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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadowstage_e
146 {
147         R_SHADOWSTAGE_NONE,
148         R_SHADOWSTAGE_STENCIL,
149         R_SHADOWSTAGE_STENCILTWOSIDE,
150         R_SHADOWSTAGE_LIGHT_VERTEX,
151         R_SHADOWSTAGE_LIGHT_DOT3,
152         R_SHADOWSTAGE_LIGHT_GLSL,
153         R_SHADOWSTAGE_VISIBLEVOLUMES,
154         R_SHADOWSTAGE_VISIBLELIGHTING,
155 }
156 r_shadowstage_t;
157
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
159
160 mempool_t *r_shadow_mempool;
161
162 int maxshadowelements;
163 int *shadowelements;
164
165 int maxshadowmark;
166 int numshadowmark;
167 int *shadowmark;
168 int *shadowmarklist;
169 int shadowmarkcount;
170
171 int maxvertexupdate;
172 int *vertexupdate;
173 int *vertexremap;
174 int vertexupdatenum;
175
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
179
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
183
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
187
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
190
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
193
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
234
235 float r_shadow_attenpower, r_shadow_attenscale;
236
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
242
243 rtexture_t *lighttextures[5];
244
245 extern int con_vislines;
246
247 typedef struct cubemapinfo_s
248 {
249         char basename[64];
250         rtexture_t *texture;
251 }
252 cubemapinfo_t;
253
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
257
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
265
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
267
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
278
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
282 "\n"
283 "uniform vec3 LightPosition;\n"
284 "\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
288 "\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
292 "#endif\n"
293 "\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
295 "\n"
296 "void main(void)\n"
297 "{\n"
298 "       // copy the surface texcoord\n"
299 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
300 "\n"
301 "       // transform vertex position into light attenuation/cubemap space\n"
302 "       // (-1 to +1 across the light box)\n"
303 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
304 "\n"
305 "       // transform unnormalized light direction into tangent space\n"
306 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 "       //  normalize it per pixel)\n"
308 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 "       LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 "       LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
312 "\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 "       // transform unnormalized eye direction into tangent space\n"
315 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 "       EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 "       EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
319 "#endif\n"
320 "\n"
321 "       // transform vertex to camera space, using ftransform to match non-VS\n"
322 "       // rendering\n"
323 "       gl_Position = ftransform();\n"
324 "}\n"
325 ;
326
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
330 "\n"
331 "// use half floats if available for math performance\n"
332 "#ifdef GEFORCEFX\n"
333 "#define myhalf half\n"
334 "#define myhvec2 hvec2\n"
335 "#define myhvec3 hvec3\n"
336 "#define myhvec4 hvec4\n"
337 "#else\n"
338 "#define myhalf float\n"
339 "#define myhvec2 vec2\n"
340 "#define myhvec3 vec3\n"
341 "#define myhvec4 vec4\n"
342 "#endif\n"
343 "\n"
344 "uniform myhvec3 LightColor;\n"
345 "#ifdef USEOFFSETMAPPING\n"
346 "uniform myhalf OffsetMapping_Scale;\n"
347 "uniform myhalf OffsetMapping_Bias;\n"
348 "#endif\n"
349 "#ifdef USESPECULAR\n"
350 "uniform myhalf SpecularPower;\n"
351 "#endif\n"
352 "#ifdef USEFOG\n"
353 "uniform myhalf FogRangeRecip;\n"
354 "#endif\n"
355 "uniform myhalf AmbientScale;\n"
356 "uniform myhalf DiffuseScale;\n"
357 "#ifdef USESPECULAR\n"
358 "uniform myhalf SpecularScale;\n"
359 "#endif\n"
360 "\n"
361 "uniform sampler2D Texture_Normal;\n"
362 "uniform sampler2D Texture_Color;\n"
363 "#ifdef USESPECULAR\n"
364 "uniform sampler2D Texture_Gloss;\n"
365 "#endif\n"
366 "#ifdef USECUBEFILTER\n"
367 "uniform samplerCube Texture_Cube;\n"
368 "#endif\n"
369 "#ifdef USEFOG\n"
370 "uniform sampler2D Texture_FogMask;\n"
371 "#endif\n"
372 "\n"
373 "varying vec2 TexCoord;\n"
374 "varying vec3 CubeVector;\n"
375 "varying vec3 LightVector;\n"
376 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
377 "varying vec3 EyeVector;\n"
378 "#endif\n"
379 "\n"
380 "void main(void)\n"
381 "{\n"
382 "       // attenuation\n"
383 "       //\n"
384 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
385 "       // center and sharp falloff at the edge, this is about the most efficient\n"
386 "       // we can get away with as far as providing illumination.\n"
387 "       //\n"
388 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
389 "       // provide significant illumination, large = slow = pain.\n"
390 "       myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
391 "\n"
392 "#ifdef USEFOG\n"
393 "       // apply fog\n"
394 "       colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
395 "#endif\n"
396 "\n"
397 "#ifdef USEOFFSETMAPPING\n"
398 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
399 "       myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
400 "       myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
401 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
402 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
403 "#define TexCoord TexCoordOffset\n"
404 "#endif\n"
405 "\n"
406 "       // get the surface normal\n"
407 "#ifdef SURFACENORMALIZE\n"
408 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
409 "#else\n"
410 "       myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
411 "#endif\n"
412 "\n"
413 "       // calculate shading\n"
414 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
415 "       myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
416 "#ifdef USESPECULAR\n"
417 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
418 "       color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
419 "#endif\n"
420 "\n"
421 "#ifdef USECUBEFILTER\n"
422 "       // apply light cubemap filter\n"
423 "       color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
424 "#endif\n"
425 "\n"
426 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
427 "       gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
428 "}\n"
429 ;
430
431 void r_shadow_start(void)
432 {
433         int i;
434         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
435         if (gl_support_half_float)
436                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
437         // allocate vertex processing arrays
438         numcubemaps = 0;
439         r_shadow_attenuation2dtexture = NULL;
440         r_shadow_attenuation3dtexture = NULL;
441         r_shadow_texturepool = NULL;
442         r_shadow_filters_texturepool = NULL;
443         R_Shadow_ValidateCvars();
444         R_Shadow_MakeTextures();
445         maxshadowelements = 0;
446         shadowelements = NULL;
447         maxvertexupdate = 0;
448         vertexupdate = NULL;
449         vertexremap = NULL;
450         vertexupdatenum = 0;
451         maxshadowmark = 0;
452         numshadowmark = 0;
453         shadowmark = NULL;
454         shadowmarklist = NULL;
455         shadowmarkcount = 0;
456         r_shadow_buffer_numleafpvsbytes = 0;
457         r_shadow_buffer_leafpvs = NULL;
458         r_shadow_buffer_leaflist = NULL;
459         r_shadow_buffer_numsurfacepvsbytes = 0;
460         r_shadow_buffer_surfacepvs = NULL;
461         r_shadow_buffer_surfacelist = NULL;
462         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
463                 r_shadow_program_light[i] = 0;
464         if (gl_support_fragment_shader)
465         {
466                 char *vertstring, *fragstring;
467                 int vertstrings_count;
468                 int fragstrings_count;
469                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
470                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
471                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
472                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
473                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
474                 {
475                         vertstrings_count = 0;
476                         fragstrings_count = 0;
477                         if (i & SHADERPERMUTATION_SPECULAR)
478                         {
479                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
480                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
481                         }
482                         if (i & SHADERPERMUTATION_FOG)
483                         {
484                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
485                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
486                         }
487                         if (i & SHADERPERMUTATION_CUBEFILTER)
488                         {
489                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
490                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
491                         }
492                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
493                         {
494                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
495                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
496                         }
497                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
498                         {
499                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
500                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
501                         }
502                         if (i & SHADERPERMUTATION_GEFORCEFX)
503                         {
504                                 // if the extension does not exist, don't try to compile it
505                                 if (!gl_support_half_float)
506                                         continue;
507                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
508                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
509                         }
510                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
511                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
512                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
513                         if (!r_shadow_program_light[i])
514                         {
515                                 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");
516                                 continue;
517                         }
518                         qglUseProgramObjectARB(r_shadow_program_light[i]);
519                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
520                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
521                         if (i & SHADERPERMUTATION_SPECULAR)
522                         {
523                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
524                         }
525                         if (i & SHADERPERMUTATION_CUBEFILTER)
526                         {
527                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
528                         }
529                         if (i & SHADERPERMUTATION_FOG)
530                         {
531                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
532                         }
533                 }
534                 qglUseProgramObjectARB(0);
535                 if (fragstring)
536                         Mem_Free(fragstring);
537                 if (vertstring)
538                         Mem_Free(vertstring);
539         }
540 }
541
542 void r_shadow_shutdown(void)
543 {
544         int i;
545         R_Shadow_UncompileWorldLights();
546         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
547         {
548                 if (r_shadow_program_light[i])
549                 {
550                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
551                         r_shadow_program_light[i] = 0;
552                 }
553         }
554         numcubemaps = 0;
555         r_shadow_attenuation2dtexture = NULL;
556         r_shadow_attenuation3dtexture = NULL;
557         R_FreeTexturePool(&r_shadow_texturepool);
558         R_FreeTexturePool(&r_shadow_filters_texturepool);
559         maxshadowelements = 0;
560         if (shadowelements)
561                 Mem_Free(shadowelements);
562         shadowelements = NULL;
563         maxvertexupdate = 0;
564         if (vertexupdate)
565                 Mem_Free(vertexupdate);
566         vertexupdate = NULL;
567         if (vertexremap)
568                 Mem_Free(vertexremap);
569         vertexremap = NULL;
570         vertexupdatenum = 0;
571         maxshadowmark = 0;
572         numshadowmark = 0;
573         if (shadowmark)
574                 Mem_Free(shadowmark);
575         shadowmark = NULL;
576         if (shadowmarklist)
577                 Mem_Free(shadowmarklist);
578         shadowmarklist = NULL;
579         shadowmarkcount = 0;
580         r_shadow_buffer_numleafpvsbytes = 0;
581         if (r_shadow_buffer_leafpvs)
582                 Mem_Free(r_shadow_buffer_leafpvs);
583         r_shadow_buffer_leafpvs = NULL;
584         if (r_shadow_buffer_leaflist)
585                 Mem_Free(r_shadow_buffer_leaflist);
586         r_shadow_buffer_leaflist = NULL;
587         r_shadow_buffer_numsurfacepvsbytes = 0;
588         if (r_shadow_buffer_surfacepvs)
589                 Mem_Free(r_shadow_buffer_surfacepvs);
590         r_shadow_buffer_surfacepvs = NULL;
591         if (r_shadow_buffer_surfacelist)
592                 Mem_Free(r_shadow_buffer_surfacelist);
593         r_shadow_buffer_surfacelist = NULL;
594 }
595
596 void r_shadow_newmap(void)
597 {
598 }
599
600 void R_Shadow_Help_f(void)
601 {
602         Con_Printf(
603 "Documentation on r_shadow system:\n"
604 "Settings:\n"
605 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
606 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
607 "r_shadow_debuglight : render only this light number (-1 = all)\n"
608 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
609 "r_shadow_gloss2intensity : brightness of forced gloss\n"
610 "r_shadow_glossintensity : brightness of textured gloss\n"
611 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
612 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
613 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
614 "r_shadow_portallight : use portal visibility for static light precomputation\n"
615 "r_shadow_projectdistance : shadow volume projection distance\n"
616 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
617 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
618 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
619 "r_shadow_realtime_world : use high quality world lighting mode\n"
620 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
621 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
622 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
623 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
624 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
625 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
626 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
627 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
628 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
629 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
630 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
631 "r_shadow_scissor : use scissor optimization\n"
632 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
633 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
634 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
635 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
636 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
637 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
638 "Commands:\n"
639 "r_shadow_help : this help\n"
640         );
641 }
642
643 void R_Shadow_Init(void)
644 {
645         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
646         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
647         Cvar_RegisterVariable(&r_shadow_debuglight);
648         Cvar_RegisterVariable(&r_shadow_gloss);
649         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
650         Cvar_RegisterVariable(&r_shadow_glossintensity);
651         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
652         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
653         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
654         Cvar_RegisterVariable(&r_shadow_portallight);
655         Cvar_RegisterVariable(&r_shadow_projectdistance);
656         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
657         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
658         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
659         Cvar_RegisterVariable(&r_shadow_realtime_world);
660         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
661         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
662         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
663         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
664         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
665         Cvar_RegisterVariable(&r_shadow_scissor);
666         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
667         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
668         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
669         Cvar_RegisterVariable(&r_shadow_texture3d);
670         Cvar_RegisterVariable(&r_shadow_visiblelighting);
671         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
672         Cvar_RegisterVariable(&r_shadow_glsl);
673         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
674         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
675         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
676         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
677         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
678         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
679         if (gamemode == GAME_TENEBRAE)
680         {
681                 Cvar_SetValue("r_shadow_gloss", 2);
682                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
683         }
684         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
685         R_Shadow_EditLights_Init();
686         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
687         r_shadow_worldlightchain = NULL;
688         maxshadowelements = 0;
689         shadowelements = NULL;
690         maxvertexupdate = 0;
691         vertexupdate = NULL;
692         vertexremap = NULL;
693         vertexupdatenum = 0;
694         maxshadowmark = 0;
695         numshadowmark = 0;
696         shadowmark = NULL;
697         shadowmarklist = NULL;
698         shadowmarkcount = 0;
699         r_shadow_buffer_numleafpvsbytes = 0;
700         r_shadow_buffer_leafpvs = NULL;
701         r_shadow_buffer_leaflist = NULL;
702         r_shadow_buffer_numsurfacepvsbytes = 0;
703         r_shadow_buffer_surfacepvs = NULL;
704         r_shadow_buffer_surfacelist = NULL;
705         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
706 }
707
708 matrix4x4_t matrix_attenuationxyz =
709 {
710         {
711                 {0.5, 0.0, 0.0, 0.5},
712                 {0.0, 0.5, 0.0, 0.5},
713                 {0.0, 0.0, 0.5, 0.5},
714                 {0.0, 0.0, 0.0, 1.0}
715         }
716 };
717
718 matrix4x4_t matrix_attenuationz =
719 {
720         {
721                 {0.0, 0.0, 0.5, 0.5},
722                 {0.0, 0.0, 0.0, 0.5},
723                 {0.0, 0.0, 0.0, 0.5},
724                 {0.0, 0.0, 0.0, 1.0}
725         }
726 };
727
728 int *R_Shadow_ResizeShadowElements(int numtris)
729 {
730         // make sure shadowelements is big enough for this volume
731         if (maxshadowelements < numtris * 24)
732         {
733                 maxshadowelements = numtris * 24;
734                 if (shadowelements)
735                         Mem_Free(shadowelements);
736                 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
737         }
738         return shadowelements;
739 }
740
741 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
742 {
743         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
744         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
745         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
746         {
747                 if (r_shadow_buffer_leafpvs)
748                         Mem_Free(r_shadow_buffer_leafpvs);
749                 if (r_shadow_buffer_leaflist)
750                         Mem_Free(r_shadow_buffer_leaflist);
751                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
752                 r_shadow_buffer_leafpvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
753                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
754         }
755         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
756         {
757                 if (r_shadow_buffer_surfacepvs)
758                         Mem_Free(r_shadow_buffer_surfacepvs);
759                 if (r_shadow_buffer_surfacelist)
760                         Mem_Free(r_shadow_buffer_surfacelist);
761                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
762                 r_shadow_buffer_surfacepvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
763                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
764         }
765 }
766
767 void R_Shadow_PrepareShadowMark(int numtris)
768 {
769         // make sure shadowmark is big enough for this volume
770         if (maxshadowmark < numtris)
771         {
772                 maxshadowmark = numtris;
773                 if (shadowmark)
774                         Mem_Free(shadowmark);
775                 if (shadowmarklist)
776                         Mem_Free(shadowmarklist);
777                 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
778                 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
779                 shadowmarkcount = 0;
780         }
781         shadowmarkcount++;
782         // if shadowmarkcount wrapped we clear the array and adjust accordingly
783         if (shadowmarkcount == 0)
784         {
785                 shadowmarkcount = 1;
786                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
787         }
788         numshadowmark = 0;
789 }
790
791 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)
792 {
793         int i, j;
794         int outtriangles = 0, outvertices = 0;
795         const int *element;
796         const float *vertex;
797
798         if (maxvertexupdate < innumvertices)
799         {
800                 maxvertexupdate = innumvertices;
801                 if (vertexupdate)
802                         Mem_Free(vertexupdate);
803                 if (vertexremap)
804                         Mem_Free(vertexremap);
805                 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
806                 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
807                 vertexupdatenum = 0;
808         }
809         vertexupdatenum++;
810         if (vertexupdatenum == 0)
811         {
812                 vertexupdatenum = 1;
813                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
814                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
815         }
816
817         for (i = 0;i < numshadowmarktris;i++)
818                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
819
820         for (i = 0;i < numshadowmarktris;i++)
821         {
822                 element = inelement3i + shadowmarktris[i] * 3;
823                 // make sure the vertices are created
824                 for (j = 0;j < 3;j++)
825                 {
826                         if (vertexupdate[element[j]] != vertexupdatenum)
827                         {
828                                 float ratio, direction[3];
829                                 vertexupdate[element[j]] = vertexupdatenum;
830                                 vertexremap[element[j]] = outvertices;
831                                 vertex = invertex3f + element[j] * 3;
832                                 // project one copy of the vertex to the sphere radius of the light
833                                 // (FIXME: would projecting it to the light box be better?)
834                                 VectorSubtract(vertex, projectorigin, direction);
835                                 ratio = projectdistance / VectorLength(direction);
836                                 VectorCopy(vertex, outvertex3f);
837                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
838                                 outvertex3f += 6;
839                                 outvertices += 2;
840                         }
841                 }
842         }
843
844         for (i = 0;i < numshadowmarktris;i++)
845         {
846                 int remappedelement[3];
847                 int markindex;
848                 const int *neighbortriangle;
849
850                 markindex = shadowmarktris[i] * 3;
851                 element = inelement3i + markindex;
852                 neighbortriangle = inneighbor3i + markindex;
853                 // output the front and back triangles
854                 outelement3i[0] = vertexremap[element[0]];
855                 outelement3i[1] = vertexremap[element[1]];
856                 outelement3i[2] = vertexremap[element[2]];
857                 outelement3i[3] = vertexremap[element[2]] + 1;
858                 outelement3i[4] = vertexremap[element[1]] + 1;
859                 outelement3i[5] = vertexremap[element[0]] + 1;
860
861                 outelement3i += 6;
862                 outtriangles += 2;
863                 // output the sides (facing outward from this triangle)
864                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
865                 {
866                         remappedelement[0] = vertexremap[element[0]];
867                         remappedelement[1] = vertexremap[element[1]];
868                         outelement3i[0] = remappedelement[1];
869                         outelement3i[1] = remappedelement[0];
870                         outelement3i[2] = remappedelement[0] + 1;
871                         outelement3i[3] = remappedelement[1];
872                         outelement3i[4] = remappedelement[0] + 1;
873                         outelement3i[5] = remappedelement[1] + 1;
874
875                         outelement3i += 6;
876                         outtriangles += 2;
877                 }
878                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
879                 {
880                         remappedelement[1] = vertexremap[element[1]];
881                         remappedelement[2] = vertexremap[element[2]];
882                         outelement3i[0] = remappedelement[2];
883                         outelement3i[1] = remappedelement[1];
884                         outelement3i[2] = remappedelement[1] + 1;
885                         outelement3i[3] = remappedelement[2];
886                         outelement3i[4] = remappedelement[1] + 1;
887                         outelement3i[5] = remappedelement[2] + 1;
888
889                         outelement3i += 6;
890                         outtriangles += 2;
891                 }
892                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
893                 {
894                         remappedelement[0] = vertexremap[element[0]];
895                         remappedelement[2] = vertexremap[element[2]];
896                         outelement3i[0] = remappedelement[0];
897                         outelement3i[1] = remappedelement[2];
898                         outelement3i[2] = remappedelement[2] + 1;
899                         outelement3i[3] = remappedelement[0];
900                         outelement3i[4] = remappedelement[2] + 1;
901                         outelement3i[5] = remappedelement[0] + 1;
902
903                         outelement3i += 6;
904                         outtriangles += 2;
905                 }
906         }
907         if (outnumvertices)
908                 *outnumvertices = outvertices;
909         return outtriangles;
910 }
911
912 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)
913 {
914         int tris, outverts;
915         if (projectdistance < 0.1)
916         {
917                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
918                 return;
919         }
920         if (!numverts || !nummarktris)
921                 return;
922         // make sure shadowelements is big enough for this volume
923         if (maxshadowelements < nummarktris * 24)
924                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
925         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
926         renderstats.lights_dynamicshadowtriangles += tris;
927         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
928 }
929
930 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)
931 {
932         int t, tend;
933         const int *e;
934         const float *v[3];
935         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
936                 return;
937         tend = firsttriangle + numtris;
938         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
939          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
940          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
941         {
942                 // surface box entirely inside light box, no box cull
943                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
944                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
945                                 shadowmarklist[numshadowmark++] = t;
946         }
947         else
948         {
949                 // surface box not entirely inside light box, cull each triangle
950                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
951                 {
952                         v[0] = invertex3f + e[0] * 3;
953                         v[1] = invertex3f + e[1] * 3;
954                         v[2] = invertex3f + e[2] * 3;
955                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
956                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
957                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
958                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
959                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
960                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
961                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
962                                 shadowmarklist[numshadowmark++] = t;
963                 }
964         }
965 }
966
967 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
968 {
969         rmeshstate_t m;
970         if (r_shadow_compilingrtlight)
971         {
972                 // if we're compiling an rtlight, capture the mesh
973                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
974                 return;
975         }
976         renderstats.lights_shadowtriangles += numtriangles;
977         memset(&m, 0, sizeof(m));
978         m.pointer_vertex = vertex3f;
979         R_Mesh_State(&m);
980         GL_LockArrays(0, numvertices);
981         if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
982         {
983                 // decrement stencil if backface is behind depthbuffer
984                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
985                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
986                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
987                 // increment stencil if frontface is behind depthbuffer
988                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
989                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
990         }
991         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
992         GL_LockArrays(0, 0);
993 }
994
995 static void R_Shadow_MakeTextures(void)
996 {
997         int x, y, z, d;
998         float v[3], intensity;
999         qbyte *data;
1000         R_FreeTexturePool(&r_shadow_texturepool);
1001         r_shadow_texturepool = R_AllocTexturePool();
1002         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1003         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1004 #define ATTEN2DSIZE 64
1005 #define ATTEN3DSIZE 32
1006         data = (qbyte *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1007         for (y = 0;y < ATTEN2DSIZE;y++)
1008         {
1009                 for (x = 0;x < ATTEN2DSIZE;x++)
1010                 {
1011                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1012                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1013                         v[2] = 0;
1014                         intensity = 1.0f - sqrt(DotProduct(v, v));
1015                         if (intensity > 0)
1016                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1017                         d = bound(0, intensity, 255);
1018                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1019                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1020                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1021                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1022                 }
1023         }
1024         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1025         if (r_shadow_texture3d.integer)
1026         {
1027                 for (z = 0;z < ATTEN3DSIZE;z++)
1028                 {
1029                         for (y = 0;y < ATTEN3DSIZE;y++)
1030                         {
1031                                 for (x = 0;x < ATTEN3DSIZE;x++)
1032                                 {
1033                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1034                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1035                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1036                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1037                                         if (intensity > 0)
1038                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1039                                         d = bound(0, intensity, 255);
1040                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1041                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1042                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1043                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1044                                 }
1045                         }
1046                 }
1047                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1048         }
1049         Mem_Free(data);
1050 }
1051
1052 void R_Shadow_ValidateCvars(void)
1053 {
1054         if (r_shadow_texture3d.integer && !gl_texture3d)
1055                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1056         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1057                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1058 }
1059
1060 // light currently being rendered
1061 rtlight_t *r_shadow_rtlight;
1062 // light filter cubemap being used by the light
1063 static rtexture_t *r_shadow_lightcubemap;
1064
1065 // this is the location of the eye in entity space
1066 static vec3_t r_shadow_entityeyeorigin;
1067 // this is the location of the light in entity space
1068 static vec3_t r_shadow_entitylightorigin;
1069 // this transforms entity coordinates to light filter cubemap coordinates
1070 // (also often used for other purposes)
1071 static matrix4x4_t r_shadow_entitytolight;
1072 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1073 // of attenuation texturing in full 3D (Z result often ignored)
1074 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1075 // this transforms only the Z to S, and T is always 0.5
1076 static matrix4x4_t r_shadow_entitytoattenuationz;
1077 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1078 static vec3_t r_shadow_entitylightcolorbase;
1079 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
1080 static vec3_t r_shadow_entitylightcolorpants;
1081 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
1082 static vec3_t r_shadow_entitylightcolorshirt;
1083
1084 static int r_shadow_lightpermutation;
1085 static int r_shadow_lightprog;
1086
1087 void R_Shadow_Stage_Begin(void)
1088 {
1089         rmeshstate_t m;
1090
1091         R_Shadow_ValidateCvars();
1092
1093         if (!r_shadow_attenuation2dtexture
1094          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1095          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1096          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1097                 R_Shadow_MakeTextures();
1098
1099         memset(&m, 0, sizeof(m));
1100         GL_BlendFunc(GL_ONE, GL_ZERO);
1101         GL_DepthMask(false);
1102         GL_DepthTest(true);
1103         R_Mesh_State(&m);
1104         GL_Color(0, 0, 0, 1);
1105         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1106         qglEnable(GL_CULL_FACE);
1107         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1108         r_shadowstage = R_SHADOWSTAGE_NONE;
1109 }
1110
1111 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1112 {
1113         r_shadow_rtlight = rtlight;
1114 }
1115
1116 void R_Shadow_Stage_Reset(void)
1117 {
1118         rmeshstate_t m;
1119         if (gl_support_stenciltwoside)
1120                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1121         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1122         {
1123                 qglUseProgramObjectARB(0);
1124                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1125                 qglBegin(GL_TRIANGLES);
1126                 qglEnd();
1127                 CHECKGLERROR
1128         }
1129         memset(&m, 0, sizeof(m));
1130         R_Mesh_State(&m);
1131 }
1132
1133 void R_Shadow_Stage_StencilShadowVolumes(void)
1134 {
1135         R_Shadow_Stage_Reset();
1136         GL_Color(1, 1, 1, 1);
1137         GL_ColorMask(0, 0, 0, 0);
1138         GL_BlendFunc(GL_ONE, GL_ZERO);
1139         GL_DepthMask(false);
1140         GL_DepthTest(true);
1141         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1142         //if (r_shadow_shadow_polygonoffset.value != 0)
1143         //{
1144         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1145         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1146         //}
1147         //else
1148         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1149         qglDepthFunc(GL_LESS);
1150         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1151         qglEnable(GL_STENCIL_TEST);
1152         qglStencilFunc(GL_ALWAYS, 128, ~0);
1153         if (gl_ext_stenciltwoside.integer)
1154         {
1155                 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1156                 qglDisable(GL_CULL_FACE);
1157                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1158                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1159                 qglStencilMask(~0);
1160                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1161                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1162                 qglStencilMask(~0);
1163                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1164         }
1165         else
1166         {
1167                 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1168                 qglEnable(GL_CULL_FACE);
1169                 qglStencilMask(~0);
1170                 // this is changed by every shadow render so its value here is unimportant
1171                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1172         }
1173         GL_Clear(GL_STENCIL_BUFFER_BIT);
1174         renderstats.lights_clears++;
1175 }
1176
1177 void R_Shadow_Stage_Lighting(int stenciltest)
1178 {
1179         rmeshstate_t m;
1180         R_Shadow_Stage_Reset();
1181         GL_BlendFunc(GL_ONE, GL_ONE);
1182         GL_DepthMask(false);
1183         GL_DepthTest(true);
1184         qglPolygonOffset(0, 0);
1185         //qglDisable(GL_POLYGON_OFFSET_FILL);
1186         GL_Color(1, 1, 1, 1);
1187         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1188         qglDepthFunc(GL_EQUAL);
1189         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1190         qglEnable(GL_CULL_FACE);
1191         if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1192                 qglEnable(GL_STENCIL_TEST);
1193         else
1194                 qglDisable(GL_STENCIL_TEST);
1195         qglStencilMask(~0);
1196         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1197         // only draw light where this geometry was already rendered AND the
1198         // stencil is 128 (values other than this mean shadow)
1199         qglStencilFunc(GL_EQUAL, 128, ~0);
1200         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1201         {
1202                 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1203                 memset(&m, 0, sizeof(m));
1204                 m.pointer_vertex = varray_vertex3f;
1205                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1206                 m.pointer_texcoord3f[1] = varray_svector3f;
1207                 m.pointer_texcoord3f[2] = varray_tvector3f;
1208                 m.pointer_texcoord3f[3] = varray_normal3f;
1209                 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1210                 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1211                 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1212                 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1213                 // TODO: support fog (after renderer is converted to texture fog)
1214                 m.tex[4] = R_GetTexture(r_texture_white); // fog
1215                 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1216                 R_Mesh_State(&m);
1217                 GL_BlendFunc(GL_ONE, GL_ONE);
1218                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1219                 CHECKGLERROR
1220                 r_shadow_lightpermutation = 0;
1221                 // only add a feature to the permutation if that permutation exists
1222                 // (otherwise it might end up not using a shader at all, which looks
1223                 // worse than using less features)
1224                 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1225                         r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1226                 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1227                 //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1228                 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1229                         r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1230                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1231                         r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1232                 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1233                         r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1234                 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1235                         r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1236                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1237                 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1238                 // TODO: support fog (after renderer is converted to texture fog)
1239                 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1240                 {
1241                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1242                 }
1243                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1244                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1245                 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1246                 {
1247                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1248                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1249                 }
1250                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1251                 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1252                 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1253                 //{
1254                 //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1255                 //}
1256                 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1257                 {
1258                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1259                         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1260                 }
1261         }
1262         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1263                 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1264         else
1265                 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1266 }
1267
1268 void R_Shadow_Stage_VisibleShadowVolumes(void)
1269 {
1270         R_Shadow_Stage_Reset();
1271         GL_BlendFunc(GL_ONE, GL_ONE);
1272         GL_DepthMask(false);
1273         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1274         qglPolygonOffset(0, 0);
1275         GL_Color(0.0, 0.0125, 0.1, 1);
1276         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1277         qglDepthFunc(GL_GEQUAL);
1278         qglCullFace(GL_FRONT); // this culls back
1279         qglDisable(GL_CULL_FACE);
1280         qglDisable(GL_STENCIL_TEST);
1281         r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1282 }
1283
1284 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1285 {
1286         R_Shadow_Stage_Reset();
1287         GL_BlendFunc(GL_ONE, GL_ONE);
1288         GL_DepthMask(false);
1289         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1290         qglPolygonOffset(0, 0);
1291         GL_Color(0.1, 0.0125, 0, 1);
1292         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1293         qglDepthFunc(GL_EQUAL);
1294         qglCullFace(GL_FRONT); // this culls back
1295         qglEnable(GL_CULL_FACE);
1296         if (stenciltest)
1297                 qglEnable(GL_STENCIL_TEST);
1298         else
1299                 qglDisable(GL_STENCIL_TEST);
1300         r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1301 }
1302
1303 void R_Shadow_Stage_End(void)
1304 {
1305         R_Shadow_Stage_Reset();
1306         R_Shadow_Stage_ActiveLight(NULL);
1307         GL_BlendFunc(GL_ONE, GL_ZERO);
1308         GL_DepthMask(true);
1309         GL_DepthTest(true);
1310         qglPolygonOffset(0, 0);
1311         //qglDisable(GL_POLYGON_OFFSET_FILL);
1312         GL_Color(1, 1, 1, 1);
1313         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1314         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1315         qglDepthFunc(GL_LEQUAL);
1316         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1317         qglDisable(GL_STENCIL_TEST);
1318         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1319         if (gl_support_stenciltwoside)
1320                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1321         qglStencilMask(~0);
1322         qglStencilFunc(GL_ALWAYS, 128, ~0);
1323         r_shadowstage = R_SHADOWSTAGE_NONE;
1324 }
1325
1326 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1327 {
1328         int i, ix1, iy1, ix2, iy2;
1329         float x1, y1, x2, y2;
1330         vec4_t v, v2;
1331         rmesh_t mesh;
1332         mplane_t planes[11];
1333         float vertex3f[256*3];
1334
1335         // if view is inside the light box, just say yes it's visible
1336         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1337         {
1338                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1339                 return false;
1340         }
1341
1342         // create a temporary brush describing the area the light can affect in worldspace
1343         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1344         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1345         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1346         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1347         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1348         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1349         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1350         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1351         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1352         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1353         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1354
1355         // turn the brush into a mesh
1356         memset(&mesh, 0, sizeof(rmesh_t));
1357         mesh.maxvertices = 256;
1358         mesh.vertex3f = vertex3f;
1359         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1360         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1361
1362         // if that mesh is empty, the light is not visible at all
1363         if (!mesh.numvertices)
1364                 return true;
1365
1366         if (!r_shadow_scissor.integer)
1367                 return false;
1368
1369         // if that mesh is not empty, check what area of the screen it covers
1370         x1 = y1 = x2 = y2 = 0;
1371         v[3] = 1.0f;
1372         for (i = 0;i < mesh.numvertices;i++)
1373         {
1374                 VectorCopy(mesh.vertex3f + i * 3, v);
1375                 GL_TransformToScreen(v, v2);
1376                 //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]);
1377                 if (i)
1378                 {
1379                         if (x1 > v2[0]) x1 = v2[0];
1380                         if (x2 < v2[0]) x2 = v2[0];
1381                         if (y1 > v2[1]) y1 = v2[1];
1382                         if (y2 < v2[1]) y2 = v2[1];
1383                 }
1384                 else
1385                 {
1386                         x1 = x2 = v2[0];
1387                         y1 = y2 = v2[1];
1388                 }
1389         }
1390
1391         // now convert the scissor rectangle to integer screen coordinates
1392         ix1 = x1 - 1.0f;
1393         iy1 = y1 - 1.0f;
1394         ix2 = x2 + 1.0f;
1395         iy2 = y2 + 1.0f;
1396         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1397
1398         // clamp it to the screen
1399         if (ix1 < r_view_x) ix1 = r_view_x;
1400         if (iy1 < r_view_y) iy1 = r_view_y;
1401         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1402         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1403
1404         // if it is inside out, it's not visible
1405         if (ix2 <= ix1 || iy2 <= iy1)
1406                 return true;
1407
1408         // the light area is visible, set up the scissor rectangle
1409         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1410         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1411         //qglEnable(GL_SCISSOR_TEST);
1412         renderstats.lights_scissored++;
1413         return false;
1414 }
1415
1416 extern float *rsurface_vertex3f;
1417 extern float *rsurface_svector3f;
1418 extern float *rsurface_tvector3f;
1419 extern float *rsurface_normal3f;
1420 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1421
1422 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1423 {
1424         int numverts = surface->num_vertices;
1425         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1426         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1427         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1428         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1429         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1430         {
1431                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1432                 if ((dist = DotProduct(v, v)) < 1)
1433                 {
1434                         dist = sqrt(dist);
1435                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1436                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1437                         if ((dot = DotProduct(n, v)) > 0)
1438                         {
1439                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1440                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1441                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1442                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1443                         }
1444                         else
1445                         {
1446                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1447                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1448                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1449                         }
1450                         color4f[0] = bound(0, color4f[0], 1);
1451                         color4f[1] = bound(0, color4f[1], 1);
1452                         color4f[2] = bound(0, color4f[2], 1);
1453                 }
1454                 else
1455                         VectorClear(color4f);
1456                 color4f[3] = 1;
1457         }
1458 }
1459
1460 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1461 {
1462         int numverts = surface->num_vertices;
1463         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1464         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1465         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1466         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1467         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1468         {
1469                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1470                 if ((dist = fabs(v[2])) < 1)
1471                 {
1472                         distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1473                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1474                         if ((dot = DotProduct(n, v)) > 0)
1475                         {
1476                                 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1477                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1478                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1479                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1480                         }
1481                         else
1482                         {
1483                                 color4f[0] = ambientcolor[0] * distintensity - reduce;
1484                                 color4f[1] = ambientcolor[1] * distintensity - reduce;
1485                                 color4f[2] = ambientcolor[2] * distintensity - reduce;
1486                         }
1487                         color4f[0] = bound(0, color4f[0], 1);
1488                         color4f[1] = bound(0, color4f[1], 1);
1489                         color4f[2] = bound(0, color4f[2], 1);
1490                 }
1491                 else
1492                         VectorClear(color4f);
1493                 color4f[3] = 1;
1494         }
1495 }
1496
1497 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1498 {
1499         int numverts = surface->num_vertices;
1500         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1501         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1502         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1503         float dot, shadeintensity, v[3], n[3];
1504         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1505         {
1506                 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1507                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1508                 if ((dot = DotProduct(n, v)) > 0)
1509                 {
1510                         shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1511                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1512                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1513                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1514                         color4f[0] = bound(0, color4f[0], 1);
1515                         color4f[1] = bound(0, color4f[1], 1);
1516                         color4f[2] = bound(0, color4f[2], 1);
1517                 }
1518                 else
1519                         VectorClear(color4f);
1520                 color4f[3] = 1;
1521         }
1522 }
1523
1524 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1525 #define USETEXMATRIX
1526
1527 #ifndef USETEXMATRIX
1528 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1529 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1530 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1531 {
1532         do
1533         {
1534                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1535                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1536                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1537                 vertex3f += 3;
1538                 tc3f += 3;
1539         }
1540         while (--numverts);
1541 }
1542
1543 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1544 {
1545         do
1546         {
1547                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1548                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1549                 vertex3f += 3;
1550                 tc2f += 2;
1551         }
1552         while (--numverts);
1553 }
1554 #endif
1555
1556 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)
1557 {
1558         int i;
1559         float lightdir[3];
1560         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1561         {
1562                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1563                 // the cubemap normalizes this for us
1564                 out3f[0] = DotProduct(svector3f, lightdir);
1565                 out3f[1] = DotProduct(tvector3f, lightdir);
1566                 out3f[2] = DotProduct(normal3f, lightdir);
1567         }
1568 }
1569
1570 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)
1571 {
1572         int i;
1573         float lightdir[3], eyedir[3], halfdir[3];
1574         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1575         {
1576                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1577                 VectorNormalize(lightdir);
1578                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1579                 VectorNormalize(eyedir);
1580                 VectorAdd(lightdir, eyedir, halfdir);
1581                 // the cubemap normalizes this for us
1582                 out3f[0] = DotProduct(svector3f, halfdir);
1583                 out3f[1] = DotProduct(tvector3f, halfdir);
1584                 out3f[2] = DotProduct(normal3f, halfdir);
1585         }
1586 }
1587
1588 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)
1589 {
1590         // used to display how many times a surface is lit for level design purposes
1591         int surfacelistindex;
1592         rmeshstate_t m;
1593         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1594         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1595         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1596         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1597         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1598         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1599         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1600         if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1601                 return;
1602         GL_Color(0.1, 0.025, 0, 1);
1603         memset(&m, 0, sizeof(m));
1604         R_Mesh_State(&m);
1605         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1606         {
1607                 const msurface_t *surface = surfacelist[surfacelistindex];
1608                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1609                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1610                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1611                 GL_LockArrays(0, 0);
1612         }
1613 }
1614
1615 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)
1616 {
1617         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1618         int surfacelistindex;
1619         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1620         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1621         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1622         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1623         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1624         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1625         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1626         // TODO: add direct pants/shirt rendering
1627         if (doambientpants || dodiffusepants)
1628                 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);
1629         if (doambientshirt || dodiffuseshirt)
1630                 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);
1631         if (!doambientbase && !dodiffusebase && !dospecular)
1632                 return;
1633         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1634         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1635         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1636         R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1637         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1638         {
1639                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1640         }
1641         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1642         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1643         {
1644                 const msurface_t *surface = surfacelist[surfacelistindex];
1645                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1646                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1647                 if (!rsurface_svector3f)
1648                 {
1649                         rsurface_svector3f = varray_svector3f;
1650                         rsurface_tvector3f = varray_tvector3f;
1651                         rsurface_normal3f = varray_normal3f;
1652                         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);
1653                 }
1654                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1655                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1656                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1657                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1658                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1659                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1660                 GL_LockArrays(0, 0);
1661         }
1662 }
1663
1664 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)
1665 {
1666         // ARB path (any Geforce, any Radeon)
1667         int surfacelistindex;
1668         int renders;
1669         float color2[3], colorscale;
1670         rmeshstate_t m;
1671         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1672         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1673         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1674         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1675         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1676         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1677         qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1678         // TODO: add direct pants/shirt rendering
1679         if (doambientpants || dodiffusepants)
1680                 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);
1681         if (doambientshirt || dodiffuseshirt)
1682                 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);
1683         if (!doambientbase && !dodiffusebase && !dospecular)
1684                 return;
1685         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1686         {
1687                 const msurface_t *surface = surfacelist[surfacelistindex];
1688                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1689                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1690                 if (!rsurface_svector3f)
1691                 {
1692                         rsurface_svector3f = varray_svector3f;
1693                         rsurface_tvector3f = varray_tvector3f;
1694                         rsurface_normal3f = varray_normal3f;
1695                         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);
1696                 }
1697                 if (doambientbase)
1698                 {
1699                         GL_Color(1,1,1,1);
1700                         colorscale = r_shadow_rtlight->ambientscale;
1701                         // colorscale accounts for how much we multiply the brightness
1702                         // during combine.
1703                         //
1704                         // mult is how many times the final pass of the lighting will be
1705                         // performed to get more brightness than otherwise possible.
1706                         //
1707                         // Limit mult to 64 for sanity sake.
1708                         if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1709                         {
1710                                 // 3 3D combine path (Geforce3, Radeon 8500)
1711                                 memset(&m, 0, sizeof(m));
1712                                 m.pointer_vertex = rsurface_vertex3f;
1713                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1714 #ifdef USETEXMATRIX
1715                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1716                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1717 #else
1718                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1719                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1720 #endif
1721                                 m.tex[1] = R_GetTexture(basetexture);
1722                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1723                                 m.texmatrix[1] = texture->currenttexmatrix;
1724                                 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1725 #ifdef USETEXMATRIX
1726                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1727                                 m.texmatrix[2] = r_shadow_entitytolight;
1728 #else
1729                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1730                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1731 #endif
1732                                 GL_BlendFunc(GL_ONE, GL_ONE);
1733                         }
1734                         else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1735                         {
1736                                 // 2 3D combine path (Geforce3, original Radeon)
1737                                 memset(&m, 0, sizeof(m));
1738                                 m.pointer_vertex = rsurface_vertex3f;
1739                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1740 #ifdef USETEXMATRIX
1741                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1742                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1743 #else
1744                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1745                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1746 #endif
1747                                 m.tex[1] = R_GetTexture(basetexture);
1748                                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1749                                 m.texmatrix[1] = texture->currenttexmatrix;
1750                                 GL_BlendFunc(GL_ONE, GL_ONE);
1751                         }
1752                         else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1753                         {
1754                                 // 4 2D combine path (Geforce3, Radeon 8500)
1755                                 memset(&m, 0, sizeof(m));
1756                                 m.pointer_vertex = rsurface_vertex3f;
1757                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1758 #ifdef USETEXMATRIX
1759                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1760                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1761 #else
1762                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1763                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1764 #endif
1765                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1766 #ifdef USETEXMATRIX
1767                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1768                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1769 #else
1770                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1771                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1772 #endif
1773                                 m.tex[2] = R_GetTexture(basetexture);
1774                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1775                                 m.texmatrix[2] = texture->currenttexmatrix;
1776                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1777                                 {
1778                                         m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1779 #ifdef USETEXMATRIX
1780                                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1781                                         m.texmatrix[3] = r_shadow_entitytolight;
1782 #else
1783                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1784                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1785 #endif
1786                                 }
1787                                 GL_BlendFunc(GL_ONE, GL_ONE);
1788                         }
1789                         else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1790                         {
1791                                 // 3 2D combine path (Geforce3, original Radeon)
1792                                 memset(&m, 0, sizeof(m));
1793                                 m.pointer_vertex = rsurface_vertex3f;
1794                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1795 #ifdef USETEXMATRIX
1796                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1797                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1798 #else
1799                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1800                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1801 #endif
1802                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1803 #ifdef USETEXMATRIX
1804                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1805                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1806 #else
1807                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1808                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1809 #endif
1810                                 m.tex[2] = R_GetTexture(basetexture);
1811                                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1812                                 m.texmatrix[2] = texture->currenttexmatrix;
1813                                 GL_BlendFunc(GL_ONE, GL_ONE);
1814                         }
1815                         else
1816                         {
1817                                 // 2/2/2 2D combine path (any dot3 card)
1818                                 memset(&m, 0, sizeof(m));
1819                                 m.pointer_vertex = rsurface_vertex3f;
1820                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1821 #ifdef USETEXMATRIX
1822                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1823                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1824 #else
1825                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1826                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1827 #endif
1828                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1829 #ifdef USETEXMATRIX
1830                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1831                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1832 #else
1833                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1834                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1835 #endif
1836                                 R_Mesh_State(&m);
1837                                 GL_ColorMask(0,0,0,1);
1838                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1839                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1840                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1841                                 GL_LockArrays(0, 0);
1842
1843                                 memset(&m, 0, sizeof(m));
1844                                 m.pointer_vertex = rsurface_vertex3f;
1845                                 m.tex[0] = R_GetTexture(basetexture);
1846                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1847                                 m.texmatrix[0] = texture->currenttexmatrix;
1848                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1849                                 {
1850                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1851 #ifdef USETEXMATRIX
1852                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1853                                         m.texmatrix[1] = r_shadow_entitytolight;
1854 #else
1855                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1856                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1857 #endif
1858                                 }
1859                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1860                         }
1861                         // this final code is shared
1862                         R_Mesh_State(&m);
1863                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1864                         VectorScale(lightcolorbase, colorscale, color2);
1865                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1866                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1867                         {
1868                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1869                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1870                         }
1871                         GL_LockArrays(0, 0);
1872                 }
1873                 if (dodiffusebase)
1874                 {
1875                         GL_Color(1,1,1,1);
1876                         colorscale = r_shadow_rtlight->diffusescale;
1877                         // colorscale accounts for how much we multiply the brightness
1878                         // during combine.
1879                         //
1880                         // mult is how many times the final pass of the lighting will be
1881                         // performed to get more brightness than otherwise possible.
1882                         //
1883                         // Limit mult to 64 for sanity sake.
1884                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1885                         {
1886                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1887                                 memset(&m, 0, sizeof(m));
1888                                 m.pointer_vertex = rsurface_vertex3f;
1889                                 m.tex[0] = R_GetTexture(normalmaptexture);
1890                                 m.texcombinergb[0] = GL_REPLACE;
1891                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1892                                 m.texmatrix[0] = texture->currenttexmatrix;
1893                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1894                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1895                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1896                                 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);
1897                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1898 #ifdef USETEXMATRIX
1899                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1900                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1901 #else
1902                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1903                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1904 #endif
1905                                 R_Mesh_State(&m);
1906                                 GL_ColorMask(0,0,0,1);
1907                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1908                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1909                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1910                                 GL_LockArrays(0, 0);
1911
1912                                 memset(&m, 0, sizeof(m));
1913                                 m.pointer_vertex = rsurface_vertex3f;
1914                                 m.tex[0] = R_GetTexture(basetexture);
1915                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1916                                 m.texmatrix[0] = texture->currenttexmatrix;
1917                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1918                                 {
1919                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1920 #ifdef USETEXMATRIX
1921                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1922                                         m.texmatrix[1] = r_shadow_entitytolight;
1923 #else
1924                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1925                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1926 #endif
1927                                 }
1928                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1929                         }
1930                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1931                         {
1932                                 // 1/2/2 3D combine path (original Radeon)
1933                                 memset(&m, 0, sizeof(m));
1934                                 m.pointer_vertex = rsurface_vertex3f;
1935                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1936 #ifdef USETEXMATRIX
1937                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1938                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1939 #else
1940                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1941                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1942 #endif
1943                                 R_Mesh_State(&m);
1944                                 GL_ColorMask(0,0,0,1);
1945                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1946                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1947                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1948                                 GL_LockArrays(0, 0);
1949
1950                                 memset(&m, 0, sizeof(m));
1951                                 m.pointer_vertex = rsurface_vertex3f;
1952                                 m.tex[0] = R_GetTexture(normalmaptexture);
1953                                 m.texcombinergb[0] = GL_REPLACE;
1954                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1955                                 m.texmatrix[0] = texture->currenttexmatrix;
1956                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1957                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1958                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1959                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1960                                 R_Mesh_State(&m);
1961                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1962                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1963                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1964                                 GL_LockArrays(0, 0);
1965
1966                                 memset(&m, 0, sizeof(m));
1967                                 m.pointer_vertex = rsurface_vertex3f;
1968                                 m.tex[0] = R_GetTexture(basetexture);
1969                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1970                                 m.texmatrix[0] = texture->currenttexmatrix;
1971                                 if (r_shadow_lightcubemap != r_texture_whitecube)
1972                                 {
1973                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1974 #ifdef USETEXMATRIX
1975                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1976                                         m.texmatrix[1] = r_shadow_entitytolight;
1977 #else
1978                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1979                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1980 #endif
1981                                 }
1982                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1983                         }
1984                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1985                         {
1986                                 // 2/2 3D combine path (original Radeon)
1987                                 memset(&m, 0, sizeof(m));
1988                                 m.pointer_vertex = rsurface_vertex3f;
1989                                 m.tex[0] = R_GetTexture(normalmaptexture);
1990                                 m.texcombinergb[0] = GL_REPLACE;
1991                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1992                                 m.texmatrix[0] = texture->currenttexmatrix;
1993                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1994                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1995                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1996                                 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);
1997                                 R_Mesh_State(&m);
1998                                 GL_ColorMask(0,0,0,1);
1999                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2000                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2001                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2002                                 GL_LockArrays(0, 0);
2003
2004                                 memset(&m, 0, sizeof(m));
2005                                 m.pointer_vertex = rsurface_vertex3f;
2006                                 m.tex[0] = R_GetTexture(basetexture);
2007                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2008                                 m.texmatrix[0] = texture->currenttexmatrix;
2009                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2010 #ifdef USETEXMATRIX
2011                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2012                                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2013 #else
2014                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2015                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2016 #endif
2017                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2018                         }
2019                         else if (r_textureunits.integer >= 4)
2020                         {
2021                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2022                                 memset(&m, 0, sizeof(m));
2023                                 m.pointer_vertex = rsurface_vertex3f;
2024                                 m.tex[0] = R_GetTexture(normalmaptexture);
2025                                 m.texcombinergb[0] = GL_REPLACE;
2026                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2027                                 m.texmatrix[0] = texture->currenttexmatrix;
2028                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2029                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2030                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2031                                 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);
2032                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2033 #ifdef USETEXMATRIX
2034                                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2035                                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2036 #else
2037                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2038                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2039 #endif
2040                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2041 #ifdef USETEXMATRIX
2042                                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2043                                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2044 #else
2045                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2046                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2047 #endif
2048                                 R_Mesh_State(&m);
2049                                 GL_ColorMask(0,0,0,1);
2050                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2051                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2052                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2053                                 GL_LockArrays(0, 0);
2054
2055                                 memset(&m, 0, sizeof(m));
2056                                 m.pointer_vertex = rsurface_vertex3f;
2057                                 m.tex[0] = R_GetTexture(basetexture);
2058                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2059                                 m.texmatrix[0] = texture->currenttexmatrix;
2060                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2061                                 {
2062                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2063 #ifdef USETEXMATRIX
2064                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2065                                         m.texmatrix[1] = r_shadow_entitytolight;
2066 #else
2067                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2068                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2069 #endif
2070                                 }
2071                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2072                         }
2073                         else
2074                         {
2075                                 // 2/2/2 2D combine path (any dot3 card)
2076                                 memset(&m, 0, sizeof(m));
2077                                 m.pointer_vertex = rsurface_vertex3f;
2078                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2079 #ifdef USETEXMATRIX
2080                                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2081                                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2082 #else
2083                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2084                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2085 #endif
2086                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2087 #ifdef USETEXMATRIX
2088                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2089                                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2090 #else
2091                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2092                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2093 #endif
2094                                 R_Mesh_State(&m);
2095                                 GL_ColorMask(0,0,0,1);
2096                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2097                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2098                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2099                                 GL_LockArrays(0, 0);
2100
2101                                 memset(&m, 0, sizeof(m));
2102                                 m.pointer_vertex = rsurface_vertex3f;
2103                                 m.tex[0] = R_GetTexture(normalmaptexture);
2104                                 m.texcombinergb[0] = GL_REPLACE;
2105                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2106                                 m.texmatrix[0] = texture->currenttexmatrix;
2107                                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2108                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2109                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2110                                 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);
2111                                 R_Mesh_State(&m);
2112                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2113                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2114                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2115                                 GL_LockArrays(0, 0);
2116
2117                                 memset(&m, 0, sizeof(m));
2118                                 m.pointer_vertex = rsurface_vertex3f;
2119                                 m.tex[0] = R_GetTexture(basetexture);
2120                                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2121                                 m.texmatrix[0] = texture->currenttexmatrix;
2122                                 if (r_shadow_lightcubemap != r_texture_whitecube)
2123                                 {
2124                                         m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2125 #ifdef USETEXMATRIX
2126                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2127                                         m.texmatrix[1] = r_shadow_entitytolight;
2128 #else
2129                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2130                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2131 #endif
2132                                 }
2133                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2134                         }
2135                         // this final code is shared
2136                         R_Mesh_State(&m);
2137                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2138                         VectorScale(lightcolorbase, colorscale, color2);
2139                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2140                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2141                         {
2142                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2143                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2144                         }
2145                         GL_LockArrays(0, 0);
2146                 }
2147                 if (dospecular)
2148                 {
2149                         // FIXME: detect blendsquare!
2150                         //if (gl_support_blendsquare)
2151                         {
2152                                 colorscale = specularscale;
2153                                 GL_Color(1,1,1,1);
2154                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2155                                 {
2156                                         // 2/0/0/1/2 3D combine blendsquare path
2157                                         memset(&m, 0, sizeof(m));
2158                                         m.pointer_vertex = rsurface_vertex3f;
2159                                         m.tex[0] = R_GetTexture(normalmaptexture);
2160                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2161                                         m.texmatrix[0] = texture->currenttexmatrix;
2162                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2163                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2164                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2165                                         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);
2166                                         R_Mesh_State(&m);
2167                                         GL_ColorMask(0,0,0,1);
2168                                         // this squares the result
2169                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2170                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2171                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2172                                         GL_LockArrays(0, 0);
2173
2174                                         memset(&m, 0, sizeof(m));
2175                                         m.pointer_vertex = rsurface_vertex3f;
2176                                         R_Mesh_State(&m);
2177                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2178                                         // square alpha in framebuffer a few times to make it shiny
2179                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2180                                         // these comments are a test run through this math for intensity 0.5
2181                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2182                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2183                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2184                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2185                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2186                                         GL_LockArrays(0, 0);
2187
2188                                         memset(&m, 0, sizeof(m));
2189                                         m.pointer_vertex = rsurface_vertex3f;
2190                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2191 #ifdef USETEXMATRIX
2192                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2193                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2194 #else
2195                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2196                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2197 #endif
2198                                         R_Mesh_State(&m);
2199                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2200                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2201                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2202                                         GL_LockArrays(0, 0);
2203
2204                                         memset(&m, 0, sizeof(m));
2205                                         m.pointer_vertex = rsurface_vertex3f;
2206                                         m.tex[0] = R_GetTexture(glosstexture);
2207                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2208                                         m.texmatrix[0] = texture->currenttexmatrix;
2209                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2210                                         {
2211                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2212 #ifdef USETEXMATRIX
2213                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2214                                                 m.texmatrix[1] = r_shadow_entitytolight;
2215 #else
2216                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2217                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2218 #endif
2219                                         }
2220                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2221                                 }
2222                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2223                                 {
2224                                         // 2/0/0/2 3D combine blendsquare path
2225                                         memset(&m, 0, sizeof(m));
2226                                         m.pointer_vertex = rsurface_vertex3f;
2227                                         m.tex[0] = R_GetTexture(normalmaptexture);
2228                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2229                                         m.texmatrix[0] = texture->currenttexmatrix;
2230                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2231                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2232                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2233                                         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);
2234                                         R_Mesh_State(&m);
2235                                         GL_ColorMask(0,0,0,1);
2236                                         // this squares the result
2237                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2238                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2239                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2240                                         GL_LockArrays(0, 0);
2241
2242                                         memset(&m, 0, sizeof(m));
2243                                         m.pointer_vertex = rsurface_vertex3f;
2244                                         R_Mesh_State(&m);
2245                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2246                                         // square alpha in framebuffer a few times to make it shiny
2247                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2248                                         // these comments are a test run through this math for intensity 0.5
2249                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2250                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2251                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2252                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2253                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2254                                         GL_LockArrays(0, 0);
2255
2256                                         memset(&m, 0, sizeof(m));
2257                                         m.pointer_vertex = rsurface_vertex3f;
2258                                         m.tex[0] = R_GetTexture(glosstexture);
2259                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2260                                         m.texmatrix[0] = texture->currenttexmatrix;
2261                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2262 #ifdef USETEXMATRIX
2263                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2264                                         m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2265 #else
2266                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2267                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2268 #endif
2269                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2270                                 }
2271                                 else
2272                                 {
2273                                         // 2/0/0/2/2 2D combine blendsquare path
2274                                         memset(&m, 0, sizeof(m));
2275                                         m.pointer_vertex = rsurface_vertex3f;
2276                                         m.tex[0] = R_GetTexture(normalmaptexture);
2277                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2278                                         m.texmatrix[0] = texture->currenttexmatrix;
2279                                         m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2280                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2281                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2282                                         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);
2283                                         R_Mesh_State(&m);
2284                                         GL_ColorMask(0,0,0,1);
2285                                         // this squares the result
2286                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2287                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2288                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2289                                         GL_LockArrays(0, 0);
2290
2291                                         memset(&m, 0, sizeof(m));
2292                                         m.pointer_vertex = rsurface_vertex3f;
2293                                         R_Mesh_State(&m);
2294                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2295                                         // square alpha in framebuffer a few times to make it shiny
2296                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2297                                         // these comments are a test run through this math for intensity 0.5
2298                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2299                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2300                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2301                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2302                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2303                                         GL_LockArrays(0, 0);
2304
2305                                         memset(&m, 0, sizeof(m));
2306                                         m.pointer_vertex = rsurface_vertex3f;
2307                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2308 #ifdef USETEXMATRIX
2309                                         m.pointer_texcoord3f[0] = rsurface_vertex3f;
2310                                         m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2311 #else
2312                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2313                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2314 #endif
2315                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2316 #ifdef USETEXMATRIX
2317                                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2318                                         m.texmatrix[1] = r_shadow_entitytoattenuationz;
2319 #else
2320                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2321                                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2322 #endif
2323                                         R_Mesh_State(&m);
2324                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2325                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2326                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2327                                         GL_LockArrays(0, 0);
2328
2329                                         memset(&m, 0, sizeof(m));
2330                                         m.pointer_vertex = rsurface_vertex3f;
2331                                         m.tex[0] = R_GetTexture(glosstexture);
2332                                         m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2333                                         m.texmatrix[0] = texture->currenttexmatrix;
2334                                         if (r_shadow_lightcubemap != r_texture_whitecube)
2335                                         {
2336                                                 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2337 #ifdef USETEXMATRIX
2338                                                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2339                                                 m.texmatrix[1] = r_shadow_entitytolight;
2340 #else
2341                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2342                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2343 #endif
2344                                         }
2345                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2346                                 }
2347                                 R_Mesh_State(&m);
2348                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2349                                 VectorScale(lightcolorbase, colorscale, color2);
2350                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2351                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2352                                 {
2353                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2354                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2355                                 }
2356                                 GL_LockArrays(0, 0);
2357                         }
2358                 }
2359         }
2360 }
2361
2362 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)
2363 {
2364         int surfacelistindex;
2365         int renders;
2366         float ambientcolor2[3], diffusecolor2[3];
2367         rmeshstate_t m;
2368         qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2369         qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2370         qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2371         qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2372         qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2373         qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2374         //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2375         // TODO: add direct pants/shirt rendering
2376         if (doambientpants || dodiffusepants)
2377                 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);
2378         if (doambientshirt || dodiffuseshirt)
2379                 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);
2380         if (!doambientbase && !dodiffusebase)
2381                 return;
2382         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2383         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2384         GL_BlendFunc(GL_ONE, GL_ONE);
2385         memset(&m, 0, sizeof(m));
2386         m.tex[0] = R_GetTexture(basetexture);
2387         if (r_textureunits.integer >= 2)
2388         {
2389                 // voodoo2
2390                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2391 #ifdef USETEXMATRIX
2392                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2393 #else
2394                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2395                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2396 #endif
2397                 if (r_textureunits.integer >= 3)
2398                 {
2399                         // Geforce3/Radeon class but not using dot3
2400                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2401 #ifdef USETEXMATRIX
2402                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2403 #else
2404                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2405                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2406 #endif
2407                 }
2408         }
2409         m.pointer_color = varray_color4f;
2410         R_Mesh_State(&m);
2411         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2412         {
2413                 const msurface_t *surface = surfacelist[surfacelistindex];
2414                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2415                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2416                 if (!rsurface_svector3f)
2417                 {
2418                         rsurface_svector3f = varray_svector3f;
2419                         rsurface_tvector3f = varray_tvector3f;
2420                         rsurface_normal3f = varray_normal3f;
2421                         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);
2422                 }
2423                 // OpenGL 1.1 path (anything)
2424                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2425                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2426                 if (r_textureunits.integer >= 2)
2427                 {
2428                         // voodoo2 or TNT
2429 #ifdef USETEXMATRIX
2430                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2431 #else
2432                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2433 #endif
2434                         if (r_textureunits.integer >= 3)
2435                         {
2436                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2437 #ifdef USETEXMATRIX
2438                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2439 #else
2440                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2441 #endif
2442                         }
2443                 }
2444                 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2445                 {
2446                         if (r_textureunits.integer >= 3)
2447                                 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2448                         else if (r_textureunits.integer >= 2)
2449                                 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2450                         else
2451                                 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2452                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2453                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2454                         GL_LockArrays(0, 0);
2455                 }
2456         }
2457 }
2458
2459 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)
2460 {
2461         // FIXME: support MATERIALFLAG_NODEPTHTEST
2462         switch (r_shadowstage)
2463         {
2464         case R_SHADOWSTAGE_VISIBLELIGHTING:
2465                 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2466                 break;
2467         case R_SHADOWSTAGE_LIGHT_GLSL:
2468                 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);
2469                 break;
2470         case R_SHADOWSTAGE_LIGHT_DOT3:
2471                 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);
2472                 break;
2473         case R_SHADOWSTAGE_LIGHT_VERTEX:
2474                 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);
2475                 break;
2476         default:
2477                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2478                 break;
2479         }
2480 }
2481
2482 void R_RTLight_Update(dlight_t *light, int isstatic)
2483 {
2484         int j, k;
2485         float scale;
2486         rtlight_t *rtlight = &light->rtlight;
2487         R_RTLight_Uncompile(rtlight);
2488         memset(rtlight, 0, sizeof(*rtlight));
2489
2490         VectorCopy(light->origin, rtlight->shadoworigin);
2491         VectorCopy(light->color, rtlight->color);
2492         rtlight->radius = light->radius;
2493         //rtlight->cullradius = rtlight->radius;
2494         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2495         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2496         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2497         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2498         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2499         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2500         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2501         rtlight->cubemapname[0] = 0;
2502         if (light->cubemapname[0])
2503                 strcpy(rtlight->cubemapname, light->cubemapname);
2504         else if (light->cubemapnum > 0)
2505                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2506         rtlight->shadow = light->shadow;
2507         rtlight->corona = light->corona;
2508         rtlight->style = light->style;
2509         rtlight->isstatic = isstatic;
2510         rtlight->coronasizescale = light->coronasizescale;
2511         rtlight->ambientscale = light->ambientscale;
2512         rtlight->diffusescale = light->diffusescale;
2513         rtlight->specularscale = light->specularscale;
2514         rtlight->flags = light->flags;
2515         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2516         // ConcatScale won't work here because this needs to scale rotate and
2517         // translate, not just rotate
2518         scale = 1.0f / rtlight->radius;
2519         for (k = 0;k < 3;k++)
2520                 for (j = 0;j < 4;j++)
2521                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2522
2523         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2524         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2525         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2526         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2527 }
2528
2529 // compiles rtlight geometry
2530 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2531 void R_RTLight_Compile(rtlight_t *rtlight)
2532 {
2533         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2534         entity_render_t *ent = r_refdef.worldentity;
2535         model_t *model = r_refdef.worldmodel;
2536         qbyte *data;
2537
2538         // compile the light
2539         rtlight->compiled = true;
2540         rtlight->static_numleafs = 0;
2541         rtlight->static_numleafpvsbytes = 0;
2542         rtlight->static_leaflist = NULL;
2543         rtlight->static_leafpvs = NULL;
2544         rtlight->static_numsurfaces = 0;
2545         rtlight->static_surfacelist = NULL;
2546         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2547         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2548         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2549         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2550         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2551         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2552
2553         if (model && model->GetLightInfo)
2554         {
2555                 // this variable must be set for the CompileShadowVolume code
2556                 r_shadow_compilingrtlight = rtlight;
2557                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2558                 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);
2559                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2560                 data = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2561                 rtlight->static_numleafs = numleafs;
2562                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2563                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2564                 rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes;
2565                 rtlight->static_numsurfaces = numsurfaces;
2566                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2567                 if (numleafs)
2568                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2569                 if (numleafpvsbytes)
2570                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2571                 if (numsurfaces)
2572                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2573                 if (model->CompileShadowVolume && rtlight->shadow)
2574                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2575                 // now we're done compiling the rtlight
2576                 r_shadow_compilingrtlight = NULL;
2577         }
2578
2579
2580         // use smallest available cullradius - box radius or light radius
2581         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2582         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2583
2584         shadowmeshes = 0;
2585         shadowtris = 0;
2586         if (rtlight->static_meshchain_shadow)
2587         {
2588                 shadowmesh_t *mesh;
2589                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2590                 {
2591                         shadowmeshes++;
2592                         shadowtris += mesh->numtriangles;
2593                 }
2594         }
2595
2596         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);
2597 }
2598
2599 void R_RTLight_Uncompile(rtlight_t *rtlight)
2600 {
2601         if (rtlight->compiled)
2602         {
2603                 if (rtlight->static_meshchain_shadow)
2604                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2605                 rtlight->static_meshchain_shadow = NULL;
2606                 // these allocations are grouped
2607                 if (rtlight->static_leaflist)
2608                         Mem_Free(rtlight->static_leaflist);
2609                 rtlight->static_numleafs = 0;
2610                 rtlight->static_numleafpvsbytes = 0;
2611                 rtlight->static_leaflist = NULL;
2612                 rtlight->static_leafpvs = NULL;
2613                 rtlight->static_numsurfaces = 0;
2614                 rtlight->static_surfacelist = NULL;
2615                 rtlight->compiled = false;
2616         }
2617 }
2618
2619 void R_Shadow_UncompileWorldLights(void)
2620 {
2621         dlight_t *light;
2622         for (light = r_shadow_worldlightchain;light;light = light->next)
2623                 R_RTLight_Uncompile(&light->rtlight);
2624 }
2625
2626 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2627 {
2628         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2629         vec_t relativeshadowradius;
2630         if (ent == r_refdef.worldentity)
2631         {
2632                 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2633                 {
2634                         shadowmesh_t *mesh;
2635                         R_Mesh_Matrix(&ent->matrix);
2636                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2637                         {
2638                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2639                                 R_Mesh_VertexPointer(mesh->vertex3f);
2640                                 GL_LockArrays(0, mesh->numverts);
2641                                 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2642                                 {
2643                                         // decrement stencil if backface is behind depthbuffer
2644                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2645                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2646                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2647                                         // increment stencil if frontface is behind depthbuffer
2648                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2649                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2650                                 }
2651                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2652                                 GL_LockArrays(0, 0);
2653                         }
2654                 }
2655                 else if (numsurfaces)
2656                 {
2657                         R_Mesh_Matrix(&ent->matrix);
2658                         ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2659                 }
2660         }
2661         else
2662         {
2663                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2664                 relativeshadowradius = rtlight->radius / ent->scale;
2665                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2666                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2667                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2668                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2669                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2670                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2671                 R_Mesh_Matrix(&ent->matrix);
2672                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2673         }
2674 }
2675
2676 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2677 {
2678         // set up properties for rendering light onto this entity
2679         r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2680         r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2681         r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2682         r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
2683         r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
2684         r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
2685         r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
2686         r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
2687         r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
2688         Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2689         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2690         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2691         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2692         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2693         R_Mesh_Matrix(&ent->matrix);
2694         if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2695         {
2696                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2697                 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2698                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2699                 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2700                 {
2701                         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2702                 }
2703         }
2704         if (ent == r_refdef.worldentity)
2705                 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
2706         else
2707                 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
2708 }
2709
2710 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2711 {
2712         int i, usestencil;
2713         float f;
2714         vec3_t lightcolor;
2715         int numleafs, numsurfaces;
2716         int *leaflist, *surfacelist;
2717         qbyte *leafpvs;
2718         int numlightentities;
2719         int numshadowentities;
2720         entity_render_t *lightentities[MAX_EDICTS];
2721         entity_render_t *shadowentities[MAX_EDICTS];
2722
2723         // skip lights that don't light (corona only lights)
2724         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2725                 return;
2726
2727         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2728         VectorScale(rtlight->color, f, lightcolor);
2729         if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2730                 return;
2731         /*
2732         if (rtlight->selected)
2733         {
2734                 f = 2 + sin(realtime * M_PI * 4.0);
2735                 VectorScale(lightcolor, f, lightcolor);
2736         }
2737         */
2738
2739         // loading is done before visibility checks because loading should happen
2740         // all at once at the start of a level, not when it stalls gameplay.
2741         // (especially important to benchmarks)
2742         // compile light
2743         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2744                 R_RTLight_Compile(rtlight);
2745         // load cubemap
2746         r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2747
2748         // if the light box is offscreen, skip it
2749         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2750                 return;
2751
2752         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2753         {
2754                 // compiled light, world available and can receive realtime lighting
2755                 // retrieve leaf information
2756                 numleafs = rtlight->static_numleafs;
2757                 leaflist = rtlight->static_leaflist;
2758                 leafpvs = rtlight->static_leafpvs;
2759                 numsurfaces = rtlight->static_numsurfaces;
2760                 surfacelist = rtlight->static_surfacelist;
2761         }
2762         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2763         {
2764                 // dynamic light, world available and can receive realtime lighting
2765                 // calculate lit surfaces and leafs
2766                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2767                 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);
2768                 leaflist = r_shadow_buffer_leaflist;
2769                 leafpvs = r_shadow_buffer_leafpvs;
2770                 surfacelist = r_shadow_buffer_surfacelist;
2771                 // if the reduced leaf bounds are offscreen, skip it
2772                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2773                         return;
2774         }
2775         else
2776         {
2777                 // no world
2778                 numleafs = 0;
2779                 leaflist = NULL;
2780                 leafpvs = NULL;
2781                 numsurfaces = 0;
2782                 surfacelist = NULL;
2783         }
2784         // check if light is illuminating any visible leafs
2785         if (numleafs)
2786         {
2787                 for (i = 0;i < numleafs;i++)
2788                         if (r_worldleafvisible[leaflist[i]])
2789                                 break;
2790                 if (i == numleafs)
2791                         return;
2792         }
2793         // set up a scissor rectangle for this light
2794         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2795                 return;
2796
2797         numlightentities = 0;
2798         if (numsurfaces)
2799                 lightentities[numlightentities++] = r_refdef.worldentity;
2800         numshadowentities = 0;
2801         if (numsurfaces)
2802                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2803         if (r_drawentities.integer)
2804         {
2805                 for (i = 0;i < r_refdef.numentities;i++)
2806                 {
2807                         entity_render_t *ent = r_refdef.entities[i];
2808                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2809                          && ent->model
2810                          && !(ent->flags & RENDER_TRANSPARENT)
2811                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2812                         {
2813                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2814                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2815                                         shadowentities[numshadowentities++] = ent;
2816                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2817                                         lightentities[numlightentities++] = ent;
2818                         }
2819                 }
2820         }
2821
2822         // return if there's nothing at all to light
2823         if (!numlightentities)
2824                 return;
2825
2826         R_Shadow_Stage_ActiveLight(rtlight);
2827         renderstats.lights++;
2828
2829         usestencil = false;
2830         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2831         {
2832                 usestencil = true;
2833                 R_Shadow_Stage_StencilShadowVolumes();
2834                 for (i = 0;i < numshadowentities;i++)
2835                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2836         }
2837
2838         if (numlightentities && !visible)
2839         {
2840                 R_Shadow_Stage_Lighting(usestencil);
2841                 for (i = 0;i < numlightentities;i++)
2842                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2843         }
2844
2845         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2846         {
2847                 R_Shadow_Stage_VisibleShadowVolumes();
2848                 for (i = 0;i < numshadowentities;i++)
2849                         R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2850         }
2851
2852         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2853         {
2854                 R_Shadow_Stage_VisibleLighting(usestencil);
2855                 for (i = 0;i < numlightentities;i++)
2856                         R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2857         }
2858 }
2859
2860 void R_ShadowVolumeLighting(qboolean visible)
2861 {
2862         int lnum, flag;
2863         dlight_t *light;
2864
2865         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2866                 R_Shadow_EditLights_Reload_f();
2867
2868         R_Shadow_Stage_Begin();
2869
2870         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2871         if (r_shadow_debuglight.integer >= 0)
2872         {
2873                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2874                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2875                                 R_DrawRTLight(&light->rtlight, visible);
2876         }
2877         else
2878                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2879                         if (light->flags & flag)
2880                                 R_DrawRTLight(&light->rtlight, visible);
2881         if (r_rtdlight)
2882                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2883                         R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2884
2885         R_Shadow_Stage_End();
2886 }
2887
2888 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2889 typedef struct suffixinfo_s
2890 {
2891         char *suffix;
2892         qboolean flipx, flipy, flipdiagonal;
2893 }
2894 suffixinfo_t;
2895 static suffixinfo_t suffix[3][6] =
2896 {
2897         {
2898                 {"px",   false, false, false},
2899                 {"nx",   false, false, false},
2900                 {"py",   false, false, false},
2901                 {"ny",   false, false, false},
2902                 {"pz",   false, false, false},
2903                 {"nz",   false, false, false}
2904         },
2905         {
2906                 {"posx", false, false, false},
2907                 {"negx", false, false, false},
2908                 {"posy", false, false, false},
2909                 {"negy", false, false, false},
2910                 {"posz", false, false, false},
2911                 {"negz", false, false, false}
2912         },
2913         {
2914                 {"rt",    true, false,  true},
2915                 {"lf",   false,  true,  true},
2916                 {"ft",    true,  true, false},
2917                 {"bk",   false, false, false},
2918                 {"up",    true, false,  true},
2919                 {"dn",    true, false,  true}
2920         }
2921 };
2922
2923 static int componentorder[4] = {0, 1, 2, 3};
2924
2925 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2926 {
2927         int i, j, cubemapsize;
2928         qbyte *cubemappixels, *image_rgba;
2929         rtexture_t *cubemaptexture;
2930         char name[256];
2931         // must start 0 so the first loadimagepixels has no requested width/height
2932         cubemapsize = 0;
2933         cubemappixels = NULL;
2934         cubemaptexture = NULL;
2935         // keep trying different suffix groups (posx, px, rt) until one loads
2936         for (j = 0;j < 3 && !cubemappixels;j++)
2937         {
2938                 // load the 6 images in the suffix group
2939                 for (i = 0;i < 6;i++)
2940                 {
2941                         // generate an image name based on the base and and suffix
2942                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2943                         // load it
2944                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2945                         {
2946                                 // an image loaded, make sure width and height are equal
2947                                 if (image_width == image_height)
2948                                 {
2949                                         // if this is the first image to load successfully, allocate the cubemap memory
2950                                         if (!cubemappixels && image_width >= 1)
2951                                         {
2952                                                 cubemapsize = image_width;
2953                                                 // note this clears to black, so unavailable sides are black
2954                                                 cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2955                                         }
2956                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2957                                         if (cubemappixels)
2958                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2959                                 }
2960                                 else
2961                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2962                                 // free the image
2963                                 Mem_Free(image_rgba);
2964                         }
2965                 }
2966         }
2967         // if a cubemap loaded, upload it
2968         if (cubemappixels)
2969         {
2970                 if (!r_shadow_filters_texturepool)
2971                         r_shadow_filters_texturepool = R_AllocTexturePool();
2972                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2973                 Mem_Free(cubemappixels);
2974         }
2975         else
2976         {
2977                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2978                 for (j = 0;j < 3;j++)
2979                         for (i = 0;i < 6;i++)
2980                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2981                 Con_Print(" and was unable to find any of them.\n");
2982         }
2983         return cubemaptexture;
2984 }
2985
2986 rtexture_t *R_Shadow_Cubemap(const char *basename)
2987 {
2988         int i;
2989         for (i = 0;i < numcubemaps;i++)
2990                 if (!strcasecmp(cubemaps[i].basename, basename))
2991                         return cubemaps[i].texture;
2992         if (i >= MAX_CUBEMAPS)
2993                 return r_texture_whitecube;
2994         numcubemaps++;
2995         strcpy(cubemaps[i].basename, basename);
2996         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2997         if (!cubemaps[i].texture)
2998                 cubemaps[i].texture = r_texture_whitecube;
2999         return cubemaps[i].texture;
3000 }
3001
3002 void R_Shadow_FreeCubemaps(void)
3003 {
3004         numcubemaps = 0;
3005         R_FreeTexturePool(&r_shadow_filters_texturepool);
3006 }
3007
3008 dlight_t *R_Shadow_NewWorldLight(void)
3009 {
3010         dlight_t *light;
3011         light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3012         light->next = r_shadow_worldlightchain;
3013         r_shadow_worldlightchain = light;
3014         return light;
3015 }
3016
3017 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3018 {
3019         VectorCopy(origin, light->origin);
3020         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3021         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3022         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3023         light->color[0] = max(color[0], 0);
3024         light->color[1] = max(color[1], 0);
3025         light->color[2] = max(color[2], 0);
3026         light->radius = max(radius, 0);
3027         light->style = style;
3028         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3029         {
3030                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3031                 light->style = 0;
3032         }
3033         light->shadow = shadowenable;
3034         light->corona = corona;
3035         if (!cubemapname)
3036                 cubemapname = "";
3037         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3038         light->coronasizescale = coronasizescale;
3039         light->ambientscale = ambientscale;
3040         light->diffusescale = diffusescale;
3041         light->specularscale = specularscale;
3042         light->flags = flags;
3043         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3044
3045         R_RTLight_Update(light, true);
3046 }
3047
3048 void R_Shadow_FreeWorldLight(dlight_t *light)
3049 {
3050         dlight_t **lightpointer;
3051         R_RTLight_Uncompile(&light->rtlight);
3052         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3053         if (*lightpointer != light)
3054                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3055         *lightpointer = light->next;
3056         Mem_Free(light);
3057 }
3058
3059 void R_Shadow_ClearWorldLights(void)
3060 {
3061         while (r_shadow_worldlightchain)
3062                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3063         r_shadow_selectedlight = NULL;
3064         R_Shadow_FreeCubemaps();
3065 }
3066
3067 void R_Shadow_SelectLight(dlight_t *light)
3068 {
3069         if (r_shadow_selectedlight)
3070                 r_shadow_selectedlight->selected = false;
3071         r_shadow_selectedlight = light;
3072         if (r_shadow_selectedlight)
3073                 r_shadow_selectedlight->selected = true;
3074 }
3075
3076 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3077 {
3078         float scale = r_editlights_cursorgrid.value * 0.5f;
3079         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3080 }
3081
3082 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3083 {
3084         float intensity;
3085         const dlight_t *light;
3086         light = (dlight_t *)calldata1;
3087         intensity = 0.5;
3088         if (light->selected)
3089                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3090         if (!light->shadow)
3091                 intensity *= 0.5f;
3092         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3093 }
3094
3095 void R_Shadow_DrawLightSprites(void)
3096 {
3097         int i;
3098         cachepic_t *pic;
3099         dlight_t *light;
3100
3101         for (i = 0;i < 5;i++)
3102         {
3103                 lighttextures[i] = NULL;
3104                 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3105                         lighttextures[i] = pic->tex;
3106         }
3107
3108         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3109                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3110         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3111 }
3112
3113 void R_Shadow_SelectLightInView(void)
3114 {
3115         float bestrating, rating, temp[3];
3116         dlight_t *best, *light;
3117         best = NULL;
3118         bestrating = 0;
3119         for (light = r_shadow_worldlightchain;light;light = light->next)
3120         {
3121                 VectorSubtract(light->origin, r_vieworigin, temp);
3122                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3123                 if (rating >= 0.95)
3124                 {
3125                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3126                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3127                         {
3128                                 bestrating = rating;
3129                                 best = light;
3130                         }
3131                 }
3132         }
3133         R_Shadow_SelectLight(best);
3134 }
3135
3136 void R_Shadow_LoadWorldLights(void)
3137 {
3138         int n, a, style, shadow, flags;
3139         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3140         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3141         if (r_refdef.worldmodel == NULL)
3142         {
3143                 Con_Print("No map loaded.\n");
3144                 return;
3145         }
3146         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3147         strlcat (name, ".rtlights", sizeof (name));
3148         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3149         if (lightsstring)
3150         {
3151                 s = lightsstring;
3152                 n = 0;
3153                 while (*s)
3154                 {
3155                         t = s;
3156                         /*
3157                         shadow = true;
3158                         for (;COM_Parse(t, true) && strcmp(
3159                         if (COM_Parse(t, true))
3160                         {
3161                                 if (com_token[0] == '!')
3162                                 {
3163                                         shadow = false;
3164                                         origin[0] = atof(com_token+1);
3165                                 }
3166                                 else
3167                                         origin[0] = atof(com_token);
3168                                 if (Com_Parse(t
3169                         }
3170                         */
3171                         t = s;
3172                         while (*s && *s != '\n' && *s != '\r')
3173                                 s++;
3174                         if (!*s)
3175                                 break;
3176                         tempchar = *s;
3177                         shadow = true;
3178                         // check for modifier flags
3179                         if (*t == '!')
3180                         {
3181                                 shadow = false;
3182                                 t++;
3183                         }
3184                         *s = 0;
3185                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3186                         *s = tempchar;
3187                         if (a < 18)
3188                                 flags = LIGHTFLAG_REALTIMEMODE;
3189                         if (a < 17)
3190                                 specularscale = 1;
3191                         if (a < 16)
3192                                 diffusescale = 1;
3193                         if (a < 15)
3194                                 ambientscale = 0;
3195                         if (a < 14)
3196                                 coronasizescale = 0.25f;
3197                         if (a < 13)
3198                                 VectorClear(angles);
3199                         if (a < 10)
3200                                 corona = 0;
3201                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3202                                 cubemapname[0] = 0;
3203                         // remove quotes on cubemapname
3204                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3205                         {
3206                                 cubemapname[strlen(cubemapname)-1] = 0;
3207                                 strcpy(cubemapname, cubemapname + 1);
3208                         }
3209                         if (a < 8)
3210                         {
3211                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3212                                 break;
3213                         }
3214                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3215                         if (*s == '\r')
3216                                 s++;
3217                         if (*s == '\n')
3218                                 s++;
3219                         n++;
3220                 }
3221                 if (*s)
3222                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3223                 Mem_Free(lightsstring);
3224         }
3225 }
3226
3227 void R_Shadow_SaveWorldLights(void)
3228 {
3229         dlight_t *light;
3230         size_t bufchars, bufmaxchars;
3231         char *buf, *oldbuf;
3232         char name[MAX_QPATH];
3233         char line[1024];
3234         if (!r_shadow_worldlightchain)
3235                 return;
3236         if (r_refdef.worldmodel == NULL)
3237         {
3238                 Con_Print("No map loaded.\n");
3239                 return;
3240         }
3241         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3242         strlcat (name, ".rtlights", sizeof (name));
3243         bufchars = bufmaxchars = 0;
3244         buf = NULL;
3245         for (light = r_shadow_worldlightchain;light;light = light->next)
3246         {
3247                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3248                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3249                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3250                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3251                 else
3252                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3253                 if (bufchars + strlen(line) > bufmaxchars)
3254                 {
3255                         bufmaxchars = bufchars + strlen(line) + 2048;
3256                         oldbuf = buf;
3257                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3258                         if (oldbuf)
3259                         {
3260                                 if (bufchars)
3261                                         memcpy(buf, oldbuf, bufchars);
3262                                 Mem_Free(oldbuf);
3263                         }
3264                 }
3265                 if (strlen(line))
3266                 {
3267                         memcpy(buf + bufchars, line, strlen(line));
3268                         bufchars += strlen(line);
3269                 }
3270         }
3271         if (bufchars)
3272                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3273         if (buf)
3274                 Mem_Free(buf);
3275 }
3276
3277 void R_Shadow_LoadLightsFile(void)
3278 {
3279         int n, a, style;
3280         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3281         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3282         if (r_refdef.worldmodel == NULL)
3283         {
3284                 Con_Print("No map loaded.\n");
3285                 return;
3286         }
3287         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3288         strlcat (name, ".lights", sizeof (name));
3289         lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3290         if (lightsstring)
3291         {
3292                 s = lightsstring;
3293                 n = 0;
3294                 while (*s)
3295                 {
3296                         t = s;
3297                         while (*s && *s != '\n' && *s != '\r')
3298                                 s++;
3299                         if (!*s)
3300                                 break;
3301                         tempchar = *s;
3302                         *s = 0;
3303                         a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
3304                         *s = tempchar;
3305                         if (a < 14)
3306                         {
3307                                 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
3308                                 break;
3309                         }
3310                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3311                         radius = bound(15, radius, 4096);
3312                         VectorScale(color, (2.0f / (8388608.0f)), color);
3313                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3314                         if (*s == '\r')
3315                                 s++;
3316                         if (*s == '\n')
3317                                 s++;
3318                         n++;
3319                 }
3320                 if (*s)
3321                         Con_Printf("invalid lights file \"%s\"\n", name);
3322                 Mem_Free(lightsstring);
3323         }
3324 }
3325
3326 // tyrlite/hmap2 light types in the delay field
3327 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3328
3329 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3330 {
3331         int entnum, style, islight, skin, pflags, effects, type, n;
3332         char *entfiledata;
3333         const char *data;
3334         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3335         char key[256], value[1024];
3336
3337         if (r_refdef.worldmodel == NULL)
3338         {
3339                 Con_Print("No map loaded.\n");
3340                 return;
3341         }
3342         // try to load a .ent file first
3343         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3344         strlcat (key, ".ent", sizeof (key));
3345         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3346         // and if that is not found, fall back to the bsp file entity string
3347         if (!data)
3348                 data = r_refdef.worldmodel->brush.entities;
3349         if (!data)
3350                 return;
3351         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3352         {
3353                 type = LIGHTTYPE_MINUSX;
3354                 origin[0] = origin[1] = origin[2] = 0;
3355                 originhack[0] = originhack[1] = originhack[2] = 0;
3356                 angles[0] = angles[1] = angles[2] = 0;
3357                 color[0] = color[1] = color[2] = 1;
3358                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3359                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3360                 fadescale = 1;
3361                 lightscale = 1;
3362                 style = 0;
3363                 skin = 0;
3364                 pflags = 0;
3365                 effects = 0;
3366                 islight = false;
3367                 while (1)
3368                 {
3369                         if (!COM_ParseToken(&data, false))
3370                                 break; // error
3371                         if (com_token[0] == '}')
3372                                 break; // end of entity
3373                         if (com_token[0] == '_')
3374                                 strcpy(key, com_token + 1);
3375                         else
3376                                 strcpy(key, com_token);
3377                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3378                                 key[strlen(key)-1] = 0;
3379                         if (!COM_ParseToken(&data, false))
3380                                 break; // error
3381                         strcpy(value, com_token);
3382
3383                         // now that we have the key pair worked out...
3384                         if (!strcmp("light", key))
3385                         {
3386                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3387                                 if (n == 1)
3388                                 {
3389                                         // quake
3390                                         light[0] = vec[0] * (1.0f / 256.0f);
3391                                         light[1] = vec[0] * (1.0f / 256.0f);
3392                                         light[2] = vec[0] * (1.0f / 256.0f);
3393                                         light[3] = vec[0];
3394                                 }
3395                                 else if (n == 4)
3396                                 {
3397                                         // halflife
3398                                         light[0] = vec[0] * (1.0f / 255.0f);
3399                                         light[1] = vec[1] * (1.0f / 255.0f);
3400                                         light[2] = vec[2] * (1.0f / 255.0f);
3401                                         light[3] = vec[3];
3402                                 }
3403                         }
3404                         else if (!strcmp("delay", key))
3405                                 type = atoi(value);
3406                         else if (!strcmp("origin", key))
3407                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3408                         else if (!strcmp("angle", key))
3409                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3410                         else if (!strcmp("angles", key))
3411                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3412                         else if (!strcmp("color", key))
3413                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3414                         else if (!strcmp("wait", key))
3415                                 fadescale = atof(value);
3416                         else if (!strcmp("classname", key))
3417                         {
3418                                 if (!strncmp(value, "light", 5))
3419                                 {
3420                                         islight = true;
3421                                         if (!strcmp(value, "light_fluoro"))
3422                                         {
3423                                                 originhack[0] = 0;
3424                                                 originhack[1] = 0;
3425                                                 originhack[2] = 0;
3426                                                 overridecolor[0] = 1;
3427                                                 overridecolor[1] = 1;
3428                                                 overridecolor[2] = 1;
3429                                         }
3430                                         if (!strcmp(value, "light_fluorospark"))
3431                                         {
3432                                                 originhack[0] = 0;
3433                                                 originhack[1] = 0;
3434                                                 originhack[2] = 0;
3435                                                 overridecolor[0] = 1;
3436                                                 overridecolor[1] = 1;
3437                                                 overridecolor[2] = 1;
3438                                         }
3439                                         if (!strcmp(value, "light_globe"))
3440                                         {
3441                                                 originhack[0] = 0;
3442                                                 originhack[1] = 0;
3443                                                 originhack[2] = 0;
3444                                                 overridecolor[0] = 1;
3445                                                 overridecolor[1] = 0.8;
3446                                                 overridecolor[2] = 0.4;
3447                                         }
3448                                         if (!strcmp(value, "light_flame_large_yellow"))
3449                                         {
3450                                                 originhack[0] = 0;
3451                                                 originhack[1] = 0;
3452                                                 originhack[2] = 0;
3453                                                 overridecolor[0] = 1;
3454                                                 overridecolor[1] = 0.5;
3455                                                 overridecolor[2] = 0.1;
3456                                         }
3457                                         if (!strcmp(value, "light_flame_small_yellow"))
3458                                         {
3459                                                 originhack[0] = 0;
3460                                                 originhack[1] = 0;
3461                                                 originhack[2] = 0;
3462                                                 overridecolor[0] = 1;
3463                                                 overridecolor[1] = 0.5;
3464                                                 overridecolor[2] = 0.1;
3465                                         }
3466                                         if (!strcmp(value, "light_torch_small_white"))
3467                                         {
3468                                                 originhack[0] = 0;
3469                                                 originhack[1] = 0;
3470                                                 originhack[2] = 0;
3471                                                 overridecolor[0] = 1;
3472                                                 overridecolor[1] = 0.5;
3473                                                 overridecolor[2] = 0.1;
3474                                         }
3475                                         if (!strcmp(value, "light_torch_small_walltorch"))
3476                                         {
3477                                                 originhack[0] = 0;
3478                                                 originhack[1] = 0;
3479                                                 originhack[2] = 0;
3480                                                 overridecolor[0] = 1;
3481                                                 overridecolor[1] = 0.5;
3482                                                 overridecolor[2] = 0.1;
3483                                         }
3484                                 }
3485                         }
3486                         else if (!strcmp("style", key))
3487                                 style = atoi(value);
3488                         else if (!strcmp("skin", key))
3489                                 skin = (int)atof(value);
3490                         else if (!strcmp("pflags", key))
3491                                 pflags = (int)atof(value);
3492                         else if (!strcmp("effects", key))
3493                                 effects = (int)atof(value);
3494                         else if (r_refdef.worldmodel->type == mod_brushq3)
3495                         {
3496                                 if (!strcmp("scale", key))
3497                                         lightscale = atof(value);
3498                                 if (!strcmp("fade", key))
3499                                         fadescale = atof(value);
3500                         }
3501                 }
3502                 if (!islight)
3503                         continue;
3504                 if (lightscale <= 0)
3505                         lightscale = 1;
3506                 if (fadescale <= 0)
3507                         fadescale = 1;
3508                 if (color[0] == color[1] && color[0] == color[2])
3509                 {
3510                         color[0] *= overridecolor[0];
3511                         color[1] *= overridecolor[1];
3512                         color[2] *= overridecolor[2];
3513                 }
3514                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3515                 color[0] = color[0] * light[0];
3516                 color[1] = color[1] * light[1];
3517                 color[2] = color[2] * light[2];
3518                 switch (type)
3519                 {
3520                 case LIGHTTYPE_MINUSX:
3521                         break;
3522                 case LIGHTTYPE_RECIPX:
3523                         radius *= 2;
3524                         VectorScale(color, (1.0f / 16.0f), color);
3525                         break;
3526                 case LIGHTTYPE_RECIPXX:
3527                         radius *= 2;
3528                         VectorScale(color, (1.0f / 16.0f), color);
3529                         break;
3530                 default:
3531                 case LIGHTTYPE_NONE:
3532                         break;
3533                 case LIGHTTYPE_SUN:
3534                         break;
3535                 case LIGHTTYPE_MINUSXX:
3536                         break;
3537                 }
3538                 VectorAdd(origin, originhack, origin);
3539                 if (radius >= 1)
3540                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3541         }
3542         if (entfiledata)
3543                 Mem_Free(entfiledata);
3544 }
3545
3546
3547 void R_Shadow_SetCursorLocationForView(void)
3548 {
3549         vec_t dist, push;
3550         vec3_t dest, endpos;
3551         trace_t trace;
3552         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3553         trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3554         if (trace.fraction < 1)
3555         {
3556                 dist = trace.fraction * r_editlights_cursordistance.value;
3557                 push = r_editlights_cursorpushback.value;
3558                 if (push > dist)
3559                         push = dist;
3560                 push = -push;
3561                 VectorMA(trace.endpos, push, r_viewforward, endpos);
3562                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3563         }
3564         else
3565         {
3566                 VectorClear( endpos );
3567         }
3568         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3569         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3570         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3571 }
3572
3573 void R_Shadow_UpdateWorldLightSelection(void)
3574 {
3575         if (r_editlights.integer)
3576         {
3577                 R_Shadow_SetCursorLocationForView();
3578                 R_Shadow_SelectLightInView();
3579                 R_Shadow_DrawLightSprites();
3580         }
3581         else
3582                 R_Shadow_SelectLight(NULL);
3583 }
3584
3585 void R_Shadow_EditLights_Clear_f(void)
3586 {
3587         R_Shadow_ClearWorldLights();
3588 }
3589
3590 void R_Shadow_EditLights_Reload_f(void)
3591 {
3592         if (!r_refdef.worldmodel)
3593                 return;
3594         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3595         R_Shadow_ClearWorldLights();
3596         R_Shadow_LoadWorldLights();
3597         if (r_shadow_worldlightchain == NULL)
3598         {
3599                 R_Shadow_LoadLightsFile();
3600                 if (r_shadow_worldlightchain == NULL)
3601                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3602         }
3603 }
3604
3605 void R_Shadow_EditLights_Save_f(void)
3606 {
3607         if (!r_refdef.worldmodel)
3608                 return;
3609         R_Shadow_SaveWorldLights();
3610 }
3611
3612 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3613 {
3614         R_Shadow_ClearWorldLights();
3615         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3616 }
3617
3618 void R_Shadow_EditLights_ImportLightsFile_f(void)
3619 {
3620         R_Shadow_ClearWorldLights();
3621         R_Shadow_LoadLightsFile();
3622 }
3623
3624 void R_Shadow_EditLights_Spawn_f(void)
3625 {
3626         vec3_t color;
3627         if (!r_editlights.integer)
3628         {
3629                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3630                 return;
3631         }
3632         if (Cmd_Argc() != 1)
3633         {
3634                 Con_Print("r_editlights_spawn does not take parameters\n");
3635                 return;
3636         }
3637         color[0] = color[1] = color[2] = 1;
3638         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3639 }
3640
3641 void R_Shadow_EditLights_Edit_f(void)
3642 {
3643         vec3_t origin, angles, color;
3644         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3645         int style, shadows, flags, normalmode, realtimemode;
3646         char cubemapname[1024];
3647         if (!r_editlights.integer)
3648         {
3649                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3650                 return;
3651         }
3652         if (!r_shadow_selectedlight)
3653         {
3654                 Con_Print("No selected light.\n");
3655                 return;
3656         }
3657         VectorCopy(r_shadow_selectedlight->origin, origin);
3658         VectorCopy(r_shadow_selectedlight->angles, angles);
3659         VectorCopy(r_shadow_selectedlight->color, color);
3660         radius = r_shadow_selectedlight->radius;
3661         style = r_shadow_selectedlight->style;
3662         if (r_shadow_selectedlight->cubemapname)
3663                 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3664         else
3665                 cubemapname[0] = 0;
3666         shadows = r_shadow_selectedlight->shadow;
3667         corona = r_shadow_selectedlight->corona;
3668         coronasizescale = r_shadow_selectedlight->coronasizescale;
3669         ambientscale = r_shadow_selectedlight->ambientscale;
3670         diffusescale = r_shadow_selectedlight->diffusescale;
3671         specularscale = r_shadow_selectedlight->specularscale;
3672         flags = r_shadow_selectedlight->flags;
3673         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3674         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3675         if (!strcmp(Cmd_Argv(1), "origin"))
3676         {
3677                 if (Cmd_Argc() != 5)
3678                 {
3679                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3680                         return;
3681                 }
3682                 origin[0] = atof(Cmd_Argv(2));
3683                 origin[1] = atof(Cmd_Argv(3));
3684                 origin[2] = atof(Cmd_Argv(4));
3685         }
3686         else if (!strcmp(Cmd_Argv(1), "originx"))
3687         {
3688                 if (Cmd_Argc() != 3)
3689                 {
3690                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3691                         return;
3692                 }
3693                 origin[0] = atof(Cmd_Argv(2));
3694         }
3695         else if (!strcmp(Cmd_Argv(1), "originy"))
3696         {
3697                 if (Cmd_Argc() != 3)
3698                 {
3699                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3700                         return;
3701                 }
3702                 origin[1] = atof(Cmd_Argv(2));
3703         }
3704         else if (!strcmp(Cmd_Argv(1), "originz"))
3705         {
3706                 if (Cmd_Argc() != 3)
3707                 {
3708                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3709                         return;
3710                 }
3711                 origin[2] = atof(Cmd_Argv(2));
3712         }
3713         else if (!strcmp(Cmd_Argv(1), "move"))
3714         {
3715                 if (Cmd_Argc() != 5)
3716                 {
3717                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3718                         return;
3719                 }
3720                 origin[0] += atof(Cmd_Argv(2));
3721                 origin[1] += atof(Cmd_Argv(3));
3722                 origin[2] += atof(Cmd_Argv(4));
3723         }
3724         else if (!strcmp(Cmd_Argv(1), "movex"))
3725         {
3726                 if (Cmd_Argc() != 3)
3727                 {
3728                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3729                         return;
3730                 }
3731                 origin[0] += atof(Cmd_Argv(2));
3732         }
3733         else if (!strcmp(Cmd_Argv(1), "movey"))
3734         {
3735                 if (Cmd_Argc() != 3)
3736                 {
3737                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3738                         return;
3739                 }
3740                 origin[1] += atof(Cmd_Argv(2));
3741         }
3742         else if (!strcmp(Cmd_Argv(1), "movez"))
3743         {
3744                 if (Cmd_Argc() != 3)
3745                 {
3746                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3747                         return;
3748                 }
3749                 origin[2] += atof(Cmd_Argv(2));
3750         }
3751         else if (!strcmp(Cmd_Argv(1), "angles"))
3752         {
3753                 if (Cmd_Argc() != 5)
3754                 {
3755                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3756                         return;
3757                 }
3758                 angles[0] = atof(Cmd_Argv(2));
3759                 angles[1] = atof(Cmd_Argv(3));
3760                 angles[2] = atof(Cmd_Argv(4));
3761         }
3762         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3763         {
3764                 if (Cmd_Argc() != 3)
3765                 {
3766                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3767                         return;
3768                 }
3769                 angles[0] = atof(Cmd_Argv(2));
3770         }
3771         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3772         {
3773                 if (Cmd_Argc() != 3)
3774                 {
3775                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3776                         return;
3777                 }
3778                 angles[1] = atof(Cmd_Argv(2));
3779         }
3780         else if (!strcmp(Cmd_Argv(1), "anglesz"))
3781         {
3782                 if (Cmd_Argc() != 3)
3783                 {
3784                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3785                         return;
3786                 }
3787                 angles[2] = atof(Cmd_Argv(2));
3788         }
3789         else if (!strcmp(Cmd_Argv(1), "color"))
3790         {
3791                 if (Cmd_Argc() != 5)
3792                 {
3793                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3794                         return;
3795                 }
3796                 color[0] = atof(Cmd_Argv(2));
3797                 color[1] = atof(Cmd_Argv(3));
3798                 color[2] = atof(Cmd_Argv(4));
3799         }
3800         else if (!strcmp(Cmd_Argv(1), "radius"))
3801         {
3802                 if (Cmd_Argc() != 3)
3803                 {
3804                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3805                         return;
3806                 }
3807                 radius = atof(Cmd_Argv(2));
3808         }
3809         else if (!strcmp(Cmd_Argv(1), "colorscale"))
3810         {
3811                 if (Cmd_Argc() == 3)
3812                 {
3813                         double scale = atof(Cmd_Argv(2));
3814                         color[0] *= scale;
3815                         color[1] *= scale;
3816                         color[2] *= scale;
3817                 }
3818                 else
3819                 {
3820                         if (Cmd_Argc() != 5)
3821                         {
3822                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
3823                                 return;
3824                         }
3825                         color[0] *= atof(Cmd_Argv(2));
3826                         color[1] *= atof(Cmd_Argv(3));
3827                         color[2] *= atof(Cmd_Argv(4));
3828                 }
3829         }
3830         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3831         {
3832                 if (Cmd_Argc() != 3)
3833                 {
3834                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3835                         return;
3836                 }
3837                 radius *= atof(Cmd_Argv(2));
3838         }
3839         else if (!strcmp(Cmd_Argv(1), "style"))
3840         {
3841                 if (Cmd_Argc() != 3)
3842                 {
3843                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3844                         return;
3845                 }
3846                 style = atoi(Cmd_Argv(2));
3847         }
3848         else if (!strcmp(Cmd_Argv(1), "cubemap"))
3849         {
3850                 if (Cmd_Argc() > 3)
3851                 {
3852                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3853                         return;
3854                 }
3855                 if (Cmd_Argc() == 3)
3856                         strcpy(cubemapname, Cmd_Argv(2));
3857                 else
3858                         cubemapname[0] = 0;
3859         }
3860         else if (!strcmp(Cmd_Argv(1), "shadows"))
3861         {
3862                 if (Cmd_Argc() != 3)
3863                 {
3864                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3865                         return;
3866                 }
3867                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3868         }
3869         else if (!strcmp(Cmd_Argv(1), "corona"))
3870         {
3871                 if (Cmd_Argc() != 3)
3872                 {
3873                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3874                         return;
3875                 }
3876                 corona = atof(Cmd_Argv(2));
3877         }
3878         else if (!strcmp(Cmd_Argv(1), "coronasize"))
3879         {
3880                 if (Cmd_Argc() != 3)
3881                 {
3882                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3883                         return;
3884                 }
3885                 coronasizescale = atof(Cmd_Argv(2));
3886         }
3887         else if (!strcmp(Cmd_Argv(1), "ambient"))
3888         {
3889                 if (Cmd_Argc() != 3)
3890                 {
3891                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3892                         return;
3893                 }
3894                 ambientscale = atof(Cmd_Argv(2));
3895         }
3896         else if (!strcmp(Cmd_Argv(1), "diffuse"))
3897         {
3898                 if (Cmd_Argc() != 3)
3899                 {
3900                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3901                         return;
3902                 }
3903                 diffusescale = atof(Cmd_Argv(2));
3904         }
3905         else if (!strcmp(Cmd_Argv(1), "specular"))
3906         {
3907                 if (Cmd_Argc() != 3)
3908                 {
3909                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3910                         return;
3911                 }
3912                 specularscale = atof(Cmd_Argv(2));
3913         }
3914         else if (!strcmp(Cmd_Argv(1), "normalmode"))
3915         {
3916                 if (Cmd_Argc() != 3)
3917                 {
3918                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3919                         return;
3920                 }
3921                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3922         }
3923         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3924         {
3925                 if (Cmd_Argc() != 3)
3926                 {
3927                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3928                         return;
3929                 }
3930                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3931         }
3932         else
3933         {
3934                 Con_Print("usage: r_editlights_edit [property] [value]\n");
3935                 Con_Print("Selected light's properties:\n");
3936                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3937                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3938                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3939                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
3940                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
3941                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
3942                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3943                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
3944                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
3945                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
3946                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
3947                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
3948                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3949                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3950                 return;
3951         }
3952         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3953         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3954 }
3955
3956 void R_Shadow_EditLights_EditAll_f(void)
3957 {
3958         dlight_t *light;
3959
3960         if (!r_editlights.integer)
3961         {
3962                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3963                 return;
3964         }
3965
3966         for (light = r_shadow_worldlightchain;light;light = light->next)
3967         {
3968                 R_Shadow_SelectLight(light);
3969                 R_Shadow_EditLights_Edit_f();
3970         }
3971 }
3972
3973 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3974 {
3975         int lightnumber, lightcount;
3976         dlight_t *light;
3977         float x, y;
3978         char temp[256];
3979         if (!r_editlights.integer)
3980                 return;
3981         x = 0;
3982         y = con_vislines;
3983         lightnumber = -1;
3984         lightcount = 0;
3985         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3986                 if (light == r_shadow_selectedlight)
3987                         lightnumber = lightcount;
3988         sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3989         if (r_shadow_selectedlight == NULL)
3990                 return;
3991         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3992         sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3993         sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3994         sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3995         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3996         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3997         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3998         sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3999         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4000         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4001         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4002         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4003         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4004         sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4005         sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4006 }
4007
4008 void R_Shadow_EditLights_ToggleShadow_f(void)
4009 {
4010         if (!r_editlights.integer)
4011         {
4012                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4013                 return;
4014         }
4015         if (!r_shadow_selectedlight)
4016         {
4017                 Con_Print("No selected light.\n");
4018                 return;
4019         }
4020         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4021 }
4022
4023 void R_Shadow_EditLights_ToggleCorona_f(void)
4024 {
4025         if (!r_editlights.integer)
4026         {
4027                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4028                 return;
4029         }
4030         if (!r_shadow_selectedlight)
4031         {
4032                 Con_Print("No selected light.\n");
4033                 return;
4034         }
4035         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4036 }
4037
4038 void R_Shadow_EditLights_Remove_f(void)
4039 {
4040         if (!r_editlights.integer)
4041         {
4042                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4043                 return;
4044         }
4045         if (!r_shadow_selectedlight)
4046         {
4047                 Con_Print("No selected light.\n");
4048                 return;
4049         }
4050         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4051         r_shadow_selectedlight = NULL;
4052 }
4053
4054 void R_Shadow_EditLights_Help_f(void)
4055 {
4056         Con_Print(
4057 "Documentation on r_editlights system:\n"
4058 "Settings:\n"
4059 "r_editlights : enable/disable editing mode\n"
4060 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4061 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4062 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4063 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4064 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4065 "Commands:\n"
4066 "r_editlights_help : this help\n"
4067 "r_editlights_clear : remove all lights\n"
4068 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4069 "r_editlights_save : save to .rtlights file\n"
4070 "r_editlights_spawn : create a light with default settings\n"
4071 "r_editlights_edit command : edit selected light - more documentation below\n"
4072 "r_editlights_remove : remove selected light\n"
4073 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4074 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4075 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4076 "Edit commands:\n"
4077 "origin x y z : set light location\n"
4078 "originx x: set x component of light location\n"
4079 "originy y: set y component of light location\n"
4080 "originz z: set z component of light location\n"
4081 "move x y z : adjust light location\n"
4082 "movex x: adjust x component of light location\n"
4083 "movey y: adjust y component of light location\n"
4084 "movez z: adjust z component of light location\n"
4085 "angles x y z : set light angles\n"
4086 "anglesx x: set x component of light angles\n"
4087 "anglesy y: set y component of light angles\n"
4088 "anglesz z: set z component of light angles\n"
4089 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4090 "radius radius : set radius (size) of light\n"
4091 "colorscale grey : multiply color of light (1 does nothing)\n"
4092 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4093 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4094 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4095 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4096 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4097 "shadows 1/0 : turn on/off shadows\n"
4098 "corona n : set corona intensity\n"
4099 "coronasize n : set corona size (0-1)\n"
4100 "ambient n : set ambient intensity (0-1)\n"
4101 "diffuse n : set diffuse intensity (0-1)\n"
4102 "specular n : set specular intensity (0-1)\n"
4103 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4104 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4105 "<nothing> : print light properties to console\n"
4106         );
4107 }
4108
4109 void R_Shadow_EditLights_CopyInfo_f(void)
4110 {
4111         if (!r_editlights.integer)
4112         {
4113                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4114                 return;
4115         }
4116         if (!r_shadow_selectedlight)
4117         {
4118                 Con_Print("No selected light.\n");
4119                 return;
4120         }
4121         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4122         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4123         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4124         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4125         if (r_shadow_selectedlight->cubemapname)
4126                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4127         else
4128                 r_shadow_bufferlight.cubemapname[0] = 0;
4129         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4130         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4131         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4132         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4133         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4134         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4135         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4136 }
4137
4138 void R_Shadow_EditLights_PasteInfo_f(void)
4139 {
4140         if (!r_editlights.integer)
4141         {
4142                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4143                 return;
4144         }
4145         if (!r_shadow_selectedlight)
4146         {
4147                 Con_Print("No selected light.\n");
4148                 return;
4149         }
4150         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
4151 }
4152
4153 void R_Shadow_EditLights_Init(void)
4154 {
4155         Cvar_RegisterVariable(&r_editlights);
4156         Cvar_RegisterVariable(&r_editlights_cursordistance);
4157         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4158         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4159         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4160         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4161         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4162         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4163         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4164         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4165         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4166         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4167         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4168         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4169         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4170         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4171         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4172         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4173         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4174         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
4175 }
4176