvector3f = varray_tvector3f;
2426                         rsurface_normal3f = varray_normal3f;
2427                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2428                 }
2429                 // OpenGL 1.1 path (anything)
2430                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2431                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2432                 if (r_textureunits.integer >= 2)
2433                 {
2434                         // voodoo2 or TNT
2435 #ifdef USETEXMATRIX
2436                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2437 #else
2438                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2439 #endif
2440                         if (r_textureunits.integer >= 3)
2441                         {
2442                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2443 #ifdef USETEXMATRIX
2444                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2445 #else
2446                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2447 #endif
2448                         }
2449                 }
2450                 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0, modelorg);
2451                 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2452                 {
2453                         int i;
2454                         float *c;
2455 #if 1
2456                         // due to low fillrate on the cards this vertex lighting path is
2457                         // designed for, we manually cull all triangles that do not
2458                         // contain a lit vertex
2459                         int draw;
2460                         const int *e;
2461                         int newnumtriangles;
2462                         int *newe;
2463                         int newelements[3072];
2464                         draw = false;
2465                         newnumtriangles = 0;
2466                         newe = newelements;
2467                         for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2468                         {
2469                                 if (newnumtriangles >= 1024)
2470                                 {
2471                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2472                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2473                                         GL_LockArrays(0, 0);
2474                                         newnumtriangles = 0;
2475                                         newe = newelements;
2476                                 }
2477                                 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2478                                 {
2479                                         newe[0] = e[0];
2480                                         newe[1] = e[1];
2481                                         newe[2] = e[2];
2482                                         newnumtriangles++;
2483                                         newe += 3;
2484                                         draw = true;
2485                                 }
2486                         }
2487                         if (newnumtriangles >= 1)
2488                         {
2489                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2490                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2491                                 GL_LockArrays(0, 0);
2492                                 draw = true;
2493                         }
2494                         if (!draw)
2495                                 break;
2496 #else
2497                         for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2498                                 if (VectorLength2(c))
2499                                         goto goodpass;
2500                         break;
2501 goodpass:
2502                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2503                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2504                         GL_LockArrays(0, 0);
2505 #endif
2506                         // now reduce the intensity for the next overbright pass
2507                         for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2508                         {
2509                                 c[0] = max(0, c[0] - 1);
2510                                 c[1] = max(0, c[1] - 1);
2511                                 c[2] = max(0, c[2] - 1);
2512                         }
2513                 }
2514         }
2515 }
2516
2517 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2518 {
2519         // FIXME: support MATERIALFLAG_NODEPTHTEST
2520         switch (r_shadowstage)
2521         {
2522         case R_SHADOWSTAGE_VISIBLELIGHTING:
2523                 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2524                 break;
2525         case R_SHADOWSTAGE_LIGHT_GLSL:
2526                 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2527                 break;
2528         case R_SHADOWSTAGE_LIGHT_DOT3:
2529                 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2530                 break;
2531         case R_SHADOWSTAGE_LIGHT_VERTEX:
2532                 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2533                 break;
2534         default:
2535                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2536                 break;
2537         }
2538 }
2539
2540 void R_RTLight_Update(dlight_t *light, int isstatic)
2541 {
2542         int j, k;
2543         float scale;
2544         rtlight_t *rtlight = &light->rtlight;
2545         R_RTLight_Uncompile(rtlight);
2546         memset(rtlight, 0, sizeof(*rtlight));
2547
2548         VectorCopy(light->origin, rtlight->shadoworigin);
2549         VectorCopy(light->color, rtlight->color);
2550         rtlight->radius = light->radius;
2551         //rtlight->cullradius = rtlight->radius;
2552         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2553         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2554         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2555         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2556         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2557         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2558         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2559         rtlight->cubemapname[0] = 0;
2560         if (light->cubemapname[0])
2561                 strcpy(rtlight->cubemapname, light->cubemapname);
2562         else if (light->cubemapnum > 0)
2563                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2564         rtlight->shadow = light->shadow;
2565         rtlight->corona = light->corona;
2566         rtlight->style = light->style;
2567         rtlight->isstatic = isstatic;
2568         rtlight->coronasizescale = light->coronasizescale;
2569         rtlight->ambientscale = light->ambientscale;
2570         rtlight->diffusescale = light->diffusescale;
2571         rtlight->specularscale = light->specularscale;
2572         rtlight->flags = light->flags;
2573         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2574         // ConcatScale won't work here because this needs to scale rotate and
2575         // translate, not just rotate
2576         scale = 1.0f / rtlight->radius;
2577         for (k = 0;k < 3;k++)
2578                 for (j = 0;j < 4;j++)
2579                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2580
2581         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2582         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2583         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2584         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2585 }
2586
2587 // compiles rtlight geometry
2588 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2589 void R_RTLight_Compile(rtlight_t *rtlight)
2590 {
2591         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2592         entity_render_t *ent = r_refdef.worldentity;
2593         model_t *model = r_refdef.worldmodel;
2594         unsigned char *data;
2595
2596         // compile the light
2597         rtlight->compiled = true;
2598         rtlight->static_numleafs = 0;
2599         rtlight->static_numleafpvsbytes = 0;
2600         rtlight->static_leaflist = NULL;
2601         rtlight->static_leafpvs = NULL;
2602         rtlight->static_numsurfaces = 0;
2603         rtlight->static_surfacelist = NULL;
2604         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2605         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2606         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2607         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2608         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2609         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2610
2611         if (model && model->GetLightInfo)
2612         {
2613                 // this variable must be set for the CompileShadowVolume code
2614                 r_shadow_compilingrtlight = rtlight;
2615                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2616                 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);
2617                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2618                 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2619                 rtlight->static_numleafs = numleafs;
2620                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2621                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2622                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2623                 rtlight->static_numsurfaces = numsurfaces;
2624                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2625                 if (numleafs)
2626                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2627                 if (numleafpvsbytes)
2628                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2629                 if (numsurfaces)
2630                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2631                 if (model->CompileShadowVolume && rtlight->shadow)
2632                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2633                 // now we're done compiling the rtlight
2634                 r_shadow_compilingrtlight = NULL;
2635         }
2636
2637
2638         // use smallest available cullradius - box radius or light radius
2639         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2640         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2641
2642         shadowmeshes = 0;
2643         shadowtris = 0;
2644         if (rtlight->static_meshchain_shadow)
2645         {
2646                 shadowmesh_t *mesh;
2647                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2648                 {
2649                         shadowmeshes++;
2650                         shadowtris += mesh->numtriangles;
2651                 }
2652         }
2653
2654         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2655 }
2656
2657 void R_RTLight_Uncompile(rtlight_t *rtlight)
2658 {
2659         if (rtlight->compiled)
2660         {
2661                 if (rtlight->static_meshchain_shadow)
2662                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2663                 rtlight->static_meshchain_shadow = NULL;
2664                 // these allocations are grouped
2665                 if (rtlight->static_leaflist)
2666                         Mem_Free(rtlight->static_leaflist);
2667                 rtlight->static_numleafs = 0;
2668                 rtlight->static_numleafpvsbytes = 0;
2669                 rtlight->static_leaflist = NULL;
2670                 rtlight->static_leafpvs = NULL;
2671                 rtlight->static_numsurfaces = 0;
2672                 rtlight->static_surfacelist = NULL;
2673                 rtlight->compiled = false;
2674         }
2675 }
2676
2677 void R_Shadow_UncompileWorldLights(void)
2678 {
2679         dlight_t *light;
2680         for (light = r_shadow_worldlightchain;light;light = light->next)
2681                 R_RTLight_Uncompile(&light->rtlight);
2682 }
2683
2684 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2685 {
2686         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2687         vec_t relativeshadowradius;
2688         if (ent == r_refdef.worldentity)
2689         {
2690                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2691                 {
2692                         shadowmesh_t *mesh;
2693                         R_Mesh_Matrix(&ent->matrix);
2694                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2695                         {
2696                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2697                                 R_Mesh_VertexPointer(mesh->vertex3f);
2698                                 GL_LockArrays(0, mesh->numverts);
2699                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2700                                 {
2701                                         // decrement stencil if backface is behind depthbuffer
2702                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2703                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2704                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2705                                         // increment stencil if frontface is behind depthbuffer
2706                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2707                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2708                                 }
2709                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2710                                 GL_LockArrays(0, 0);
2711                         }
2712                 }
2713                 else if (numsurfaces)
2714                 {
2715                         R_Mesh_Matrix(&ent->matrix);
2716                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2717                 }
2718         }
2719         else
2720         {
2721                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2722                 relativeshadowradius = rtlight->radius / ent->scale;
2723                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2724                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2725                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2726                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2727                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2728                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2729                 R_Mesh_Matrix(&ent->matrix);
2730                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2731         }
2732 }
2733
2734 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2735 {
2736         // set up properties for rendering light onto this entity
2737         r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2738         r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2739         r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2740         r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
2741         r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
2742         r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
2743         r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
2744         r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
2745         r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
2746         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2747         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2748         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2749         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2750         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2751         R_Mesh_Matrix(&ent->matrix);
2752         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2753         {
2754                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2755                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2756                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2757                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2758                 {
2759                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2760                 }
2761         }
2762         if (ent == r_refdef.worldentity)
2763                 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
2764         else
2765                 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
2766 }
2767
2768 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2769 {
2770         int i, usestencil;
2771         float f;
2772         vec3_t lightcolor;
2773         int numleafs, numsurfaces;
2774         int *leaflist, *surfacelist;
2775         unsigned char *leafpvs;
2776         int numlightentities;
2777         int numshadowentities;
2778         entity_render_t *lightentities[MAX_EDICTS];
2779         entity_render_t *shadowentities[MAX_EDICTS];
2780
2781         // skip lights that don't light (corona only lights)
2782         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2783                 return;
2784
2785         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2786         VectorScale(rtlight->color, f, lightcolor);
2787         if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2788                 return;
2789         /*
2790         if (rtlight->selected)
2791         {
2792                 f = 2 + sin(realtime * M_PI * 4.0);
2793                 VectorScale(lightcolor, f, lightcolor);
2794         }
2795         */
2796
2797         // loading is done before visibility checks because loading should happen
2798         // all at once at the start of a level, not when it stalls gameplay.
2799         // (especially important to benchmarks)
2800         // compile light
2801         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2802                 R_RTLight_Compile(rtlight);
2803         // load cubemap
2804         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2805
2806         // if the light box is offscreen, skip it
2807         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2808                 return;
2809
2810         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2811         {
2812                 // compiled light, world available and can receive realtime lighting
2813                 // retrieve leaf information
2814                 numleafs = rtlight->static_numleafs;
2815                 leaflist = rtlight->static_leaflist;
2816                 leafpvs = rtlight->static_leafpvs;
2817                 numsurfaces = rtlight->static_numsurfaces;
2818                 surfacelist = rtlight->static_surfacelist;
2819         }
2820         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2821         {
2822                 // dynamic light, world available and can receive realtime lighting
2823                 // calculate lit surfaces and leafs
2824                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2825                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2826                 leaflist = r_shadow_buffer_leaflist;
2827                 leafpvs = r_shadow_buffer_leafpvs;
2828                 surfacelist = r_shadow_buffer_surfacelist;
2829                 // if the reduced leaf bounds are offscreen, skip it
2830                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2831                         return;
2832         }
2833         else
2834         {
2835                 // no world
2836                 numleafs = 0;
2837                 leaflist = NULL;
2838                 leafpvs = NULL;
2839                 numsurfaces = 0;
2840                 surfacelist = NULL;
2841         }
2842         // check if light is illuminating any visible leafs
2843         if (numleafs)
2844         {
2845                 for (i = 0;i < numleafs;i++)
2846                         if (r_worldleafvisible[leaflist[i]])
2847                                 break;
2848                 if (i == numleafs)
2849                         return;
2850         }
2851         // set up a scissor rectangle for this light
2852         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2853                 return;
2854
2855         numlightentities = 0;
2856         if (numsurfaces)
2857                 lightentities[numlightentities++] = r_refdef.worldentity;
2858         numshadowentities = 0;
2859         if (numsurfaces)
2860                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2861         if (r_drawentities.integer)
2862         {
2863                 for (i = 0;i < r_refdef.numentities;i++)
2864                 {
2865                         entity_render_t *ent = r_refdef.entities[i];
2866                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2867                          && ent->model
2868                          && !(ent->flags & RENDER_TRANSPARENT)
2869                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2870                         {
2871                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2872                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2873                                         shadowentities[numshadowentities++] = ent;
2874                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2875                                         lightentities[numlightentities++] = ent;
2876                         }
2877                 }
2878         }
2879
2880         // return if there's nothing at all to light
2881         if (!numlightentities)
2882                 return;
2883
2884         R_Shadow_Stage_ActiveLight(rtlight);
2885         renderstats.lights++;
2886
2887         usestencil = false;
2888         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2889         {
2890                 usestencil = true;
2891                 R_Shadow_Stage_StencilShadowVolumes();
2892                 for (i = 0;i < numshadowentities;i++)
2893                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2894         }
2895
2896         if (numlightentities && !visible)
2897         {
2898                 R_Shadow_Stage_Lighting(usestencil);
2899                 for (i = 0;i < numlightentities;i++)
2900                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2901         }
2902
2903         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2904         {
2905                 R_Shadow_Stage_VisibleShadowVolumes();
2906                 for (i = 0;i < numshadowentities;i++)
2907                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2908         }
2909
2910         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2911         {
2912                 R_Shadow_Stage_VisibleLighting(usestencil);
2913                 for (i = 0;i < numlightentities;i++)
2914                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2915         }
2916 }
2917
2918 void R_ShadowVolumeLighting(qboolean visible)
2919 {
2920         int lnum, flag;
2921         dlight_t *light;
2922
2923         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2924                 R_Shadow_EditLights_Reload_f();
2925
2926         R_Shadow_Stage_Begin();