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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 #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
144
145 extern void R_Shadow_EditLights_Init(void);
146
147 typedef enum r_shadow_rendermode_e
148 {
149         R_SHADOW_RENDERMODE_NONE,
150         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
151         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
152         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
153         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
154         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
155         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
156         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
157         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
158         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
159         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
160         R_SHADOW_RENDERMODE_LIGHT_GLSL,
161         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
162         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
163         R_SHADOW_RENDERMODE_SHADOWMAP2D,
164         R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
165         R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
166 }
167 r_shadow_rendermode_t;
168
169 typedef enum r_shadow_shadowmode_e
170 {
171     R_SHADOW_SHADOWMODE_STENCIL,
172     R_SHADOW_SHADOWMODE_SHADOWMAP2D,
173     R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
174     R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
175 }
176 r_shadow_shadowmode_t;
177
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmaprect;
183 qboolean r_shadow_usingshadowmap2d;
184 qboolean r_shadow_usingshadowmapcube;
185 int r_shadow_shadowmapside;
186 float r_shadow_shadowmap_texturescale[2];
187 float r_shadow_shadowmap_parameters[4];
188 #if 0
189 int r_shadow_drawbuffer;
190 int r_shadow_readbuffer;
191 #endif
192 int r_shadow_cullface_front, r_shadow_cullface_back;
193 GLuint r_shadow_fborectangle;
194 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
195 GLuint r_shadow_fbo2d;
196 r_shadow_shadowmode_t r_shadow_shadowmode;
197 int r_shadow_shadowmapfilterquality;
198 int r_shadow_shadowmaptexturetype;
199 int r_shadow_shadowmapdepthbits;
200 int r_shadow_shadowmapmaxsize;
201 qboolean r_shadow_shadowmapvsdct;
202 qboolean r_shadow_shadowmapsampler;
203 int r_shadow_shadowmappcf;
204 int r_shadow_shadowmapborder;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
207
208 int maxshadowtriangles;
209 int *shadowelements;
210
211 int maxshadowvertices;
212 float *shadowvertex3f;
213
214 int maxshadowmark;
215 int numshadowmark;
216 int *shadowmark;
217 int *shadowmarklist;
218 int shadowmarkcount;
219
220 int maxshadowsides;
221 int numshadowsides;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
224
225 int maxvertexupdate;
226 int *vertexupdate;
227 int *vertexremap;
228 int vertexupdatenum;
229
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
234
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
239
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
244
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
256
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
265
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
268
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
271
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
273
274 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
275 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
278 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
279 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
292 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
293 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
294 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
295 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
296 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
297 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
298 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
299 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
300 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
301 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
303 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
304 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
305 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
306 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
307 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
308 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
309 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
310 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
311 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
313 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
314 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
315 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
316 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
317 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
318 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
319 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
320 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
321 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
322 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
323 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
324 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
325 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
326 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
327 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
328 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
329 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
330 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
331 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
332 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
333 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
334 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
335 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
336 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
337
338 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
339 #define ATTENTABLESIZE 256
340 // 1D gradient, 2D circle and 3D sphere attenuation textures
341 #define ATTEN1DSIZE 32
342 #define ATTEN2DSIZE 64
343 #define ATTEN3DSIZE 32
344
345 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
346 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
347 static float r_shadow_attentable[ATTENTABLESIZE+1];
348
349 rtlight_t *r_shadow_compilingrtlight;
350 static memexpandablearray_t r_shadow_worldlightsarray;
351 dlight_t *r_shadow_selectedlight;
352 dlight_t r_shadow_bufferlight;
353 vec3_t r_editlights_cursorlocation;
354
355 extern int con_vislines;
356
357 typedef struct cubemapinfo_s
358 {
359         char basename[64];
360         rtexture_t *texture;
361 }
362 cubemapinfo_t;
363
364 static int numcubemaps;
365 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
366
367 void R_Shadow_UncompileWorldLights(void);
368 void R_Shadow_ClearWorldLights(void);
369 void R_Shadow_SaveWorldLights(void);
370 void R_Shadow_LoadWorldLights(void);
371 void R_Shadow_LoadLightsFile(void);
372 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
373 void R_Shadow_EditLights_Reload_f(void);
374 void R_Shadow_ValidateCvars(void);
375 static void R_Shadow_MakeTextures(void);
376
377 #define EDLIGHTSPRSIZE                  8
378 skinframe_t *r_editlights_sprcursor;
379 skinframe_t *r_editlights_sprlight;
380 skinframe_t *r_editlights_sprnoshadowlight;
381 skinframe_t *r_editlights_sprcubemaplight;
382 skinframe_t *r_editlights_sprcubemapnoshadowlight;
383 skinframe_t *r_editlights_sprselection;
384
385 void R_Shadow_SetShadowMode(void)
386 {
387         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
388         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
389         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
390         r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
391         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
392         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
393         r_shadow_shadowmaplod = -1;
394         r_shadow_shadowmapsize = 0;
395         r_shadow_shadowmapsampler = false;
396         r_shadow_shadowmappcf = 0;
397         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
398         switch(vid.renderpath)
399         {
400         case RENDERPATH_GL20:
401                 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
402                 {
403                         if(r_shadow_shadowmapfilterquality < 0)
404                         {
405                                 if(strstr(gl_vendor, "NVIDIA")) 
406                                 {
407                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
408                                         r_shadow_shadowmappcf = 1;
409                                 }
410                                 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) 
411                                         r_shadow_shadowmappcf = 1;
412                                 else if(strstr(gl_vendor, "ATI")) 
413                                         r_shadow_shadowmappcf = 1;
414                                 else 
415                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
416                         }
417                         else 
418                         {
419                                 switch (r_shadow_shadowmapfilterquality)
420                                 {
421                                 case 1:
422                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
423                                         break;
424                                 case 2:
425                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
426                                         r_shadow_shadowmappcf = 1;
427                                         break;
428                                 case 3:
429                                         r_shadow_shadowmappcf = 1;
430                                         break;
431                                 case 4:
432                                         r_shadow_shadowmappcf = 2;
433                                         break;
434                                 }
435                         }
436                         switch (r_shadow_shadowmaptexturetype)
437                         {
438                         case 0:
439                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
440                                 break;
441                         case 1:
442                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
443                                 break;
444                         case 2:
445                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
446                                 break;
447                         default:
448                                 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
449                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
450                                 else if(vid.support.arb_texture_rectangle) 
451                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
452                                 else
453                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
454                                 break;
455                         }
456                 }
457                 break;
458         case RENDERPATH_GL13:
459                 break;
460         case RENDERPATH_GL11:
461                 break;
462         }
463 }
464
465 void R_Shadow_FreeShadowMaps(void)
466 {
467         int i;
468
469         R_Shadow_SetShadowMode();
470
471         if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
472                 return;
473
474         CHECKGLERROR
475
476         if (r_shadow_fborectangle)
477                 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
478         r_shadow_fborectangle = 0;
479
480         if (r_shadow_fbo2d)
481                 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
482         r_shadow_fbo2d = 0;
483         for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
484                 if (r_shadow_fbocubeside[i])
485                         qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
486         memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
487
488         if (r_shadow_shadowmaprectangletexture)
489                 R_FreeTexture(r_shadow_shadowmaprectangletexture);
490         r_shadow_shadowmaprectangletexture = NULL;
491
492         if (r_shadow_shadowmap2dtexture)
493                 R_FreeTexture(r_shadow_shadowmap2dtexture);
494         r_shadow_shadowmap2dtexture = NULL;
495
496         for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
497                 if (r_shadow_shadowmapcubetexture[i])
498                         R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
499         memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
500
501         if (r_shadow_shadowmapvsdcttexture)
502                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
503         r_shadow_shadowmapvsdcttexture = NULL;
504
505         CHECKGLERROR
506 }
507
508 void r_shadow_start(void)
509 {
510         // allocate vertex processing arrays
511         numcubemaps = 0;
512         r_shadow_attenuationgradienttexture = NULL;
513         r_shadow_attenuation2dtexture = NULL;
514         r_shadow_attenuation3dtexture = NULL;
515         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
516         r_shadow_shadowmaprectangletexture = NULL;
517         r_shadow_shadowmap2dtexture = NULL;
518         memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
519         r_shadow_shadowmapvsdcttexture = NULL;
520         r_shadow_shadowmapmaxsize = 0;
521         r_shadow_shadowmapsize = 0;
522         r_shadow_shadowmaplod = 0;
523         r_shadow_shadowmapfilterquality = -1;
524         r_shadow_shadowmaptexturetype = -1;
525         r_shadow_shadowmapdepthbits = 0;
526         r_shadow_shadowmapvsdct = false;
527         r_shadow_shadowmapsampler = false;
528         r_shadow_shadowmappcf = 0;
529         r_shadow_fborectangle = 0;
530         r_shadow_fbo2d = 0;
531         memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
532
533         R_Shadow_FreeShadowMaps();
534
535         r_shadow_texturepool = NULL;
536         r_shadow_filters_texturepool = NULL;
537         R_Shadow_ValidateCvars();
538         R_Shadow_MakeTextures();
539         maxshadowtriangles = 0;
540         shadowelements = NULL;
541         maxshadowvertices = 0;
542         shadowvertex3f = NULL;
543         maxvertexupdate = 0;
544         vertexupdate = NULL;
545         vertexremap = NULL;
546         vertexupdatenum = 0;
547         maxshadowmark = 0;
548         numshadowmark = 0;
549         shadowmark = NULL;
550         shadowmarklist = NULL;
551         shadowmarkcount = 0;
552         maxshadowsides = 0;
553         numshadowsides = 0;
554         shadowsides = NULL;
555         shadowsideslist = NULL;
556         r_shadow_buffer_numleafpvsbytes = 0;
557         r_shadow_buffer_visitingleafpvs = NULL;
558         r_shadow_buffer_leafpvs = NULL;
559         r_shadow_buffer_leaflist = NULL;
560         r_shadow_buffer_numsurfacepvsbytes = 0;
561         r_shadow_buffer_surfacepvs = NULL;
562         r_shadow_buffer_surfacelist = NULL;
563         r_shadow_buffer_surfacesides = NULL;
564         r_shadow_buffer_numshadowtrispvsbytes = 0;
565         r_shadow_buffer_shadowtrispvs = NULL;
566         r_shadow_buffer_numlighttrispvsbytes = 0;
567         r_shadow_buffer_lighttrispvs = NULL;
568
569         r_shadow_usingdeferredprepass = false;
570         r_shadow_prepass_width = r_shadow_prepass_height = 0;
571 }
572
573 static void R_Shadow_FreeDeferred(void);
574 void r_shadow_shutdown(void)
575 {
576         CHECKGLERROR
577         R_Shadow_UncompileWorldLights();
578
579         R_Shadow_FreeShadowMaps();
580
581         r_shadow_usingdeferredprepass = false;
582         if (r_shadow_prepass_width)
583                 R_Shadow_FreeDeferred();
584         r_shadow_prepass_width = r_shadow_prepass_height = 0;
585
586         CHECKGLERROR
587         numcubemaps = 0;
588         r_shadow_attenuationgradienttexture = NULL;
589         r_shadow_attenuation2dtexture = NULL;
590         r_shadow_attenuation3dtexture = NULL;
591         R_FreeTexturePool(&r_shadow_texturepool);
592         R_FreeTexturePool(&r_shadow_filters_texturepool);
593         maxshadowtriangles = 0;
594         if (shadowelements)
595                 Mem_Free(shadowelements);
596         shadowelements = NULL;
597         if (shadowvertex3f)
598                 Mem_Free(shadowvertex3f);
599         shadowvertex3f = NULL;
600         maxvertexupdate = 0;
601         if (vertexupdate)
602                 Mem_Free(vertexupdate);
603         vertexupdate = NULL;
604         if (vertexremap)
605                 Mem_Free(vertexremap);
606         vertexremap = NULL;
607         vertexupdatenum = 0;
608         maxshadowmark = 0;
609         numshadowmark = 0;
610         if (shadowmark)
611                 Mem_Free(shadowmark);
612         shadowmark = NULL;
613         if (shadowmarklist)
614                 Mem_Free(shadowmarklist);
615         shadowmarklist = NULL;
616         shadowmarkcount = 0;
617         maxshadowsides = 0;
618         numshadowsides = 0;
619         if (shadowsides)
620                 Mem_Free(shadowsides);
621         shadowsides = NULL;
622         if (shadowsideslist)
623                 Mem_Free(shadowsideslist);
624         shadowsideslist = NULL;
625         r_shadow_buffer_numleafpvsbytes = 0;
626         if (r_shadow_buffer_visitingleafpvs)
627                 Mem_Free(r_shadow_buffer_visitingleafpvs);
628         r_shadow_buffer_visitingleafpvs = NULL;
629         if (r_shadow_buffer_leafpvs)
630                 Mem_Free(r_shadow_buffer_leafpvs);
631         r_shadow_buffer_leafpvs = NULL;
632         if (r_shadow_buffer_leaflist)
633                 Mem_Free(r_shadow_buffer_leaflist);
634         r_shadow_buffer_leaflist = NULL;
635         r_shadow_buffer_numsurfacepvsbytes = 0;
636         if (r_shadow_buffer_surfacepvs)
637                 Mem_Free(r_shadow_buffer_surfacepvs);
638         r_shadow_buffer_surfacepvs = NULL;
639         if (r_shadow_buffer_surfacelist)
640                 Mem_Free(r_shadow_buffer_surfacelist);
641         r_shadow_buffer_surfacelist = NULL;
642         if (r_shadow_buffer_surfacesides)
643                 Mem_Free(r_shadow_buffer_surfacesides);
644         r_shadow_buffer_surfacesides = NULL;
645         r_shadow_buffer_numshadowtrispvsbytes = 0;
646         if (r_shadow_buffer_shadowtrispvs)
647                 Mem_Free(r_shadow_buffer_shadowtrispvs);
648         r_shadow_buffer_numlighttrispvsbytes = 0;
649         if (r_shadow_buffer_lighttrispvs)
650                 Mem_Free(r_shadow_buffer_lighttrispvs);
651 }
652
653 void r_shadow_newmap(void)
654 {
655         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
656         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
657         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
658         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
659         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
660         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
661         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
662         if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
663                 R_Shadow_EditLights_Reload_f();
664 }
665
666 void R_Shadow_Init(void)
667 {
668         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
669         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
670         Cvar_RegisterVariable(&r_shadow_usenormalmap);
671         Cvar_RegisterVariable(&r_shadow_debuglight);
672         Cvar_RegisterVariable(&r_shadow_deferred);
673         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
674 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
675         Cvar_RegisterVariable(&r_shadow_gloss);
676         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
677         Cvar_RegisterVariable(&r_shadow_glossintensity);
678         Cvar_RegisterVariable(&r_shadow_glossexponent);
679         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
680         Cvar_RegisterVariable(&r_shadow_glossexact);
681         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
682         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
683         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
684         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
685         Cvar_RegisterVariable(&r_shadow_portallight);
686         Cvar_RegisterVariable(&r_shadow_projectdistance);
687         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
688         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
689         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
690         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
691         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
692         Cvar_RegisterVariable(&r_shadow_realtime_world);
693         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
694         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
695         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
696         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
697         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
698         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
699         Cvar_RegisterVariable(&r_shadow_scissor);
700         Cvar_RegisterVariable(&r_shadow_shadowmapping);
701         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
702         Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
703         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
704         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
705         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
706         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
707         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
708 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
709 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
710         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
711         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
712         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
713         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
714         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
715         Cvar_RegisterVariable(&r_shadow_culltriangles);
716         Cvar_RegisterVariable(&r_shadow_polygonfactor);
717         Cvar_RegisterVariable(&r_shadow_polygonoffset);
718         Cvar_RegisterVariable(&r_shadow_texture3d);
719         Cvar_RegisterVariable(&r_coronas);
720         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
721         Cvar_RegisterVariable(&r_coronas_occlusionquery);
722         Cvar_RegisterVariable(&gl_flashblend);
723         Cvar_RegisterVariable(&gl_ext_separatestencil);
724         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
725         if (gamemode == GAME_TENEBRAE)
726         {
727                 Cvar_SetValue("r_shadow_gloss", 2);
728                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
729         }
730         R_Shadow_EditLights_Init();
731         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
732         maxshadowtriangles = 0;
733         shadowelements = NULL;
734         maxshadowvertices = 0;
735         shadowvertex3f = NULL;
736         maxvertexupdate = 0;
737         vertexupdate = NULL;
738         vertexremap = NULL;
739         vertexupdatenum = 0;
740         maxshadowmark = 0;
741         numshadowmark = 0;
742         shadowmark = NULL;
743         shadowmarklist = NULL;
744         shadowmarkcount = 0;
745         maxshadowsides = 0;
746         numshadowsides = 0;
747         shadowsides = NULL;
748         shadowsideslist = NULL;
749         r_shadow_buffer_numleafpvsbytes = 0;
750         r_shadow_buffer_visitingleafpvs = NULL;
751         r_shadow_buffer_leafpvs = NULL;
752         r_shadow_buffer_leaflist = NULL;
753         r_shadow_buffer_numsurfacepvsbytes = 0;
754         r_shadow_buffer_surfacepvs = NULL;
755         r_shadow_buffer_surfacelist = NULL;
756         r_shadow_buffer_surfacesides = NULL;
757         r_shadow_buffer_shadowtrispvs = NULL;
758         r_shadow_buffer_lighttrispvs = NULL;
759         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
760 }
761
762 matrix4x4_t matrix_attenuationxyz =
763 {
764         {
765                 {0.5, 0.0, 0.0, 0.5},
766                 {0.0, 0.5, 0.0, 0.5},
767                 {0.0, 0.0, 0.5, 0.5},
768                 {0.0, 0.0, 0.0, 1.0}
769         }
770 };
771
772 matrix4x4_t matrix_attenuationz =
773 {
774         {
775                 {0.0, 0.0, 0.5, 0.5},
776                 {0.0, 0.0, 0.0, 0.5},
777                 {0.0, 0.0, 0.0, 0.5},
778                 {0.0, 0.0, 0.0, 1.0}
779         }
780 };
781
782 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
783 {
784         numvertices = ((numvertices + 255) & ~255) * vertscale;
785         numtriangles = ((numtriangles + 255) & ~255) * triscale;
786         // make sure shadowelements is big enough for this volume
787         if (maxshadowtriangles < numtriangles)
788         {
789                 maxshadowtriangles = numtriangles;
790                 if (shadowelements)
791                         Mem_Free(shadowelements);
792                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
793         }
794         // make sure shadowvertex3f is big enough for this volume
795         if (maxshadowvertices < numvertices)
796         {
797                 maxshadowvertices = numvertices;
798                 if (shadowvertex3f)
799                         Mem_Free(shadowvertex3f);
800                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
801         }
802 }
803
804 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
805 {
806         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
807         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
808         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
809         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
810         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
811         {
812                 if (r_shadow_buffer_visitingleafpvs)
813                         Mem_Free(r_shadow_buffer_visitingleafpvs);
814                 if (r_shadow_buffer_leafpvs)
815                         Mem_Free(r_shadow_buffer_leafpvs);
816                 if (r_shadow_buffer_leaflist)
817                         Mem_Free(r_shadow_buffer_leaflist);
818                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
819                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
820                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
821                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
822         }
823         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
824         {
825                 if (r_shadow_buffer_surfacepvs)
826                         Mem_Free(r_shadow_buffer_surfacepvs);
827                 if (r_shadow_buffer_surfacelist)
828                         Mem_Free(r_shadow_buffer_surfacelist);
829                 if (r_shadow_buffer_surfacesides)
830                         Mem_Free(r_shadow_buffer_surfacesides);
831                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
832                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
833                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
834                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
835         }
836         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
837         {
838                 if (r_shadow_buffer_shadowtrispvs)
839                         Mem_Free(r_shadow_buffer_shadowtrispvs);
840                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
841                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
842         }
843         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
844         {
845                 if (r_shadow_buffer_lighttrispvs)
846                         Mem_Free(r_shadow_buffer_lighttrispvs);
847                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
848                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
849         }
850 }
851
852 void R_Shadow_PrepareShadowMark(int numtris)
853 {
854         // make sure shadowmark is big enough for this volume
855         if (maxshadowmark < numtris)
856         {
857                 maxshadowmark = numtris;
858                 if (shadowmark)
859                         Mem_Free(shadowmark);
860                 if (shadowmarklist)
861                         Mem_Free(shadowmarklist);
862                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
863                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
864                 shadowmarkcount = 0;
865         }
866         shadowmarkcount++;
867         // if shadowmarkcount wrapped we clear the array and adjust accordingly
868         if (shadowmarkcount == 0)
869         {
870                 shadowmarkcount = 1;
871                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
872         }
873         numshadowmark = 0;
874 }
875
876 void R_Shadow_PrepareShadowSides(int numtris)
877 {
878     if (maxshadowsides < numtris)
879     {
880         maxshadowsides = numtris;
881         if (shadowsides)
882                         Mem_Free(shadowsides);
883                 if (shadowsideslist)
884                         Mem_Free(shadowsideslist);
885                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
886                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
887         }
888         numshadowsides = 0;
889 }
890
891 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
892 {
893         int i, j;
894         int outtriangles = 0, outvertices = 0;
895         const int *element;
896         const float *vertex;
897         float ratio, direction[3], projectvector[3];
898
899         if (projectdirection)
900                 VectorScale(projectdirection, projectdistance, projectvector);
901         else
902                 VectorClear(projectvector);
903
904         // create the vertices
905         if (projectdirection)
906         {
907                 for (i = 0;i < numshadowmarktris;i++)
908                 {
909                         element = inelement3i + shadowmarktris[i] * 3;
910                         for (j = 0;j < 3;j++)
911                         {
912                                 if (vertexupdate[element[j]] != vertexupdatenum)
913                                 {
914                                         vertexupdate[element[j]] = vertexupdatenum;
915                                         vertexremap[element[j]] = outvertices;
916                                         vertex = invertex3f + element[j] * 3;
917                                         // project one copy of the vertex according to projectvector
918                                         VectorCopy(vertex, outvertex3f);
919                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
920                                         outvertex3f += 6;
921                                         outvertices += 2;
922                                 }
923                         }
924                 }
925         }
926         else
927         {
928                 for (i = 0;i < numshadowmarktris;i++)
929                 {
930                         element = inelement3i + shadowmarktris[i] * 3;
931                         for (j = 0;j < 3;j++)
932                         {
933                                 if (vertexupdate[element[j]] != vertexupdatenum)
934                                 {
935                                         vertexupdate[element[j]] = vertexupdatenum;
936                                         vertexremap[element[j]] = outvertices;
937                                         vertex = invertex3f + element[j] * 3;
938                                         // project one copy of the vertex to the sphere radius of the light
939                                         // (FIXME: would projecting it to the light box be better?)
940                                         VectorSubtract(vertex, projectorigin, direction);
941                                         ratio = projectdistance / VectorLength(direction);
942                                         VectorCopy(vertex, outvertex3f);
943                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
944                                         outvertex3f += 6;
945                                         outvertices += 2;
946                                 }
947                         }
948                 }
949         }
950
951         if (r_shadow_frontsidecasting.integer)
952         {
953                 for (i = 0;i < numshadowmarktris;i++)
954                 {
955                         int remappedelement[3];
956                         int markindex;
957                         const int *neighbortriangle;
958
959                         markindex = shadowmarktris[i] * 3;
960                         element = inelement3i + markindex;
961                         neighbortriangle = inneighbor3i + markindex;
962                         // output the front and back triangles
963                         outelement3i[0] = vertexremap[element[0]];
964                         outelement3i[1] = vertexremap[element[1]];
965                         outelement3i[2] = vertexremap[element[2]];
966                         outelement3i[3] = vertexremap[element[2]] + 1;
967                         outelement3i[4] = vertexremap[element[1]] + 1;
968                         outelement3i[5] = vertexremap[element[0]] + 1;
969
970                         outelement3i += 6;
971                         outtriangles += 2;
972                         // output the sides (facing outward from this triangle)
973                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
974                         {
975                                 remappedelement[0] = vertexremap[element[0]];
976                                 remappedelement[1] = vertexremap[element[1]];
977                                 outelement3i[0] = remappedelement[1];
978                                 outelement3i[1] = remappedelement[0];
979                                 outelement3i[2] = remappedelement[0] + 1;
980                                 outelement3i[3] = remappedelement[1];
981                                 outelement3i[4] = remappedelement[0] + 1;
982                                 outelement3i[5] = remappedelement[1] + 1;
983
984                                 outelement3i += 6;
985                                 outtriangles += 2;
986                         }
987                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
988                         {
989                                 remappedelement[1] = vertexremap[element[1]];
990                                 remappedelement[2] = vertexremap[element[2]];
991                                 outelement3i[0] = remappedelement[2];
992                                 outelement3i[1] = remappedelement[1];
993                                 outelement3i[2] = remappedelement[1] + 1;
994                                 outelement3i[3] = remappedelement[2];
995                                 outelement3i[4] = remappedelement[1] + 1;
996                                 outelement3i[5] = remappedelement[2] + 1;
997
998                                 outelement3i += 6;
999                                 outtriangles += 2;
1000                         }
1001                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1002                         {
1003                                 remappedelement[0] = vertexremap[element[0]];
1004                                 remappedelement[2] = vertexremap[element[2]];
1005                                 outelement3i[0] = remappedelement[0];
1006                                 outelement3i[1] = remappedelement[2];
1007                                 outelement3i[2] = remappedelement[2] + 1;
1008                                 outelement3i[3] = remappedelement[0];
1009                                 outelement3i[4] = remappedelement[2] + 1;
1010                                 outelement3i[5] = remappedelement[0] + 1;
1011
1012                                 outelement3i += 6;
1013                                 outtriangles += 2;
1014                         }
1015                 }
1016         }
1017         else
1018         {
1019                 for (i = 0;i < numshadowmarktris;i++)
1020                 {
1021                         int remappedelement[3];
1022                         int markindex;
1023                         const int *neighbortriangle;
1024
1025                         markindex = shadowmarktris[i] * 3;
1026                         element = inelement3i + markindex;
1027                         neighbortriangle = inneighbor3i + markindex;
1028                         // output the front and back triangles
1029                         outelement3i[0] = vertexremap[element[2]];
1030                         outelement3i[1] = vertexremap[element[1]];
1031                         outelement3i[2] = vertexremap[element[0]];
1032                         outelement3i[3] = vertexremap[element[0]] + 1;
1033                         outelement3i[4] = vertexremap[element[1]] + 1;
1034                         outelement3i[5] = vertexremap[element[2]] + 1;
1035
1036                         outelement3i += 6;
1037                         outtriangles += 2;
1038                         // output the sides (facing outward from this triangle)
1039                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1040                         {
1041                                 remappedelement[0] = vertexremap[element[0]];
1042                                 remappedelement[1] = vertexremap[element[1]];
1043                                 outelement3i[0] = remappedelement[0];
1044                                 outelement3i[1] = remappedelement[1];
1045                                 outelement3i[2] = remappedelement[1] + 1;
1046                                 outelement3i[3] = remappedelement[0];
1047                                 outelement3i[4] = remappedelement[1] + 1;
1048                                 outelement3i[5] = remappedelement[0] + 1;
1049
1050                                 outelement3i += 6;
1051                                 outtriangles += 2;
1052                         }
1053                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1054                         {
1055                                 remappedelement[1] = vertexremap[element[1]];
1056                                 remappedelement[2] = vertexremap[element[2]];
1057                                 outelement3i[0] = remappedelement[1];
1058                                 outelement3i[1] = remappedelement[2];
1059                                 outelement3i[2] = remappedelement[2] + 1;
1060                                 outelement3i[3] = remappedelement[1];
1061                                 outelement3i[4] = remappedelement[2] + 1;
1062                                 outelement3i[5] = remappedelement[1] + 1;
1063
1064                                 outelement3i += 6;
1065                                 outtriangles += 2;
1066                         }
1067                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1068                         {
1069                                 remappedelement[0] = vertexremap[element[0]];
1070                                 remappedelement[2] = vertexremap[element[2]];
1071                                 outelement3i[0] = remappedelement[2];
1072                                 outelement3i[1] = remappedelement[0];
1073                                 outelement3i[2] = remappedelement[0] + 1;
1074                                 outelement3i[3] = remappedelement[2];
1075                                 outelement3i[4] = remappedelement[0] + 1;
1076                                 outelement3i[5] = remappedelement[2] + 1;
1077
1078                                 outelement3i += 6;
1079                                 outtriangles += 2;
1080                         }
1081                 }
1082         }
1083         if (outnumvertices)
1084                 *outnumvertices = outvertices;
1085         return outtriangles;
1086 }
1087
1088 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1089 {
1090         int i, j, k;
1091         int outtriangles = 0, outvertices = 0;
1092         const int *element;
1093         const float *vertex;
1094         float ratio, direction[3], projectvector[3];
1095         qboolean side[4];
1096
1097         if (projectdirection)
1098                 VectorScale(projectdirection, projectdistance, projectvector);
1099         else
1100                 VectorClear(projectvector);
1101
1102         for (i = 0;i < numshadowmarktris;i++)
1103         {
1104                 int remappedelement[3];
1105                 int markindex;
1106                 const int *neighbortriangle;
1107
1108                 markindex = shadowmarktris[i] * 3;
1109                 neighbortriangle = inneighbor3i + markindex;
1110                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1111                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1112                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1113                 if (side[0] + side[1] + side[2] == 0)
1114                         continue;
1115
1116                 side[3] = side[0];
1117                 element = inelement3i + markindex;
1118
1119                 // create the vertices
1120                 for (j = 0;j < 3;j++)
1121                 {
1122                         if (side[j] + side[j+1] == 0)
1123                                 continue;
1124                         k = element[j];
1125                         if (vertexupdate[k] != vertexupdatenum)
1126                         {
1127                                 vertexupdate[k] = vertexupdatenum;
1128                                 vertexremap[k] = outvertices;
1129                                 vertex = invertex3f + k * 3;
1130                                 VectorCopy(vertex, outvertex3f);
1131                                 if (projectdirection)
1132                                 {
1133                                         // project one copy of the vertex according to projectvector
1134                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1135                                 }
1136                                 else
1137                                 {
1138                                         // project one copy of the vertex to the sphere radius of the light
1139                                         // (FIXME: would projecting it to the light box be better?)
1140                                         VectorSubtract(vertex, projectorigin, direction);
1141                                         ratio = projectdistance / VectorLength(direction);
1142                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1143                                 }
1144                                 outvertex3f += 6;
1145                                 outvertices += 2;
1146                         }
1147                 }
1148
1149                 // output the sides (facing outward from this triangle)
1150                 if (!side[0])
1151                 {
1152                         remappedelement[0] = vertexremap[element[0]];
1153                         remappedelement[1] = vertexremap[element[1]];
1154                         outelement3i[0] = remappedelement[1];
1155                         outelement3i[1] = remappedelement[0];
1156                         outelement3i[2] = remappedelement[0] + 1;
1157                         outelement3i[3] = remappedelement[1];
1158                         outelement3i[4] = remappedelement[0] + 1;
1159                         outelement3i[5] = remappedelement[1] + 1;
1160
1161                         outelement3i += 6;
1162                         outtriangles += 2;
1163                 }
1164                 if (!side[1])
1165                 {
1166                         remappedelement[1] = vertexremap[element[1]];
1167                         remappedelement[2] = vertexremap[element[2]];
1168                         outelement3i[0] = remappedelement[2];
1169                         outelement3i[1] = remappedelement[1];
1170                         outelement3i[2] = remappedelement[1] + 1;
1171                         outelement3i[3] = remappedelement[2];
1172                         outelement3i[4] = remappedelement[1] + 1;
1173                         outelement3i[5] = remappedelement[2] + 1;
1174
1175                         outelement3i += 6;
1176                         outtriangles += 2;
1177                 }
1178                 if (!side[2])
1179                 {
1180                         remappedelement[0] = vertexremap[element[0]];
1181                         remappedelement[2] = vertexremap[element[2]];
1182                         outelement3i[0] = remappedelement[0];
1183                         outelement3i[1] = remappedelement[2];
1184                         outelement3i[2] = remappedelement[2] + 1;
1185                         outelement3i[3] = remappedelement[0];
1186                         outelement3i[4] = remappedelement[2] + 1;
1187                         outelement3i[5] = remappedelement[0] + 1;
1188
1189                         outelement3i += 6;
1190                         outtriangles += 2;
1191                 }
1192         }
1193         if (outnumvertices)
1194                 *outnumvertices = outvertices;
1195         return outtriangles;
1196 }
1197
1198 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1199 {
1200         int t, tend;
1201         const int *e;
1202         const float *v[3];
1203         float normal[3];
1204         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1205                 return;
1206         tend = firsttriangle + numtris;
1207         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1208         {
1209                 // surface box entirely inside light box, no box cull
1210                 if (projectdirection)
1211                 {
1212                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1213                         {
1214                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1215                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1216                                         shadowmarklist[numshadowmark++] = t;
1217                         }
1218                 }
1219                 else
1220                 {
1221                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1222                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1223                                         shadowmarklist[numshadowmark++] = t;
1224                 }
1225         }
1226         else
1227         {
1228                 // surface box not entirely inside light box, cull each triangle
1229                 if (projectdirection)
1230                 {
1231                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1232                         {
1233                                 v[0] = invertex3f + e[0] * 3;
1234                                 v[1] = invertex3f + e[1] * 3;
1235                                 v[2] = invertex3f + e[2] * 3;
1236                                 TriangleNormal(v[0], v[1], v[2], normal);
1237                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1238                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1239                                         shadowmarklist[numshadowmark++] = t;
1240                         }
1241                 }
1242                 else
1243                 {
1244                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1245                         {
1246                                 v[0] = invertex3f + e[0] * 3;
1247                                 v[1] = invertex3f + e[1] * 3;
1248                                 v[2] = invertex3f + e[2] * 3;
1249                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1250                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1251                                         shadowmarklist[numshadowmark++] = t;
1252                         }
1253                 }
1254         }
1255 }
1256
1257 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1258 {
1259 #if 1
1260         return false;
1261 #else
1262         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1263                 return false;
1264         // check if the shadow volume intersects the near plane
1265         //
1266         // a ray between the eye and light origin may intersect the caster,
1267         // indicating that the shadow may touch the eye location, however we must
1268         // test the near plane (a polygon), not merely the eye location, so it is
1269         // easiest to enlarge the caster bounding shape slightly for this.
1270         // TODO
1271         return true;
1272 #endif
1273 }
1274
1275 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1276 {
1277         int i, tris, outverts;
1278         if (projectdistance < 0.1)
1279         {
1280                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1281                 return;
1282         }
1283         if (!numverts || !nummarktris)
1284                 return;
1285         // make sure shadowelements is big enough for this volume
1286         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1287                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1288
1289         if (maxvertexupdate < numverts)
1290         {
1291                 maxvertexupdate = numverts;
1292                 if (vertexupdate)
1293                         Mem_Free(vertexupdate);
1294                 if (vertexremap)
1295                         Mem_Free(vertexremap);
1296                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1297                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1298                 vertexupdatenum = 0;
1299         }
1300         vertexupdatenum++;
1301         if (vertexupdatenum == 0)
1302         {
1303                 vertexupdatenum = 1;
1304                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1305                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1306         }
1307
1308         for (i = 0;i < nummarktris;i++)
1309                 shadowmark[marktris[i]] = shadowmarkcount;
1310
1311         if (r_shadow_compilingrtlight)
1312         {
1313                 // if we're compiling an rtlight, capture the mesh
1314                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1315                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1316                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1317                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1318         }
1319         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1320         {
1321                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1323                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1324         }
1325         else
1326         {
1327                 // decide which type of shadow to generate and set stencil mode
1328                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1329                 // generate the sides or a solid volume, depending on type
1330                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1331                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1332                 else
1333                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1334                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1335                 r_refdef.stats.lights_shadowtriangles += tris;
1336                 CHECKGLERROR
1337                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1338                 GL_LockArrays(0, outverts);
1339                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1340                 {
1341                         // increment stencil if frontface is infront of depthbuffer
1342                         GL_CullFace(r_refdef.view.cullface_front);
1343                         qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1344                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1345                         // decrement stencil if backface is infront of depthbuffer
1346                         GL_CullFace(r_refdef.view.cullface_back);
1347                         qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1348                 }
1349                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1350                 {
1351                         // decrement stencil if backface is behind depthbuffer
1352                         GL_CullFace(r_refdef.view.cullface_front);
1353                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1354                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1355                         // increment stencil if frontface is behind depthbuffer
1356                         GL_CullFace(r_refdef.view.cullface_back);
1357                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1358                 }
1359                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1360                 GL_LockArrays(0, 0);
1361                 CHECKGLERROR
1362         }
1363 }
1364
1365 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1366 {
1367     // p1, p2, p3 are in the cubemap's local coordinate system
1368     // bias = border/(size - border)
1369         int mask = 0x3F;
1370
1371     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1372           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1373           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1374         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1375         mask &= (3<<4)
1376                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1377                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1378                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1379     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1380         mask &= (3<<4)
1381             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1382             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1383             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1384
1385     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1386     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1387     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1388     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1389         mask &= (3<<0)
1390             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1391             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1392             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1393     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1394         mask &= (3<<0)
1395             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1396             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1397             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1398
1399     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1400     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1401     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1402     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1403         mask &= (3<<2)
1404             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1405             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1406             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1407     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1408         mask &= (3<<2)
1409             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1410             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1411             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1412
1413         return mask;
1414 }
1415
1416 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1417 {
1418         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1419         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1420         int mask = 0x3F;
1421
1422         VectorSubtract(maxs, mins, radius);
1423     VectorScale(radius, 0.5f, radius);
1424     VectorAdd(mins, radius, center);
1425     Matrix4x4_Transform(worldtolight, center, lightcenter);
1426         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1427         VectorSubtract(lightcenter, lightradius, pmin);
1428         VectorAdd(lightcenter, lightradius, pmax);
1429
1430     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1431     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1432     if(ap1 > bias*an1 && ap2 > bias*an2)
1433         mask &= (3<<4)
1434             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1435             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1436     if(an1 > bias*ap1 && an2 > bias*ap2)
1437         mask &= (3<<4)
1438             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1439             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1440
1441     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1442     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1443     if(ap1 > bias*an1 && ap2 > bias*an2)
1444         mask &= (3<<0)
1445             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1446             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1447     if(an1 > bias*ap1 && an2 > bias*ap2)
1448         mask &= (3<<0)
1449             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1450             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1451
1452     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1453     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1454     if(ap1 > bias*an1 && ap2 > bias*an2)
1455         mask &= (3<<2)
1456             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1457             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1458     if(an1 > bias*ap1 && an2 > bias*ap2)
1459         mask &= (3<<2)
1460             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1461             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1462
1463     return mask;
1464 }
1465
1466 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1467
1468 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1469 {
1470     // p is in the cubemap's local coordinate system
1471     // bias = border/(size - border)
1472     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1473     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1474     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1475     int mask = 0x3F;
1476     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1477     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1478     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1479     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1480     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1481     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1482     return mask;
1483 }
1484
1485 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1486 {
1487         int i;
1488         vec3_t p, n;
1489         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1490         float scale = (size - 2*border)/size, len;
1491         float bias = border / (float)(size - border), dp, dn, ap, an;
1492         // check if cone enclosing side would cross frustum plane 
1493         scale = 2 / (scale*scale + 2);
1494         for (i = 0;i < 5;i++)
1495         {
1496                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1497                         continue;
1498                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1499                 len = scale*VectorLength2(n);
1500                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1501                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1502                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1503         }
1504         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1505         {
1506         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1507         len = scale*VectorLength(n);
1508                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1509                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1510                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1511         }
1512         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1513         // check if frustum corners/origin cross plane sides
1514         for (i = 0;i < 5;i++)
1515         {
1516                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1517                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1518                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1519                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1520                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1521                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1522                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1523                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1524                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1525                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1526         }
1527         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1528 }
1529
1530 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1531 {
1532         int t, tend;
1533         const int *e;
1534         const float *v[3];
1535         float normal[3];
1536         vec3_t p[3];
1537         float bias;
1538         int mask, surfacemask = 0;
1539         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1540                 return 0;
1541         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1542         tend = firsttriangle + numtris;
1543         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1544         {
1545                 // surface box entirely inside light box, no box cull
1546                 if (projectdirection)
1547                 {
1548                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1549                         {
1550                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1551                                 TriangleNormal(v[0], v[1], v[2], normal);
1552                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1553                                 {
1554                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1555                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1556                                         surfacemask |= mask;
1557                                         if(totals)
1558                                         {
1559                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1560                                                 shadowsides[numshadowsides] = mask;
1561                                                 shadowsideslist[numshadowsides++] = t;
1562                                         }
1563                                 }
1564                         }
1565                 }
1566                 else
1567                 {
1568                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1569                         {
1570                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1571                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1572                                 {
1573                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1574                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1575                                         surfacemask |= mask;
1576                                         if(totals)
1577                                         {
1578                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1579                                                 shadowsides[numshadowsides] = mask;
1580                                                 shadowsideslist[numshadowsides++] = t;
1581                                         }
1582                                 }
1583                         }
1584                 }
1585         }
1586         else
1587         {
1588                 // surface box not entirely inside light box, cull each triangle
1589                 if (projectdirection)
1590                 {
1591                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1592                         {
1593                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1594                                 TriangleNormal(v[0], v[1], v[2], normal);
1595                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1596                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1597                                 {
1598                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1599                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1600                                         surfacemask |= mask;
1601                                         if(totals)
1602                                         {
1603                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1604                                                 shadowsides[numshadowsides] = mask;
1605                                                 shadowsideslist[numshadowsides++] = t;
1606                                         }
1607                                 }
1608                         }
1609                 }
1610                 else
1611                 {
1612                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1613                         {
1614                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1615                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1616                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1617                                 {
1618                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1619                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1620                                         surfacemask |= mask;
1621                                         if(totals)
1622                                         {
1623                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1624                                                 shadowsides[numshadowsides] = mask;
1625                                                 shadowsideslist[numshadowsides++] = t;
1626                                         }
1627                                 }
1628                         }
1629                 }
1630         }
1631         return surfacemask;
1632 }
1633
1634 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1635 {
1636         int i, j, outtriangles = 0;
1637         int *outelement3i[6];
1638         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1639                 return;
1640         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1641         // make sure shadowelements is big enough for this mesh
1642         if (maxshadowtriangles < outtriangles)
1643                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1644
1645         // compute the offset and size of the separate index lists for each cubemap side
1646         outtriangles = 0;
1647         for (i = 0;i < 6;i++)
1648         {
1649                 outelement3i[i] = shadowelements + outtriangles * 3;
1650                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1651                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1652                 outtriangles += sidetotals[i];
1653         }
1654
1655         // gather up the (sparse) triangles into separate index lists for each cubemap side
1656         for (i = 0;i < numsidetris;i++)
1657         {
1658                 const int *element = elements + sidetris[i] * 3;
1659                 for (j = 0;j < 6;j++)
1660                 {
1661                         if (sides[i] & (1 << j))
1662                         {
1663                                 outelement3i[j][0] = element[0];
1664                                 outelement3i[j][1] = element[1];
1665                                 outelement3i[j][2] = element[2];
1666                                 outelement3i[j] += 3;
1667                         }
1668                 }
1669         }
1670                         
1671         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1672 }
1673
1674 static void R_Shadow_MakeTextures_MakeCorona(void)
1675 {
1676         float dx, dy;
1677         int x, y, a;
1678         unsigned char pixels[32][32][4];
1679         for (y = 0;y < 32;y++)
1680         {
1681                 dy = (y - 15.5f) * (1.0f / 16.0f);
1682                 for (x = 0;x < 32;x++)
1683                 {
1684                         dx = (x - 15.5f) * (1.0f / 16.0f);
1685                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1686                         a = bound(0, a, 255);
1687                         pixels[y][x][0] = a;
1688                         pixels[y][x][1] = a;
1689                         pixels[y][x][2] = a;
1690                         pixels[y][x][3] = 255;
1691                 }
1692         }
1693         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1694 }
1695
1696 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1697 {
1698         float dist = sqrt(x*x+y*y+z*z);
1699         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1700         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1701         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1702 }
1703
1704 static void R_Shadow_MakeTextures(void)
1705 {
1706         int x, y, z;
1707         float intensity, dist;
1708         unsigned int *data;
1709         R_Shadow_FreeShadowMaps();
1710         R_FreeTexturePool(&r_shadow_texturepool);
1711         r_shadow_texturepool = R_AllocTexturePool();
1712         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1713         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1714         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1715         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1716         for (x = 0;x <= ATTENTABLESIZE;x++)
1717         {
1718                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1719                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1720                 r_shadow_attentable[x] = bound(0, intensity, 1);
1721         }
1722         // 1D gradient texture
1723         for (x = 0;x < ATTEN1DSIZE;x++)
1724                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1725         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1726         // 2D circle texture
1727         for (y = 0;y < ATTEN2DSIZE;y++)
1728                 for (x = 0;x < ATTEN2DSIZE;x++)
1729                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1730         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1731         // 3D sphere texture
1732         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1733         {
1734                 for (z = 0;z < ATTEN3DSIZE;z++)
1735                         for (y = 0;y < ATTEN3DSIZE;y++)
1736                                 for (x = 0;x < ATTEN3DSIZE;x++)
1737                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1738                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1739         }
1740         else
1741                 r_shadow_attenuation3dtexture = NULL;
1742         Mem_Free(data);
1743
1744         R_Shadow_MakeTextures_MakeCorona();
1745
1746         // Editor light sprites
1747         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1748         "................"
1749         ".3............3."
1750         "..5...2332...5.."
1751         "...7.3....3.7..."
1752         "....7......7...."
1753         "...3.7....7.3..."
1754         "..2...7..7...2.."
1755         "..3..........3.."
1756         "..3..........3.."
1757         "..2...7..7...2.."
1758         "...3.7....7.3..."
1759         "....7......7...."
1760         "...7.3....3.7..."
1761         "..5...2332...5.."
1762         ".3............3."
1763         "................"
1764         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1765         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1766         "................"
1767         "................"
1768         "......1111......"
1769         "....11233211...."
1770         "...1234554321..."
1771         "...1356776531..."
1772         "..124677776421.."
1773         "..135777777531.."
1774         "..135777777531.."
1775         "..124677776421.."
1776         "...1356776531..."
1777         "...1234554321..."
1778         "....11233211...."
1779         "......1111......"
1780         "................"
1781         "................"
1782         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1783         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1784         "................"
1785         "................"
1786         "......1111......"
1787         "....11233211...."
1788         "...1234554321..."
1789         "...1356226531..."
1790         "..12462..26421.."
1791         "..1352....2531.."
1792         "..1352....2531.."
1793         "..12462..26421.."
1794         "...1356226531..."
1795         "...1234554321..."
1796         "....11233211...."
1797         "......1111......"
1798         "................"
1799         "................"
1800         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1801         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1802         "................"
1803         "................"
1804         "......2772......"
1805         "....27755772...."
1806         "..277533335772.."
1807         "..753333333357.."
1808         "..777533335777.."
1809         "..735775577537.."
1810         "..733357753337.."
1811         "..733337733337.."
1812         "..753337733357.."
1813         "..277537735772.."
1814         "....27777772...."
1815         "......2772......"
1816         "................"
1817         "................"
1818         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1819         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1820         "................"
1821         "................"
1822         "......2772......"
1823         "....27722772...."
1824         "..2772....2772.."
1825         "..72........27.."
1826         "..7772....2777.."
1827         "..7.27722772.7.."
1828         "..7...2772...7.."
1829         "..7....77....7.."
1830         "..72...77...27.."
1831         "..2772.77.2772.."
1832         "....27777772...."
1833         "......2772......"
1834         "................"
1835         "................"
1836         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1837         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1838         "................"
1839         ".777752..257777."
1840         ".742........247."
1841         ".72..........27."
1842         ".7............7."
1843         ".5............5."
1844         ".2............2."
1845         "................"
1846         "................"
1847         ".2............2."
1848         ".5............5."
1849         ".7............7."
1850         ".72..........27."
1851         ".742........247."
1852         ".777752..257777."
1853         "................"
1854         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1855 }
1856
1857 void R_Shadow_ValidateCvars(void)
1858 {
1859         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1860                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1861         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1862                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1863         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1864                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1865 }
1866
1867 void R_Shadow_RenderMode_Begin(void)
1868 {
1869 #if 0
1870         GLint drawbuffer;
1871         GLint readbuffer;
1872 #endif
1873         R_Shadow_ValidateCvars();
1874
1875         if (!r_shadow_attenuation2dtexture
1876          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1877          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1878          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1879                 R_Shadow_MakeTextures();
1880
1881         CHECKGLERROR
1882         R_Mesh_ColorPointer(NULL, 0, 0);
1883         R_Mesh_ResetTextureState();
1884         GL_BlendFunc(GL_ONE, GL_ZERO);
1885         GL_DepthRange(0, 1);
1886         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1887         GL_DepthTest(true);
1888         GL_DepthMask(false);
1889         GL_Color(0, 0, 0, 1);
1890         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1891
1892         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1893
1894         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1895         {
1896                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1897                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1898         }
1899         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1900         {
1901                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1902                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1903         }
1904         else
1905         {
1906                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1907                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1908         }
1909
1910         switch(vid.renderpath)
1911         {
1912         case RENDERPATH_GL20:
1913                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1914                 break;
1915         case RENDERPATH_GL13:
1916         case RENDERPATH_GL11:
1917                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1918                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1919                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1920                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1921                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1922                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1923                 else
1924                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1925                 break;
1926         }
1927
1928         CHECKGLERROR
1929 #if 0
1930         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1931         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1932         r_shadow_drawbuffer = drawbuffer;
1933         r_shadow_readbuffer = readbuffer;
1934 #endif
1935         r_shadow_cullface_front = r_refdef.view.cullface_front;
1936         r_shadow_cullface_back = r_refdef.view.cullface_back;
1937 }
1938
1939 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1940 {
1941         rsurface.rtlight = rtlight;
1942 }
1943
1944 void R_Shadow_RenderMode_Reset(void)
1945 {
1946         CHECKGLERROR
1947         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1948         {
1949                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1950         }
1951         if (vid.support.ext_framebuffer_object)
1952         {
1953                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1954         }
1955 #if 0
1956         qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1957         qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1958 #endif
1959         R_SetViewport(&r_refdef.view.viewport);
1960         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1961         R_Mesh_ColorPointer(NULL, 0, 0);
1962         R_Mesh_ResetTextureState();
1963         GL_DepthRange(0, 1);
1964         GL_DepthTest(true);
1965         GL_DepthMask(false);
1966         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1967         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1968         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1969         qglStencilMask(~0);CHECKGLERROR
1970         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1971         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1972         r_refdef.view.cullface_front = r_shadow_cullface_front;
1973         r_refdef.view.cullface_back = r_shadow_cullface_back;
1974         GL_CullFace(r_refdef.view.cullface_back);
1975         GL_Color(1, 1, 1, 1);
1976         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1977         GL_BlendFunc(GL_ONE, GL_ZERO);
1978         R_SetupGenericShader(false);
1979         r_shadow_usingshadowmaprect = false;
1980         r_shadow_usingshadowmapcube = false;
1981         r_shadow_usingshadowmap2d = false;
1982         CHECKGLERROR
1983 }
1984
1985 void R_Shadow_ClearStencil(void)
1986 {
1987         CHECKGLERROR
1988         GL_Clear(GL_STENCIL_BUFFER_BIT);
1989         r_refdef.stats.lights_clears++;
1990 }
1991
1992 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1993 {
1994         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1995         if (r_shadow_rendermode == mode)
1996                 return;
1997         CHECKGLERROR
1998         R_Shadow_RenderMode_Reset();
1999         GL_ColorMask(0, 0, 0, 0);
2000         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2001         R_SetupDepthOrShadowShader();
2002         qglDepthFunc(GL_LESS);CHECKGLERROR
2003         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2004         r_shadow_rendermode = mode;
2005         switch(mode)
2006         {
2007         default:
2008                 break;
2009         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2010                 GL_CullFace(GL_NONE);
2011                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2012                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2013                 break;
2014         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2015                 GL_CullFace(GL_NONE);
2016                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2017                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2018                 break;
2019         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2020                 GL_CullFace(GL_NONE);
2021                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2022                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2023                 qglStencilMask(~0);CHECKGLERROR
2024                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2025                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2026                 qglStencilMask(~0);CHECKGLERROR
2027                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2028                 break;
2029         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2030                 GL_CullFace(GL_NONE);
2031                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2032                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2033                 qglStencilMask(~0);CHECKGLERROR
2034                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2035                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2036                 qglStencilMask(~0);CHECKGLERROR
2037                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2038                 break;
2039         }
2040 }
2041
2042 static void R_Shadow_MakeVSDCT(void)
2043 {
2044         // maps to a 2x3 texture rectangle with normalized coordinates
2045         // +-
2046         // XX
2047         // YY
2048         // ZZ
2049         // stores abs(dir.xy), offset.xy/2.5
2050         unsigned char data[4*6] =
2051         {
2052                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2053                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2054                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2055                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2056                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2057                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2058         };
2059         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); 
2060 }
2061
2062 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
2063 {
2064         int status;
2065         int maxsize;
2066         float nearclip, farclip, bias;
2067         r_viewport_t viewport;
2068         GLuint fbo = 0;
2069         CHECKGLERROR
2070         maxsize = r_shadow_shadowmapmaxsize;
2071         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2072         farclip = 1.0f;
2073         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2074         r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2075         r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2076         r_shadow_shadowmapside = side;
2077         r_shadow_shadowmapsize = size;
2078         if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2079         {
2080                 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2081                 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2082                 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2083                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2084
2085                 // complex unrolled cube approach (more flexible)
2086                 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2087                         R_Shadow_MakeVSDCT();
2088                 if (!r_shadow_shadowmap2dtexture)
2089                 {
2090 #if 1
2091                         int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
2092                         r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2093                         qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2094                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2095                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2096             // render depth into the fbo, do not render color at all
2097                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2098                         qglReadBuffer(GL_NONE);CHECKGLERROR
2099                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2100                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2101                         {
2102                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2103                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2104                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2105                         }
2106 #endif
2107                 }
2108                 CHECKGLERROR
2109                 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2110                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2111                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2112                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2113         }
2114         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2115         {
2116                 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2117                 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2118                 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2119                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2120
2121                 // complex unrolled cube approach (more flexible)
2122                 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2123                         R_Shadow_MakeVSDCT();
2124                 if (!r_shadow_shadowmaprectangletexture)
2125                 {
2126 #if 1
2127                         r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2128                         qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2129                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2130                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2131                         // render depth into the fbo, do not render color at all
2132                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2133                         qglReadBuffer(GL_NONE);CHECKGLERROR
2134                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2135                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2136                         {
2137                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2138                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2139                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2140                         }
2141 #endif
2142                 }
2143                 CHECKGLERROR
2144                 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2145                 r_shadow_shadowmap_texturescale[0] = 1.0f;
2146                 r_shadow_shadowmap_texturescale[1] = 1.0f;
2147                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2148         }
2149         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2150         {
2151                 r_shadow_shadowmap_parameters[0] = 1.0f;
2152                 r_shadow_shadowmap_parameters[1] = 1.0f;
2153                 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2154                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2155
2156                 // simple cube approach
2157                 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2158                 {
2159  #if 1
2160                         r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2161                         qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2162                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2163                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2164                         // render depth into the fbo, do not render color at all
2165                         qglDrawBuffer(GL_NONE);CHECKGLERROR
2166                         qglReadBuffer(GL_NONE);CHECKGLERROR
2167                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2168                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2169                         {
2170                                 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2171                                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2172                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2173                         }
2174  #endif
2175                 }
2176                 CHECKGLERROR
2177                 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2178                 r_shadow_shadowmap_texturescale[0] = 0.0f;
2179                 r_shadow_shadowmap_texturescale[1] = 0.0f;
2180                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2181         }
2182
2183         R_Shadow_RenderMode_Reset();
2184         if (fbo)
2185         {
2186                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2187                 R_SetupDepthOrShadowShader();
2188         }
2189         else
2190         {
2191                 R_SetupShowDepthShader();
2192                 qglClearColor(1,1,1,1);CHECKGLERROR
2193         }
2194         CHECKGLERROR
2195         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2196         GL_DepthMask(true);
2197         GL_DepthTest(true);
2198         qglClearDepth(1);
2199         CHECKGLERROR
2200
2201 init_done:
2202         R_SetViewport(&viewport);
2203         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2204         if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2205         {
2206                 int flipped = (side&1)^(side>>2);
2207                 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2208                 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2209                 GL_CullFace(r_refdef.view.cullface_back);
2210         }
2211         else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2212         {
2213                 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2214         }
2215         if (clear)
2216                 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |  GL_STENCIL_BUFFER_BIT);
2217         CHECKGLERROR
2218 }
2219
2220 void R_Shadow_RenderMode_SetShadowMapTexture(void)
2221 {
2222         if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2223         {
2224                 r_shadow_usingshadowmap2d = true;
2225                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
2226                 CHECKGLERROR
2227         }
2228         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2229         {
2230                 r_shadow_usingshadowmaprect = true;
2231                 R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture));
2232                 CHECKGLERROR
2233         }
2234         else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2235         {
2236                 r_shadow_usingshadowmapcube = true;
2237                 R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
2238                 CHECKGLERROR
2239         }
2240
2241         if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
2242         {
2243                 R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0);
2244                 CHECKGLERROR
2245         }
2246 }
2247
2248 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2249 {
2250         if (transparent)
2251         {
2252                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2253                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2254                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2255                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2256         }
2257         CHECKGLERROR
2258         R_Shadow_RenderMode_Reset();
2259         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2260         if (!transparent)
2261         {
2262                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2263         }
2264         if (stenciltest)
2265         {
2266                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2267                 // only draw light where this geometry was already rendered AND the
2268                 // stencil is 128 (values other than this mean shadow)
2269                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2270         }
2271         r_shadow_rendermode = r_shadow_lightingrendermode;
2272         // do global setup needed for the chosen lighting mode
2273         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2274         {
2275                 R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
2276                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2277                 CHECKGLERROR
2278                 if (shadowmapping)
2279                         R_Shadow_RenderMode_SetShadowMapTexture();
2280         }
2281         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2282         CHECKGLERROR
2283 }
2284
2285 static const unsigned short bboxelements[36] =
2286 {
2287         5, 1, 3, 5, 3, 7,
2288         6, 2, 0, 6, 0, 4,
2289         7, 3, 2, 7, 2, 6,
2290         4, 0, 1, 4, 1, 5,
2291         4, 5, 7, 4, 7, 6,
2292         1, 0, 2, 1, 2, 3,
2293 };
2294
2295 static const float bboxpoints[8][3] =
2296 {
2297         {-1,-1,-1},
2298         { 1,-1,-1},
2299         {-1, 1,-1},
2300         { 1, 1,-1},
2301         {-1,-1, 1},
2302         { 1,-1, 1},
2303         {-1, 1, 1},
2304         { 1, 1, 1},
2305 };
2306
2307 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2308 {
2309         int i;
2310         float vertex3f[8*3];
2311         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2312         CHECKGLERROR
2313         R_Shadow_RenderMode_Reset();
2314         r_shadow_rendermode = r_shadow_lightingrendermode;
2315         // do global setup needed for the chosen lighting mode
2316         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2317         {
2318                 R_Mesh_Matrix(&identitymatrix);
2319                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2320                 if (stenciltest)
2321                 {
2322                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2323                         // only draw light where this geometry was already rendered AND the
2324                         // stencil is 128 (values other than this mean shadow)
2325                         qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2326                 }
2327                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2328                 R_Mesh_TexBindAll(GL20TU_SCREENDEPTH, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture));
2329                 R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture));
2330                 R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
2331                 if (shadowmapping)
2332                         R_Shadow_RenderMode_SetShadowMapTexture();
2333                 R_SetupDeferredLightShader(rsurface.rtlight);
2334                 //R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2335                 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2336
2337                 for (i = 0;i < 8;i++)
2338                         Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2339                 CHECKGLERROR
2340                 //qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
2341                 R_Mesh_VertexPointer(vertex3f, 0, 0);
2342                 R_Mesh_ColorPointer(NULL, 0, 0);
2343                 GL_ColorMask(1,1,1,1);
2344                 //GL_Color(0.25f,0.05f,0.02f,1.0f);
2345                 //R_SetupGenericShader(false);
2346                 GL_DepthMask(false);
2347                 GL_DepthRange(0, 1);
2348                 GL_PolygonOffset(0, 0);
2349                 GL_DepthTest(true);
2350                 qglDepthFunc(GL_GREATER);CHECKGLERROR
2351                 GL_CullFace(r_refdef.view.cullface_back);
2352                 //GL_AlphaTest(false);
2353                 //qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2354                 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2355         }
2356 }
2357
2358 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2359 {
2360         CHECKGLERROR
2361         R_Shadow_RenderMode_Reset();
2362         GL_BlendFunc(GL_ONE, GL_ONE);
2363         GL_DepthRange(0, 1);
2364         GL_DepthTest(r_showshadowvolumes.integer < 2);
2365         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2366         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2367         GL_CullFace(GL_NONE);
2368         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2369 }
2370
2371 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2372 {
2373         CHECKGLERROR
2374         R_Shadow_RenderMode_Reset();
2375         GL_BlendFunc(GL_ONE, GL_ONE);
2376         GL_DepthRange(0, 1);
2377         GL_DepthTest(r_showlighting.integer < 2);
2378         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2379         if (!transparent)
2380         {
2381                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2382         }
2383         if (stenciltest)
2384         {
2385                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2386                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2387         }
2388         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2389 }
2390
2391 void R_Shadow_RenderMode_End(void)
2392 {
2393         CHECKGLERROR
2394         R_Shadow_RenderMode_Reset();
2395         R_Shadow_RenderMode_ActiveLight(NULL);
2396         GL_DepthMask(true);
2397         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2398         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2399 }
2400
2401 int bboxedges[12][2] =
2402 {
2403         // top
2404         {0, 1}, // +X
2405         {0, 2}, // +Y
2406         {1, 3}, // Y, +X
2407         {2, 3}, // X, +Y
2408         // bottom
2409         {4, 5}, // +X
2410         {4, 6}, // +Y
2411         {5, 7}, // Y, +X
2412         {6, 7}, // X, +Y
2413         // verticals
2414         {0, 4}, // +Z
2415         {1, 5}, // X, +Z
2416         {2, 6}, // Y, +Z
2417         {3, 7}, // XY, +Z
2418 };
2419
2420 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2421 {
2422         int i, ix1, iy1, ix2, iy2;
2423         float x1, y1, x2, y2;
2424         vec4_t v, v2;
2425         float vertex[20][3];
2426         int j, k;
2427         vec4_t plane4f;
2428         int numvertices;
2429         float corner[8][4];
2430         float dist[8];
2431         int sign[8];
2432         float f;
2433
2434         r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2435         r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2436         r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2437         r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2438
2439         if (!r_shadow_scissor.integer)
2440                 return false;
2441
2442         // if view is inside the light box, just say yes it's visible
2443         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2444                 return false;
2445
2446         x1 = y1 = x2 = y2 = 0;
2447
2448         // transform all corners that are infront of the nearclip plane
2449         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2450         plane4f[3] = r_refdef.view.frustum[4].dist;
2451         numvertices = 0;
2452         for (i = 0;i < 8;i++)
2453         {
2454                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2455                 dist[i] = DotProduct4(corner[i], plane4f);
2456                 sign[i] = dist[i] > 0;
2457                 if (!sign[i])
2458                 {
2459                         VectorCopy(corner[i], vertex[numvertices]);
2460                         numvertices++;
2461                 }
2462         }
2463         // if some points are behind the nearclip, add clipped edge points to make
2464         // sure that the scissor boundary is complete
2465         if (numvertices > 0 && numvertices < 8)
2466         {
2467                 // add clipped edge points
2468                 for (i = 0;i < 12;i++)
2469                 {
2470                         j = bboxedges[i][0];
2471                         k = bboxedges[i][1];
2472                         if (sign[j] != sign[k])
2473                         {
2474                                 f = dist[j] / (dist[j] - dist[k]);
2475                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2476                                 numvertices++;
2477                         }
2478                 }
2479         }
2480
2481         // if we have no points to check, the light is behind the view plane
2482         if (!numvertices)
2483                 return true;
2484
2485         // if we have some points to transform, check what screen area is covered
2486         x1 = y1 = x2 = y2 = 0;
2487         v[3] = 1.0f;
2488         //Con_Printf("%i vertices to transform...\n", numvertices);
2489         for (i = 0;i < numvertices;i++)
2490         {
2491                 VectorCopy(vertex[i], v);
2492                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2493                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
2494                 if (i)
2495                 {
2496                         if (x1 > v2[0]) x1 = v2[0];
2497                         if (x2 < v2[0]) x2 = v2[0];
2498                         if (y1 > v2[1]) y1 = v2[1];
2499                         if (y2 < v2[1]) y2 = v2[1];
2500                 }
2501                 else
2502                 {
2503                         x1 = x2 = v2[0];
2504                         y1 = y2 = v2[1];
2505                 }
2506         }
2507
2508         // now convert the scissor rectangle to integer screen coordinates
2509         ix1 = (int)(x1 - 1.0f);
2510         iy1 = vid.height - (int)(y2 - 1.0f);
2511         ix2 = (int)(x2 + 1.0f);
2512         iy2 = vid.height - (int)(y1 + 1.0f);
2513         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2514
2515         // clamp it to the screen
2516         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2517         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2518         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2519         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2520
2521         // if it is inside out, it's not visible
2522         if (ix2 <= ix1 || iy2 <= iy1)
2523                 return true;
2524
2525         // the light area is visible, set up the scissor rectangle
2526         r_shadow_lightscissor[0] = ix1;
2527         r_shadow_lightscissor[1] = iy1;
2528         r_shadow_lightscissor[2] = ix2 - ix1;
2529         r_shadow_lightscissor[3] = iy2 - iy1;
2530
2531         r_refdef.stats.lights_scissored++;
2532         return false;
2533 }
2534
2535 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2536 {
2537         const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2538         const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2539         float *color4f = rsurface.array_color4f + 4 * firstvertex;
2540         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2541         switch (r_shadow_rendermode)
2542         {
2543         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2544         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2545                 if (VectorLength2(diffusecolor) > 0)
2546                 {
2547                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2548                         {
2549                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2550                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2551                                 if ((dot = DotProduct(n, v)) < 0)
2552                                 {
2553                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2554                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2555                                 }
2556                                 else
2557                                         VectorCopy(ambientcolor, color4f);
2558                                 if (r_refdef.fogenabled)
2559                                 {
2560                                         float f;
2561                                         f = RSurf_FogVertex(vertex3f);
2562                                         VectorScale(color4f, f, color4f);
2563                                 }
2564                                 color4f[3] = 1;
2565                         }
2566                 }
2567                 else
2568                 {
2569                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2570                         {
2571                                 VectorCopy(ambientcolor, color4f);
2572                                 if (r_refdef.fogenabled)
2573                                 {
2574                                         float f;
2575                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2576                                         f = RSurf_FogVertex(vertex3f);
2577                                         VectorScale(color4f, f, color4f);
2578                                 }
2579                                 color4f[3] = 1;
2580                         }
2581                 }
2582                 break;
2583         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2584                 if (VectorLength2(diffusecolor) > 0)
2585                 {
2586                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2587                         {
2588                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2589                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2590                                 {
2591                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2592                                         if ((dot = DotProduct(n, v)) < 0)
2593                                         {
2594                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2595                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2596                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2597                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2598                                         }
2599                                         else
2600                                         {
2601                                                 color4f[0] = ambientcolor[0] * distintensity;
2602                                                 color4f[1] = ambientcolor[1] * distintensity;
2603                                                 color4f[2] = ambientcolor[2] * distintensity;
2604                                         }
2605                                         if (r_refdef.fogenabled)
2606                                         {
2607                                                 float f;
2608                                                 f = RSurf_FogVertex(vertex3f);
2609                                                 VectorScale(color4f, f, color4f);
2610                                         }
2611                                 }
2612                                 else
2613                                         VectorClear(color4f);
2614                                 color4f[3] = 1;
2615                         }
2616                 }
2617                 else
2618                 {
2619                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2620                         {
2621                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2622                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2623                                 {
2624                                         color4f[0] = ambientcolor[0] * distintensity;
2625                                         color4f[1] = ambientcolor[1] * distintensity;
2626                                         color4f[2] = ambientcolor[2] * distintensity;
2627                                         if (r_refdef.fogenabled)
2628                                         {
2629                                                 float f;
2630                                                 f = RSurf_FogVertex(vertex3f);
2631                                                 VectorScale(color4f, f, color4f);
2632                                         }
2633                                 }
2634                                 else
2635                                         VectorClear(color4f);
2636                                 color4f[3] = 1;
2637                         }
2638                 }
2639                 break;
2640         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2641                 if (VectorLength2(diffusecolor) > 0)
2642                 {
2643                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2644                         {
2645                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2646                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2647                                 {
2648                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2649                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2650                                         if ((dot = DotProduct(n, v)) < 0)
2651                                         {
2652                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2653                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2654                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2655                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2656                                         }
2657                                         else
2658                                         {
2659                                                 color4f[0] = ambientcolor[0] * distintensity;
2660                                                 color4f[1] = ambientcolor[1] * distintensity;
2661                                                 color4f[2] = ambientcolor[2] * distintensity;
2662                                         }
2663                                         if (r_refdef.fogenabled)
2664                                         {
2665                                                 float f;
2666                                                 f = RSurf_FogVertex(vertex3f);
2667                                                 VectorScale(color4f, f, color4f);
2668                                         }
2669                                 }
2670                                 else
2671                                         VectorClear(color4f);
2672                                 color4f[3] = 1;
2673                         }
2674                 }
2675                 else
2676                 {
2677                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2678                         {
2679                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2680                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2681                                 {
2682                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2683                                         color4f[0] = ambientcolor[0] * distintensity;
2684                                         color4f[1] = ambientcolor[1] * distintensity;
2685                                         color4f[2] = ambientcolor[2] * distintensity;
2686                                         if (r_refdef.fogenabled)
2687                                         {
2688                                                 float f;
2689                                                 f = RSurf_FogVertex(vertex3f);
2690                                                 VectorScale(color4f, f, color4f);
2691                                         }
2692                                 }
2693                                 else
2694                                         VectorClear(color4f);
2695                                 color4f[3] = 1;
2696                         }
2697                 }
2698                 break;
2699         default:
2700                 break;
2701         }
2702 }
2703
2704 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2705 {
2706         // used to display how many times a surface is lit for level design purposes
2707         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2708 }
2709
2710 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2711 {
2712         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2713         R_SetupSurfaceShader(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2714         if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
2715                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
2716         else
2717                 R_Mesh_ColorPointer(NULL, 0, 0);
2718         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
2719         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
2720         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
2721         if (rsurface.texture->backgroundcurrentskinframe)
2722         {
2723                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
2724                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
2725                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
2726                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
2727         }
2728         //R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0);
2729         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2730         if(rsurface.texture->colormapping)
2731         {
2732                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
2733                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
2734         }
2735         R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2736         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2737         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
2738         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
2739         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
2740         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2741         {
2742                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2743         }
2744         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2745         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2746         {
2747                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2748         }
2749 }
2750
2751 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2752 {
2753         int renders;
2754         int i;
2755         int stop;
2756         int newfirstvertex;
2757         int newlastvertex;
2758         int newnumtriangles;
2759         int *newe;
2760         const int *e;
2761         float *c;
2762         int maxtriangles = 4096;
2763         static int newelements[4096*3];
2764         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2765         for (renders = 0;renders < 64;renders++)
2766         {
2767                 stop = true;
2768                 newfirstvertex = 0;
2769                 newlastvertex = 0;
2770                 newnumtriangles = 0;
2771                 newe = newelements;
2772                 // due to low fillrate on the cards this vertex lighting path is
2773                 // designed for, we manually cull all triangles that do not
2774                 // contain a lit vertex
2775                 // this builds batches of triangles from multiple surfaces and
2776                 // renders them at once
2777                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2778                 {
2779                         if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2780                         {
2781                                 if (newnumtriangles)
2782                                 {
2783                                         newfirstvertex = min(newfirstvertex, e[0]);
2784                                         newlastvertex  = max(newlastvertex, e[0]);
2785                                 }
2786                                 else
2787                                 {
2788                                         newfirstvertex = e[0];
2789                                         newlastvertex = e[0];
2790                                 }
2791                                 newfirstvertex = min(newfirstvertex, e[1]);
2792                                 newlastvertex  = max(newlastvertex, e[1]);
2793                                 newfirstvertex = min(newfirstvertex, e[2]);
2794                                 newlastvertex  = max(newlastvertex, e[2]);
2795                                 newe[0] = e[0];
2796                                 newe[1] = e[1];
2797                                 newe[2] = e[2];
2798                                 newnumtriangles++;
2799                                 newe += 3;
2800                                 if (newnumtriangles >= maxtriangles)
2801                                 {
2802                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2803                                         newnumtriangles = 0;
2804                                         newe = newelements;
2805                                         stop = false;
2806                                 }
2807                         }
2808                 }
2809                 if (newnumtriangles >= 1)
2810                 {
2811                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2812                         stop = false;
2813                 }
2814                 // if we couldn't find any lit triangles, exit early
2815                 if (stop)
2816                         break;
2817                 // now reduce the intensity for the next overbright pass
2818                 // we have to clamp to 0 here incase the drivers have improper
2819                 // handling of negative colors
2820                 // (some old drivers even have improper handling of >1 color)
2821                 stop = true;
2822                 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2823                 {
2824                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2825                         {
2826                                 c[0] = max(0, c[0] - 1);
2827                                 c[1] = max(0, c[1] - 1);
2828                                 c[2] = max(0, c[2] - 1);
2829                                 stop = false;
2830                         }
2831                         else
2832                                 VectorClear(c);
2833                 }
2834                 // another check...
2835                 if (stop)
2836                         break;
2837         }
2838 }
2839
2840 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2841 {
2842         // OpenGL 1.1 path (anything)
2843         float ambientcolorbase[3], diffusecolorbase[3];
2844         float ambientcolorpants[3], diffusecolorpants[3];
2845         float ambientcolorshirt[3], diffusecolorshirt[3];
2846         const float *surfacecolor = rsurface.texture->dlightcolor;
2847         const float *surfacepants = rsurface.colormap_pantscolor;
2848         const float *surfaceshirt = rsurface.colormap_shirtcolor;
2849         rtexture_t *basetexture = rsurface.texture->basetexture;
2850         rtexture_t *pantstexture = rsurface.texture->currentskinframe->pants;
2851         rtexture_t *shirttexture = rsurface.texture->currentskinframe->shirt;
2852         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2853         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2854         ambientscale *= 2 * r_refdef.view.colorscale;
2855         diffusescale *= 2 * r_refdef.view.colorscale;
2856         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2857         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2858         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2859         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2860         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2861         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2862         R_Mesh_TexBind(0, R_GetTexture(basetexture));
2863         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2864         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2865         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2866         switch(r_shadow_rendermode)
2867         {
2868         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2869                 R_Mesh_TexBindAll(1, 0, R_GetTexture(r_shadow_attenuation3dtexture), 0, 0);
2870                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2871                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2872                 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2873                 break;
2874         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2875                 R_Mesh_TexBind(2, R_GetTexture(r_shadow_attenuation2dtexture));
2876                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2877                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2878                 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2879                 // fall through
2880         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2881                 R_Mesh_TexBind(1, R_GetTexture(r_shadow_attenuation2dtexture));
2882                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2883                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2884                 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2885                 break;
2886         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2887                 break;
2888         default:
2889                 break;
2890         }
2891         //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2892         R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2893         if (dopants)
2894         {
2895                 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2896                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2897         }
2898         if (doshirt)
2899         {
2900                 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2901                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2902         }
2903 }
2904
2905 extern cvar_t gl_lightmaps;
2906 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2907 {
2908         float ambientscale, diffusescale, specularscale;
2909         qboolean negated;
2910         float lightcolor[3];
2911         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2912         ambientscale = rsurface.rtlight->ambientscale;
2913         diffusescale = rsurface.rtlight->diffusescale;
2914         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2915         if (!r_shadow_usenormalmap.integer)
2916         {
2917                 ambientscale += 1.0f * diffusescale;
2918                 diffusescale = 0;
2919                 specularscale = 0;
2920         }
2921         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2922                 return;
2923         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2924         if(negated)
2925         {
2926                 VectorNegate(lightcolor, lightcolor);
2927                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2928         }
2929         RSurf_SetupDepthAndCulling();
2930         switch (r_shadow_rendermode)
2931         {
2932         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2933                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2934                 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2935                 break;
2936         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2937                 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2938                 break;
2939         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2940         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2941         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2942         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2943                 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2944                 break;
2945         default:
2946                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2947                 break;
2948         }
2949         if(negated)
2950                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2951 }
2952
2953 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2954 {
2955         matrix4x4_t tempmatrix = *matrix;
2956         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2957
2958         // if this light has been compiled before, free the associated data
2959         R_RTLight_Uncompile(rtlight);
2960
2961         // clear it completely to avoid any lingering data
2962         memset(rtlight, 0, sizeof(*rtlight));
2963
2964         // copy the properties
2965         rtlight->matrix_lighttoworld = tempmatrix;
2966         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2967         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2968         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2969         VectorCopy(color, rtlight->color);
2970         rtlight->cubemapname[0] = 0;
2971         if (cubemapname && cubemapname[0])
2972                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2973         rtlight->shadow = shadow;
2974         rtlight->corona = corona;
2975         rtlight->style = style;
2976         rtlight->isstatic = isstatic;
2977         rtlight->coronasizescale = coronasizescale;
2978         rtlight->ambientscale = ambientscale;
2979         rtlight->diffusescale = diffusescale;
2980         rtlight->specularscale = specularscale;
2981         rtlight->flags = flags;
2982
2983         // compute derived data
2984         //rtlight->cullradius = rtlight->radius;
2985         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2986         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2987         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2988         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2989         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2990         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2991         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2992 }
2993
2994 // compiles rtlight geometry
2995 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2996 void R_RTLight_Compile(rtlight_t *rtlight)
2997 {
2998         int i;
2999         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3000         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3001         entity_render_t *ent = r_refdef.scene.worldentity;
3002         dp_model_t *model = r_refdef.scene.worldmodel;
3003         unsigned char *data;
3004         shadowmesh_t *mesh;
3005
3006         // compile the light
3007         rtlight->compiled = true;
3008         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3009         rtlight->static_numleafs = 0;
3010         rtlight->static_numleafpvsbytes = 0;
3011         rtlight->static_leaflist = NULL;
3012         rtlight->static_leafpvs = NULL;
3013         rtlight->static_numsurfaces = 0;
3014         rtlight->static_surfacelist = NULL;
3015         rtlight->static_shadowmap_receivers = 0x3F;
3016         rtlight->static_shadowmap_casters = 0x3F;
3017         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3018         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3019         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3020         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3021         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3022         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3023
3024         if (model && model->GetLightInfo)
3025         {
3026                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3027                 r_shadow_compilingrtlight = rtlight;
3028                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3029                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3030                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3031                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3032                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3033                 rtlight->static_numsurfaces = numsurfaces;
3034                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3035                 rtlight->static_numleafs = numleafs;
3036                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3037                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3038                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3039                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3040                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3041                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3042                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3043                 if (rtlight->static_numsurfaces)
3044                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3045                 if (rtlight->static_numleafs)
3046                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3047                 if (rtlight->static_numleafpvsbytes)
3048                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3049                 if (rtlight->static_numshadowtrispvsbytes)
3050                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3051                 if (rtlight->static_numlighttrispvsbytes)
3052                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3053                 switch (rtlight->shadowmode)
3054                 {
3055                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3056                 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3057                 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3058                         if (model->CompileShadowMap && rtlight->shadow)
3059                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3060                         break;
3061                 default:
3062                         if (model->CompileShadowVolume && rtlight->shadow)
3063                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3064                         break;
3065                 }
3066                 // now we're done compiling the rtlight
3067                 r_shadow_compilingrtlight = NULL;
3068         }
3069
3070
3071         // use smallest available cullradius - box radius or light radius
3072         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3073         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3074
3075         shadowzpasstris = 0;
3076         if (rtlight->static_meshchain_shadow_zpass)
3077                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3078                         shadowzpasstris += mesh->numtriangles;
3079
3080         shadowzfailtris = 0;
3081         if (rtlight->static_meshchain_shadow_zfail)
3082                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3083                         shadowzfailtris += mesh->numtriangles;
3084
3085         lighttris = 0;
3086         if (rtlight->static_numlighttrispvsbytes)
3087                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3088                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3089                                 lighttris++;
3090
3091         shadowtris = 0;
3092         if (rtlight->static_numlighttrispvsbytes)
3093                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3094                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3095                                 shadowtris++;
3096
3097         if (developer.integer >= 10)
3098                 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3099 }
3100
3101 void R_RTLight_Uncompile(rtlight_t *rtlight)
3102 {
3103         if (rtlight->compiled)
3104         {
3105                 if (rtlight->static_meshchain_shadow_zpass)
3106                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3107                 rtlight->static_meshchain_shadow_zpass = NULL;
3108                 if (rtlight->static_meshchain_shadow_zfail)
3109                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3110                 rtlight->static_meshchain_shadow_zfail = NULL;
3111                 if (rtlight->static_meshchain_shadow_shadowmap)
3112                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3113                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3114                 // these allocations are grouped
3115                 if (rtlight->static_surfacelist)
3116                         Mem_Free(rtlight->static_surfacelist);
3117                 rtlight->static_numleafs = 0;
3118                 rtlight->static_numleafpvsbytes = 0;
3119                 rtlight->static_leaflist = NULL;
3120                 rtlight->static_leafpvs = NULL;
3121                 rtlight->static_numsurfaces = 0;
3122                 rtlight->static_surfacelist = NULL;
3123                 rtlight->static_numshadowtrispvsbytes = 0;
3124                 rtlight->static_shadowtrispvs = NULL;
3125                 rtlight->static_numlighttrispvsbytes = 0;
3126                 rtlight->static_lighttrispvs = NULL;
3127                 rtlight->compiled = false;
3128         }
3129 }
3130
3131 void R_Shadow_UncompileWorldLights(void)
3132 {
3133         size_t lightindex;
3134         dlight_t *light;
3135         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3136         for (lightindex = 0;lightindex < range;lightindex++)
3137         {
3138                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3139                 if (!light)
3140                         continue;
3141                 R_RTLight_Uncompile(&light->rtlight);
3142         }
3143 }
3144
3145 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3146 {
3147         int i, j;
3148         mplane_t plane;
3149         // reset the count of frustum planes
3150         // see rtlight->cached_frustumplanes definition for how much this array
3151         // can hold
3152         rtlight->cached_numfrustumplanes = 0;
3153
3154         // haven't implemented a culling path for ortho rendering
3155         if (!r_refdef.view.useperspective)
3156         {
3157                 // check if the light is on screen and copy the 4 planes if it is
3158                 for (i = 0;i < 4;i++)
3159                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3160                                 break;
3161                 if (i == 4)
3162                         for (i = 0;i < 4;i++)
3163                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3164                 return;
3165         }
3166
3167 #if 1
3168         // generate a deformed frustum that includes the light origin, this is
3169         // used to cull shadow casting surfaces that can not possibly cast a
3170         // shadow onto the visible light-receiving surfaces, which can be a
3171         // performance gain
3172         //
3173         // if the light origin is onscreen the result will be 4 planes exactly
3174         // if the light origin is offscreen on only one axis the result will
3175         // be exactly 5 planes (split-side case)
3176         // if the light origin is offscreen on two axes the result will be
3177         // exactly 4 planes (stretched corner case)
3178         for (i = 0;i < 4;i++)
3179         {
3180                 // quickly reject standard frustum planes that put the light
3181                 // origin outside the frustum
3182                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3183                         continue;
3184                 // copy the plane
3185                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3186         }
3187         // if all the standard frustum planes were accepted, the light is onscreen
3188         // otherwise we need to generate some more planes below...
3189         if (rtlight->cached_numfrustumplanes < 4)
3190         {
3191                 // at least one of the stock frustum planes failed, so we need to
3192                 // create one or two custom planes to enclose the light origin
3193                 for (i = 0;i < 4;i++)
3194                 {
3195                         // create a plane using the view origin and light origin, and a
3196                         // single point from the frustum corner set
3197                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3198                         VectorNormalize(plane.normal);
3199                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3200                         // see if this plane is backwards and flip it if so
3201                         for (j = 0;j < 4;j++)
3202                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3203                                         break;
3204                         if (j < 4)
3205                         {
3206                                 VectorNegate(plane.normal, plane.normal);
3207                                 plane.dist *= -1;
3208                                 // flipped plane, test again to see if it is now valid
3209                                 for (j = 0;j < 4;j++)
3210                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3211                                                 break;
3212                                 // if the plane is still not valid, then it is dividing the
3213                                 // frustum and has to be rejected
3214                                 if (j < 4)
3215                                         continue;
3216                         }
3217                         // we have created a valid plane, compute extra info
3218                         PlaneClassify(&plane);
3219                         // copy the plane
3220                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3221 #if 1
3222                         // if we've found 5 frustum planes then we have constructed a
3223                         // proper split-side case and do not need to keep searching for
3224                         // planes to enclose the light origin
3225                         if (rtlight->cached_numfrustumplanes == 5)
3226                                 break;
3227 #endif
3228                 }
3229         }
3230 #endif
3231
3232 #if 0
3233         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3234         {
3235                 plane = rtlight->cached_frustumplanes[i];
3236                 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3237         }
3238 #endif
3239
3240 #if 0
3241         // now add the light-space box planes if the light box is rotated, as any
3242         // caster outside the oriented light box is irrelevant (even if it passed
3243         // the worldspace light box, which is axial)
3244         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3245         {
3246                 for (i = 0;i < 6;i++)
3247                 {
3248                         vec3_t v;
3249                         VectorClear(v);
3250                         v[i >> 1] = (i & 1) ? -1 : 1;
3251                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3252                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3253                         plane.dist = VectorNormalizeLength(plane.normal);
3254                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3255                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3256                 }
3257         }
3258 #endif
3259
3260 #if 0
3261         // add the world-space reduced box planes
3262         for (i = 0;i < 6;i++)
3263         {
3264                 VectorClear(plane.normal);
3265                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3266                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3267                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3268         }
3269 #endif
3270
3271 #if 0
3272         {
3273         int j, oldnum;
3274         vec3_t points[8];
3275         vec_t bestdist;
3276         // reduce all plane distances to tightly fit the rtlight cull box, which
3277         // is in worldspace
3278         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3279         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3280         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3281         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3282         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3283         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3284         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3285         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3286         oldnum = rtlight->cached_numfrustumplanes;
3287         rtlight->cached_numfrustumplanes = 0;
3288         for (j = 0;j < oldnum;j++)
3289         {
3290                 // find the nearest point on the box to this plane
3291                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3292                 for (i = 1;i < 8;i++)
3293                 {
3294                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3295                         if (bestdist > dist)
3296                                 bestdist = dist;
3297                 }
3298                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3299                 // if the nearest point is near or behind the plane, we want this
3300                 // plane, otherwise the plane is useless as it won't cull anything
3301                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3302                 {
3303                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3304                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3305                 }
3306         }
3307         }
3308 #endif
3309 }
3310
3311 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3312 {
3313         shadowmesh_t *mesh;
3314
3315         RSurf_ActiveWorldEntity();
3316
3317         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3318         {
3319                 CHECKGLERROR
3320                 GL_CullFace(GL_NONE);
3321         mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3322         for (;mesh;mesh = mesh->next)
3323         {
3324                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3325                                 continue;
3326             r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3327             R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3328             R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3329         }
3330         CHECKGLERROR
3331     }
3332         else if (r_refdef.scene.worldentity->model)
3333                 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3334
3335         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3336 }
3337
3338 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3339 {
3340         qboolean zpass = false;
3341         shadowmesh_t *mesh;
3342         int t, tend;
3343         int surfacelistindex;
3344         msurface_t *surface;
3345
3346         RSurf_ActiveWorldEntity();
3347
3348         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3349         {
3350                 CHECKGLERROR
3351                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3352                 {
3353                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3354                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3355                 }
3356                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3357                 for (;mesh;mesh = mesh->next)
3358                 {
3359                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3360                         R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3361                         GL_LockArrays(0, mesh->numverts);
3362                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3363                         {
3364                                 // increment stencil if frontface is infront of depthbuffer
3365                                 GL_CullFace(r_refdef.view.cullface_back);
3366                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3367                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3368                                 // decrement stencil if backface is infront of depthbuffer
3369                                 GL_CullFace(r_refdef.view.cullface_front);
3370                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3371                         }
3372                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3373                         {
3374                                 // decrement stencil if backface is behind depthbuffer
3375                                 GL_CullFace(r_refdef.view.cullface_front);
3376                                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3377                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3378                                 // increment stencil if frontface is behind depthbuffer
3379                                 GL_CullFace(r_refdef.view.cullface_back);
3380                                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3381                         }
3382                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3383                         GL_LockArrays(0, 0);
3384                 }
3385                 CHECKGLERROR
3386         }
3387         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
3388         {
3389                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3390                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3391                 {
3392                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3393                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3394                                 if (CHECKPVSBIT(trispvs, t))
3395                                         shadowmarklist[numshadowmark++] = t;
3396                 }
3397                 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3398         }
3399         else if (numsurfaces)
3400                 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3401
3402         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3403 }
3404
3405 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3406 {
3407         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3408         vec_t relativeshadowradius;
3409         RSurf_ActiveModelEntity(ent, false, false, false);
3410         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3411         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3412         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3413         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3414         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3415         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3416         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3417         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3418         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3419         {
3420                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3421         }
3422         else
3423                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3424         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3425 }
3426
3427 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3428 {
3429         // set up properties for rendering light onto this entity
3430         RSurf_ActiveModelEntity(ent, true, true, false);
3431         GL_AlphaTest(false);
3432         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3433         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3434         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3435         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3436 }
3437
3438 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3439 {
3440         if (!r_refdef.scene.worldmodel->DrawLight)
3441                 return;
3442
3443         // set up properties for rendering light onto this entity
3444         RSurf_ActiveWorldEntity();
3445         GL_AlphaTest(false);
3446         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3447         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3448         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3449         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3450
3451         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
3452
3453         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3454 }
3455
3456 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3457 {
3458         dp_model_t *model = ent->model;
3459         if (!model->DrawLight)
3460                 return;
3461
3462         R_Shadow_SetupEntityLight(ent);
3463
3464         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3465
3466         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3467 }
3468
3469 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3470 {
3471         int i;
3472         float f;
3473         int numleafs, numsurfaces;
3474         int *leaflist, *surfacelist;
3475         unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
3476         int numlightentities;
3477         int numlightentities_noselfshadow;
3478         int numshadowentities;
3479         int numshadowentities_noselfshadow;
3480         static entity_render_t *lightentities[MAX_EDICTS];
3481         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3482         static entity_render_t *shadowentities[MAX_EDICTS];
3483         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3484
3485         rtlight->draw = false;
3486
3487         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3488         // skip lights that are basically invisible (color 0 0 0)
3489         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3490                 return;
3491
3492         // loading is done before visibility checks because loading should happen
3493         // all at once at the start of a level, not when it stalls gameplay.
3494         // (especially important to benchmarks)
3495         // compile light
3496         if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3497         {
3498                 if (rtlight->compiled)
3499                         R_RTLight_Uncompile(rtlight);
3500                 R_RTLight_Compile(rtlight);
3501         }
3502
3503         // load cubemap
3504         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3505
3506         // look up the light style value at this time
3507         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3508         VectorScale(rtlight->color, f, rtlight->currentcolor);
3509         /*
3510         if (rtlight->selected)
3511         {
3512                 f = 2 + sin(realtime * M_PI * 4.0);
3513                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3514         }
3515         */
3516
3517         // if lightstyle is currently off, don't draw the light
3518         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3519                 return;
3520
3521         // if the light box is offscreen, skip it
3522         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3523                 return;
3524
3525         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3526         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3527
3528         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3529
3530         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3531         {
3532                 // compiled light, world available and can receive realtime lighting
3533                 // retrieve leaf information
3534                 numleafs = rtlight->static_numleafs;
3535                 leaflist = rtlight->static_leaflist;
3536                 leafpvs = rtlight->static_leafpvs;
3537                 numsurfaces = rtlight->static_numsurfaces;
3538                 surfacelist = rtlight->static_surfacelist;
3539                 surfacesides = NULL;
3540                 shadowtrispvs = rtlight->static_shadowtrispvs;
3541                 lighttrispvs = rtlight->static_lighttrispvs;
3542         }
3543         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3544         {
3545                 // dynamic light, world available and can receive realtime lighting
3546                 // calculate lit surfaces and leafs
3547                 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3548                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3549                 leaflist = r_shadow_buffer_leaflist;
3550                 leafpvs = r_shadow_buffer_leafpvs;
3551                 surfacelist = r_shadow_buffer_surfacelist;
3552                 surfacesides = r_shadow_buffer_surfacesides;
3553                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3554                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3555                 // if the reduced leaf bounds are offscreen, skip it
3556                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3557                         return;
3558         }
3559         else
3560         {
3561                 // no world
3562                 numleafs = 0;
3563                 leaflist = NULL;
3564                 leafpvs = NULL;
3565                 numsurfaces = 0;
3566                 surfacelist = NULL;
3567                 surfacesides = NULL;
3568                 shadowtrispvs = NULL;
3569                 lighttrispvs = NULL;
3570         }
3571         // check if light is illuminating any visible leafs
3572         if (numleafs)
3573         {
3574                 for (i = 0;i < numleafs;i++)
3575                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3576                                 break;
3577                 if (i == numleafs)
3578                         return;
3579         }
3580
3581         // make a list of lit entities and shadow casting entities
3582         numlightentities = 0;
3583         numlightentities_noselfshadow = 0;
3584         numshadowentities = 0;
3585         numshadowentities_noselfshadow = 0;
3586
3587         // add dynamic entities that are lit by the light
3588         for (i = 0;i < r_refdef.scene.numentities;i++)
3589         {
3590                 dp_model_t *model;
3591                 entity_render_t *ent = r_refdef.scene.entities[i];
3592                 vec3_t org;
3593                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3594                         continue;
3595                 // skip the object entirely if it is not within the valid
3596                 // shadow-casting region (which includes the lit region)
3597                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3598                         continue;
3599                 if (!(model = ent->model))
3600                         continue;
3601                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3602                 {
3603                         // this entity wants to receive light, is visible, and is
3604                         // inside the light box
3605                         // TODO: check if the surfaces in the model can receive light
3606                         // so now check if it's in a leaf seen by the light
3607                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3608                                 continue;
3609                         if (ent->flags & RENDER_NOSELFSHADOW)
3610                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3611                         else
3612                                 lightentities[numlightentities++] = ent;
3613                         // since it is lit, it probably also casts a shadow...
3614                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3615                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3616                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3617                         {
3618                                 // note: exterior models without the RENDER_NOSELFSHADOW
3619                                 // flag still create a RENDER_NOSELFSHADOW shadow but
3620                                 // are lit normally, this means that they are
3621                                 // self-shadowing but do not shadow other
3622                                 // RENDER_NOSELFSHADOW entities such as the gun
3623                                 // (very weird, but keeps the player shadow off the gun)
3624                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3625                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3626                                 else
3627                                         shadowentities[numshadowentities++] = ent;
3628                         }
3629                 }
3630                 else if (ent->flags & RENDER_SHADOW)
3631                 {
3632                         // this entity is not receiving light, but may still need to
3633                         // cast a shadow...
3634                         // TODO: check if the surfaces in the model can cast shadow
3635                         // now check if it is in a leaf seen by the light
3636                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3637                                 continue;
3638                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3639                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3640                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3641                         {
3642                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3643                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3644                                 else
3645                                         shadowentities[numshadowentities++] = ent;
3646                         }
3647                 }
3648         }
3649
3650         // return if there's nothing at all to light
3651         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3652                 return;
3653
3654         // count this light in the r_speeds
3655         r_refdef.stats.lights++;
3656
3657         // flag it as worth drawing later
3658         rtlight->draw = true;
3659
3660         // cache all the animated entities that cast a shadow but are not visible
3661         for (i = 0;i < numshadowentities;i++)
3662                 if (!shadowentities[i]->animcache_vertex3f)
3663                         R_AnimCache_GetEntity(shadowentities[i], false, false);
3664         for (i = 0;i < numshadowentities_noselfshadow;i++)
3665                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3666                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3667
3668         // allocate some temporary memory for rendering this light later in the frame
3669         // reusable buffers need to be copied, static data can be used as-is
3670         rtlight->cached_numlightentities               = numlightentities;
3671         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
3672         rtlight->cached_numshadowentities              = numshadowentities;
3673         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3674         rtlight->cached_numsurfaces                    = numsurfaces;
3675         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3676         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3677         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3678         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3679         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3680         {
3681                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3682                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3683                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3684                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3685                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3686         }
3687         else
3688         {
3689                 // compiled light data
3690                 rtlight->cached_shadowtrispvs = shadowtrispvs;
3691                 rtlight->cached_lighttrispvs = lighttrispvs;
3692                 rtlight->cached_surfacelist = surfacelist;
3693         }
3694 }
3695
3696 void R_Shadow_DrawLight(rtlight_t *rtlight)
3697 {
3698         int i;
3699         int numsurfaces;
3700         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3701         int numlightentities;
3702         int numlightentities_noselfshadow;
3703         int numshadowentities;
3704         int numshadowentities_noselfshadow;
3705         entity_render_t **lightentities;
3706         entity_render_t **lightentities_noselfshadow;
3707         entity_render_t **shadowentities;
3708         entity_render_t **shadowentities_noselfshadow;
3709         int *surfacelist;
3710         static unsigned char entitysides[MAX_EDICTS];
3711         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3712         vec3_t nearestpoint;
3713         vec_t distance;
3714         qboolean castshadows;
3715         int lodlinear;
3716
3717         // check if we cached this light this frame (meaning it is worth drawing)
3718         if (!rtlight->draw)
3719                 return;
3720
3721         // if R_FrameData_Store ran out of space we skip anything dependent on it
3722         if (r_framedata_failed)
3723                 return;
3724
3725         numlightentities = rtlight->cached_numlightentities;
3726         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3727         numshadowentities = rtlight->cached_numshadowentities;
3728         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3729         numsurfaces = rtlight->cached_numsurfaces;
3730         lightentities = rtlight->cached_lightentities;
3731         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3732         shadowentities = rtlight->cached_shadowentities;
3733         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3734         shadowtrispvs = rtlight->cached_shadowtrispvs;
3735         lighttrispvs = rtlight->cached_lighttrispvs;
3736         surfacelist = rtlight->cached_surfacelist;
3737
3738         // set up a scissor rectangle for this light
3739         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3740                 return;
3741
3742         // don't let sound skip if going slow
3743         if (r_refdef.scene.extraupdate)
3744                 S_ExtraUpdate ();
3745
3746         // make this the active rtlight for rendering purposes
3747         R_Shadow_RenderMode_ActiveLight(rtlight);
3748
3749         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3750         {
3751                 // optionally draw visible shape of the shadow volumes
3752                 // for performance analysis by level designers
3753                 R_Shadow_RenderMode_VisibleShadowVolumes();
3754                 if (numsurfaces)
3755                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3756                 for (i = 0;i < numshadowentities;i++)
3757                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3758                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3759                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3760                 R_Shadow_RenderMode_VisibleLighting(false, false);
3761         }
3762
3763         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3764         {
3765                 // optionally draw the illuminated areas
3766                 // for performance analysis by level designers
3767                 R_Shadow_RenderMode_VisibleLighting(false, false);
3768                 if (numsurfaces)
3769                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3770                 for (i = 0;i < numlightentities;i++)
3771                         R_Shadow_DrawEntityLight(lightentities[i]);
3772                 for (i = 0;i < numlightentities_noselfshadow;i++)
3773                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3774         }
3775
3776         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3777
3778         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3779         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3780         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3781         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3782
3783         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3784         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3785         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3786
3787         if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3788         {
3789                 float borderbias;
3790                 int side;
3791                 int size;
3792                 int castermask = 0;
3793                 int receivermask = 0;
3794                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3795                 Matrix4x4_Abs(&radiustolight);
3796
3797                 r_shadow_shadowmaplod = 0;
3798                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3799                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3800                                 r_shadow_shadowmaplod = i;
3801
3802                 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3803                         size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3804                 else
3805                         size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3806                         
3807                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3808
3809                 surfacesides = NULL;
3810                 if (numsurfaces)
3811                 {
3812                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3813                         {
3814                                 castermask = rtlight->static_shadowmap_casters;
3815                                 receivermask = rtlight->static_shadowmap_receivers;
3816                         }
3817                         else
3818                         {
3819                                 surfacesides = r_shadow_buffer_surfacesides;
3820                                 for(i = 0;i < numsurfaces;i++)
3821                                 {
3822                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3823                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
3824                                         castermask |= surfacesides[i];
3825                                         receivermask |= surfacesides[i];
3826                                 }
3827                         }
3828                 }
3829                 if (receivermask < 0x3F) 
3830                 {
3831                         for (i = 0;i < numlightentities;i++)
3832                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3833                         if (receivermask < 0x3F)
3834                                 for(i = 0; i < numlightentities_noselfshadow;i++)
3835                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3836                 }
3837
3838                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3839
3840                 if (receivermask)
3841                 {
3842                         for (i = 0;i < numshadowentities;i++)
3843                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3844                         for (i = 0;i < numshadowentities_noselfshadow;i++)
3845                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
3846                 }
3847
3848                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3849
3850                 // render shadow casters into 6 sided depth texture
3851                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3852                 {
3853                         R_Shadow_RenderMode_ShadowMap(side, true, size);
3854                         if (! (castermask & (1 << side))) continue;
3855                         if (numsurfaces)
3856                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3857                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3858                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
3859                 }
3860
3861                 if (numlightentities_noselfshadow)
3862                 {
3863                         // render lighting using the depth texture as shadowmap
3864                         // draw lighting in the unmasked areas
3865                         R_Shadow_RenderMode_Lighting(false, false, true);
3866                         for (i = 0;i < numlightentities_noselfshadow;i++)
3867                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3868                 }
3869
3870                 // render shadow casters into 6 sided depth texture
3871                 if (numshadowentities_noselfshadow)
3872                 {
3873                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3874                         {
3875                                 R_Shadow_RenderMode_ShadowMap(side, false, size);
3876                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3877                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3878                         }
3879                 }
3880
3881                 // render lighting using the depth texture as shadowmap
3882                 // draw lighting in the unmasked areas
3883                 R_Shadow_RenderMode_Lighting(false, false, true);
3884                 // draw lighting in the unmasked areas
3885                 if (numsurfaces)
3886                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3887                 for (i = 0;i < numlightentities;i++)
3888                         R_Shadow_DrawEntityLight(lightentities[i]);
3889         }
3890         else if (castshadows && vid.stencil)
3891         {
3892                 // draw stencil shadow volumes to mask off pixels that are in shadow
3893                 // so that they won't receive lighting
3894                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3895                 R_Shadow_ClearStencil();
3896
3897                 if (numsurfaces)
3898                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3899                 for (i = 0;i < numshadowentities;i++)
3900                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3901
3902                 // draw lighting in the unmasked areas
3903                 R_Shadow_RenderMode_Lighting(true, false, false);
3904                 for (i = 0;i < numlightentities_noselfshadow;i++)
3905                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3906
3907                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3908                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3909
3910                 // draw lighting in the unmasked areas
3911                 R_Shadow_RenderMode_Lighting(true, false, false);
3912                 if (numsurfaces)
3913                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3914                 for (i = 0;i < numlightentities;i++)
3915                         R_Shadow_DrawEntityLight(lightentities[i]);
3916         }
3917         else
3918         {
3919                 // draw lighting in the unmasked areas
3920                 R_Shadow_RenderMode_Lighting(false, false, false);
3921                 if (numsurfaces)
3922                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3923                 for (i = 0;i < numlightentities;i++)
3924                         R_Shadow_DrawEntityLight(lightentities[i]);
3925                 for (i = 0;i < numlightentities_noselfshadow;i++)
3926                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3927         }
3928
3929         if (r_shadow_usingdeferredprepass)
3930         {
3931                 // when rendering deferred lighting, we simply rasterize the box
3932                 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3933                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
3934                 else if (castshadows && vid.stencil)
3935                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
3936                 else
3937                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
3938         }
3939 }
3940
3941 static void R_Shadow_FreeDeferred(void)
3942 {
3943         if (r_shadow_prepassgeometryfbo)
3944                 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3945         r_shadow_prepassgeometryfbo = 0;
3946
3947         if (r_shadow_prepasslightingfbo)
3948                 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3949         r_shadow_prepasslightingfbo = 0;
3950
3951         if (r_shadow_prepassgeometrydepthtexture)
3952                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3953         r_shadow_prepassgeometrydepthtexture = NULL;
3954
3955         if (r_shadow_prepassgeometrynormalmaptexture)
3956                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3957         r_shadow_prepassgeometrynormalmaptexture = NULL;
3958
3959         if (r_shadow_prepasslightingdiffusetexture)
3960                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3961         r_shadow_prepasslightingdiffusetexture = NULL;
3962
3963         if (r_shadow_prepasslightingspeculartexture)
3964                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3965         r_shadow_prepasslightingspeculartexture = NULL;
3966 }
3967
3968 void R_Shadow_DrawPrepass(void)
3969 {
3970         int i;
3971         int flag;
3972         int lnum;
3973         size_t lightindex;
3974         dlight_t *light;
3975         size_t range;
3976         entity_render_t *ent;
3977
3978         GL_AlphaTest(false);
3979         R_Mesh_ColorPointer(NULL, 0, 0);
3980         R_Mesh_ResetTextureState();
3981         GL_DepthMask(true);
3982         GL_ColorMask(1,1,1,1);
3983         GL_BlendFunc(GL_ONE, GL_ZERO);
3984         GL_Color(1,1,1,1);
3985         GL_DepthTest(true);
3986         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3987         qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3988         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3989
3990         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3991                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3992         if (r_timereport_active)
3993                 R_TimeReport("prepassgeometry");
3994
3995         for (i = 0;i < r_refdef.scene.numentities;i++)
3996         {
3997                 if (!r_refdef.viewcache.entityvisible[i])
3998                         continue;
3999                 ent = r_refdef.scene.entities[i];
4000                 if (ent->model && ent->model->DrawPrepass != NULL)
4001                         ent->model->DrawPrepass(ent);
4002         }
4003
4004         GL_DepthMask(false);
4005         GL_ColorMask(1,1,1,1);
4006         GL_Color(1,1,1,1);
4007         GL_DepthTest(true);
4008         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4009         qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
4010         GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
4011         if (r_refdef.fogenabled)
4012                 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4013
4014         R_Shadow_RenderMode_Begin();
4015
4016         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4017         if (r_shadow_debuglight.integer >= 0)
4018         {
4019                 lightindex = r_shadow_debuglight.integer;
4020                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4021                 if (light && (light->flags & flag))
4022                         R_Shadow_DrawLight(&light->rtlight);
4023         }
4024         else
4025         {
4026                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4027                 for (lightindex = 0;lightindex < range;lightindex++)
4028                 {
4029                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4030                         if (light && (light->flags & flag))
4031                                 R_Shadow_DrawLight(&light->rtlight);
4032                 }
4033         }
4034         if (r_refdef.scene.rtdlight)
4035                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4036                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4037
4038         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4039         if (r_refdef.fogenabled)
4040                 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4041
4042         R_Shadow_RenderMode_End();
4043
4044         if (r_timereport_active)
4045                 R_TimeReport("prepasslights");
4046 }
4047
4048 void R_Shadow_DrawLightSprites(void);
4049 void R_Shadow_PrepareLights(void)
4050 {
4051         int flag;
4052         int lnum;
4053         size_t lightindex;
4054         dlight_t *light;
4055         size_t range;
4056         float f;
4057         GLenum status;
4058
4059         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4060                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4061                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
4062                 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4063                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4064                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4065                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4066                 R_Shadow_FreeShadowMaps();
4067
4068         switch (vid.renderpath)
4069         {
4070         case RENDERPATH_GL20:
4071                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
4072                 {
4073                         r_shadow_usingdeferredprepass = false;
4074                         if (r_shadow_prepass_width)
4075                                 R_Shadow_FreeDeferred();
4076                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4077                         break;
4078                 }
4079
4080                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4081                 {
4082                         R_Shadow_FreeDeferred();
4083
4084                         r_shadow_usingdeferredprepass = true;
4085                         r_shadow_prepass_width = vid.width;
4086                         r_shadow_prepass_height = vid.height;
4087                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4088                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4089                         r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4090                         r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4091
4092                         // set up the geometry pass fbo (depth + normalmap)
4093                         qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4094                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4095                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4096                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4097                         // render depth into one texture and normalmap into the other
4098                         qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4099                         qglReadBuffer(GL_NONE);CHECKGLERROR
4100                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4101                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4102                         {
4103                                 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4104                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4105                                 r_shadow_usingdeferredprepass = false;
4106                         }
4107
4108                         // set up the lighting pass fbo (diffuse + specular)
4109                         qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4110                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4111                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4112                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4113                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4114                         // render diffuse into one texture and specular into another,
4115                         // with depth and normalmap bound as textures,
4116                         // with depth bound as attachment as well
4117                         qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4118                         qglReadBuffer(GL_NONE);CHECKGLERROR
4119                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4120                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4121                         {
4122                                 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4123                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4124                                 r_shadow_usingdeferredprepass = false;
4125                         }
4126                 }
4127                 break;
4128         case RENDERPATH_GL13:
4129         case RENDERPATH_GL11:
4130                 r_shadow_usingdeferredprepass = false;
4131                 break;
4132         }
4133
4134         R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4135
4136         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4137         if (r_shadow_debuglight.integer >= 0)
4138         {
4139                 lightindex = r_shadow_debuglight.integer;
4140                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4141                 if (light && (light->flags & flag))
4142                         R_Shadow_PrepareLight(&light->rtlight);
4143         }
4144         else
4145         {
4146                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4147                 for (lightindex = 0;lightindex < range;lightindex++)
4148                 {
4149                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4150                         if (light && (light->flags & flag))
4151                                 R_Shadow_PrepareLight(&light->rtlight);
4152                 }
4153         }
4154         if (r_refdef.scene.rtdlight)
4155         {
4156                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4157                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4158         }
4159         else if(gl_flashblend.integer)
4160         {
4161                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4162                 {
4163                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4164                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4165                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4166                 }
4167         }
4168
4169         if (r_editlights.integer)
4170                 R_Shadow_DrawLightSprites();
4171 }
4172
4173 void R_Shadow_DrawLights(void)
4174 {
4175         int flag;
4176         int lnum;
4177         size_t lightindex;
4178         dlight_t *light;
4179         size_t range;
4180
4181         R_Shadow_RenderMode_Begin();
4182
4183         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4184         if (r_shadow_debuglight.integer >= 0)
4185         {
4186                 lightindex = r_shadow_debuglight.integer;
4187                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4188                 if (light && (light->flags & flag))
4189                         R_Shadow_DrawLight(&light->rtlight);
4190         }
4191         else
4192         {
4193                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4194                 for (lightindex = 0;lightindex < range;lightindex++)
4195                 {
4196                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4197                         if (light && (light->flags & flag))
4198                                 R_Shadow_DrawLight(&light->rtlight);
4199                 }
4200         }
4201         if (r_refdef.scene.rtdlight)
4202                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4203                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4204
4205         R_Shadow_RenderMode_End();
4206 }
4207
4208 extern const float r_screenvertex3f[12];
4209 extern void R_SetupView(qboolean allowwaterclippingplane);
4210 extern void R_ResetViewRendering3D(void);
4211 extern void R_ResetViewRendering2D(void);
4212 extern cvar_t r_shadows;
4213 extern cvar_t r_shadows_darken;
4214 extern cvar_t r_shadows_drawafterrtlighting;
4215 extern cvar_t r_shadows_castfrombmodels;
4216 extern cvar_t r_shadows_throwdistance;
4217 extern cvar_t r_shadows_throwdirection;
4218 void R_DrawModelShadows(void)
4219 {
4220         int i;
4221         float relativethrowdistance;
4222         entity_render_t *ent;
4223         vec3_t relativelightorigin;
4224         vec3_t relativelightdirection;
4225         vec3_t relativeshadowmins, relativeshadowmaxs;
4226         vec3_t tmp, shadowdir;
4227
4228         if (!r_refdef.scene.numentities || !vid.stencil)
4229                 return;
4230
4231         CHECKGLERROR
4232         R_ResetViewRendering3D();
4233         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4234         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4235         R_Shadow_RenderMode_Begin();
4236         R_Shadow_RenderMode_ActiveLight(NULL);
4237         r_shadow_lightscissor[0] = r_refdef.view.x;
4238         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4239         r_shadow_lightscissor[2] = r_refdef.view.width;
4240         r_shadow_lightscissor[3] = r_refdef.view.height;
4241         R_Shadow_RenderMode_StencilShadowVolumes(false);
4242
4243         // get shadow dir
4244         if (r_shadows.integer == 2)
4245         {
4246                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4247                 VectorNormalize(shadowdir);
4248         }
4249
4250         R_Shadow_ClearStencil();
4251
4252         for (i = 0;i < r_refdef.scene.numentities;i++)
4253         {
4254                 ent = r_refdef.scene.entities[i];
4255
4256                 // cast shadows from anything of the map (submodels are optional)
4257                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4258                 {
4259                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4260                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4261                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4262                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4263                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4264                         else
4265                         {
4266                                 if(ent->entitynumber != 0)
4267                                 {
4268                                         // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4269                                         int entnum, entnum2, recursion;
4270                                         entnum = entnum2 = ent->entitynumber;
4271                                         for(recursion = 32; recursion > 0; --recursion)
4272                                         {
4273                                                 entnum2 = cl.entities[entnum].state_current.tagentity;
4274                                                 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4275                                                         entnum = entnum2;
4276                                                 else
4277                                                         break;
4278                                         }
4279                                         if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4280                                         {
4281                                                 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4282                                                 // transform into modelspace of OUR entity
4283                                                 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4284                                                 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4285                                         }
4286                                         else
4287                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4288                                 }
4289                                 else
4290                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4291                         }
4292
4293                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4294                         RSurf_ActiveModelEntity(ent, false, false, false);
4295                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4296                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4297                 }
4298         }
4299
4300         // not really the right mode, but this will disable any silly stencil features
4301         R_Shadow_RenderMode_End();
4302
4303         // set up ortho view for rendering this pass
4304         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4305         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4306         //GL_ScissorTest(true);
4307         //R_Mesh_Matrix(&identitymatrix);
4308         //R_Mesh_ResetTextureState();
4309         R_ResetViewRendering2D();
4310         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4311         R_Mesh_ColorPointer(NULL, 0, 0);
4312         R_SetupGenericShader(false);
4313
4314         // set up a darkening blend on shadowed areas
4315         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4316         //GL_DepthRange(0, 1);
4317         //GL_DepthTest(false);
4318         //GL_DepthMask(false);
4319         //GL_PolygonOffset(0, 0);CHECKGLERROR
4320         GL_Color(0, 0, 0, r_shadows_darken.value);
4321         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4322         //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4323         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4324         qglStencilMask(~0);CHECKGLERROR
4325         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4326         qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4327
4328         // apply the blend to the shadowed areas
4329         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4330
4331         // restore the viewport
4332         R_SetViewport(&r_refdef.view.viewport);
4333
4334         // restore other state to normal
4335         //R_Shadow_RenderMode_End();
4336 }
4337
4338 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4339 {
4340         float zdist;
4341         vec3_t centerorigin;
4342         float vertex3f[12];
4343         // if it's too close, skip it
4344         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4345                 return;
4346         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4347         if (zdist < 32)
4348                 return;
4349         if (usequery && r_numqueries + 2 <= r_maxqueries)
4350         {
4351                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4352                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4353                 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4354                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4355
4356                 CHECKGLERROR
4357                 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4358                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4359                 qglDepthFunc(GL_ALWAYS);
4360                 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4361                 R_Mesh_VertexPointer(vertex3f, 0, 0);
4362                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4363                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4364                 qglDepthFunc(GL_LEQUAL);
4365                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4366                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4367                 R_Mesh_VertexPointer(vertex3f, 0, 0);
4368                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4369                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4370                 CHECKGLERROR
4371         }
4372         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4373 }
4374
4375 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4376
4377 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4378 {
4379         vec3_t color;
4380         GLint allpixels = 0, visiblepixels = 0;
4381         // now we have to check the query result
4382         if (rtlight->corona_queryindex_visiblepixels)
4383         {
4384                 CHECKGLERROR
4385                 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4386                 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4387                 CHECKGLERROR
4388                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4389                 if (visiblepixels < 1 || allpixels < 1)
4390                         return;
4391                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4392                 cscale *= rtlight->corona_visibility;
4393         }
4394         else
4395         {
4396                 // FIXME: these traces should scan all render entities instead of cl.world
4397                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4398                         return;
4399         }
4400         VectorScale(rtlight->currentcolor, cscale, color);
4401         if (VectorLength(color) > (1.0f / 256.0f))
4402         {
4403                 float vertex3f[12];
4404                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4405                 if(negated)
4406                 {
4407                         VectorNegate(color, color);
4408                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4409                 }
4410                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4411                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4412                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4413                 if(negated)
4414                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4415         }
4416 }
4417
4418 void R_Shadow_DrawCoronas(void)
4419 {
4420         int i, flag;
4421         qboolean usequery;
4422         size_t lightindex;
4423         dlight_t *light;
4424         rtlight_t *rtlight;
4425         size_t range;
4426         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4427                 return;
4428         if (r_waterstate.renderingscene)
4429                 return;
4430         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4431         R_Mesh_Matrix(&identitymatrix);
4432
4433         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4434
4435         // check occlusion of coronas
4436         // use GL_ARB_occlusion_query if available
4437         // otherwise use raytraces
4438         r_numqueries = 0;
4439         usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4440         if (usequery)
4441         {
4442                 GL_ColorMask(0,0,0,0);
4443                 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4444                 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4445                 {
4446                         i = r_maxqueries;
4447                         r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4448                         r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4449                         CHECKGLERROR
4450                         qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4451                         CHECKGLERROR
4452                 }
4453                 RSurf_ActiveWorldEntity();
4454                 GL_BlendFunc(GL_ONE, GL_ZERO);
4455                 GL_CullFace(GL_NONE);
4456                 GL_DepthMask(false);
4457                 GL_DepthRange(0, 1);
4458                 GL_PolygonOffset(0, 0);
4459                 GL_DepthTest(true);
4460                 R_Mesh_ColorPointer(NULL, 0, 0);
4461                 R_Mesh_ResetTextureState();
4462                 R_SetupGenericShader(false);
4463         }
4464         for (lightindex = 0;lightindex < range;lightindex++)
4465         {
4466                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4467                 if (!light)
4468                         continue;
4469                 rtlight = &light->rtlight;
4470                 rtlight->corona_visibility = 0;
4471                 rtlight->corona_queryindex_visiblepixels = 0;
4472                 rtlight->corona_queryindex_allpixels = 0;
4473                 if (!(rtlight->flags & flag))
4474                         continue;
4475                 if (rtlight->corona <= 0)
4476                         continue;
4477                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4478                         continue;
4479                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4480         }
4481         for (i = 0;i < r_refdef.scene.numlights;i++)
4482         {
4483                 rtlight = r_refdef.scene.lights[i];
4484                 rtlight->corona_visibility = 0;
4485                 rtlight->corona_queryindex_visiblepixels = 0;
4486                 rtlight->corona_queryindex_allpixels = 0;
4487                 if (!(rtlight->flags & flag))
4488                         continue;
4489                 if (rtlight->corona <= 0)
4490                         continue;
4491                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4492         }
4493         if (usequery)
4494                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4495
4496         // now draw the coronas using the query data for intensity info
4497         for (lightindex = 0;lightindex < range;lightindex++)
4498         {
4499                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4500                 if (!light)
4501                         continue;
4502                 rtlight = &light->rtlight;
4503                 if (rtlight->corona_visibility <= 0)
4504                         continue;
4505                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4506         }
4507         for (i = 0;i < r_refdef.scene.numlights;i++)
4508         {
4509                 rtlight = r_refdef.scene.lights[i];
4510                 if (rtlight->corona_visibility <= 0)
4511                         continue;
4512                 if (gl_flashblend.integer)
4513                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4514                 else
4515                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4516         }
4517 }
4518
4519
4520
4521 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4522 typedef struct suffixinfo_s
4523 {
4524         char *suffix;
4525         qboolean flipx, flipy, flipdiagonal;
4526 }
4527 suffixinfo_t;
4528 static suffixinfo_t suffix[3][6] =
4529 {
4530         {
4531                 {"px",   false, false, false},
4532                 {"nx",   false, false, false},
4533                 {"py",   false, false, false},
4534                 {"ny",   false, false, false},
4535                 {"pz",   false, false, false},
4536                 {"nz",   false, false, false}
4537         },
4538         {
4539                 {"posx", false, false, false},
4540                 {"negx", false, false, false},
4541                 {"posy", false, false, false},
4542                 {"negy", false, false, false},
4543                 {"posz", false, false, false},
4544                 {"negz", false, false, false}
4545         },
4546         {
4547                 {"rt",    true, false,  true},
4548                 {"lf",   false,  true,  true},
4549                 {"ft",    true,  true, false},
4550                 {"bk",   false, false, false},
4551                 {"up",    true, false,  true},
4552                 {"dn",    true, false,  true}
4553         }
4554 };
4555
4556 static int componentorder[4] = {0, 1, 2, 3};
4557
4558 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4559 {
4560         int i, j, cubemapsize;
4561         unsigned char *cubemappixels, *image_buffer;
4562         rtexture_t *cubemaptexture;
4563         char name[256];
4564         // must start 0 so the first loadimagepixels has no requested width/height
4565         cubemapsize = 0;
4566         cubemappixels = NULL;
4567         cubemaptexture = NULL;
4568         // keep trying different suffix groups (posx, px, rt) until one loads
4569         for (j = 0;j < 3 && !cubemappixels;j++)
4570         {
4571                 // load the 6 images in the suffix group
4572                 for (i = 0;i < 6;i++)
4573                 {
4574                         // generate an image name based on the base and and suffix
4575                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4576                         // load it
4577                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4578                         {
4579                                 // an image loaded, make sure width and height are equal
4580                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4581                                 {
4582                                         // if this is the first image to load successfully, allocate the cubemap memory
4583                                         if (!cubemappixels && image_width >= 1)
4584                                         {
4585                                                 cubemapsize = image_width;
4586                                                 // note this clears to black, so unavailable sides are black
4587                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4588                                         }
4589                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4590                                         if (cubemappixels)
4591                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4592                                 }
4593                                 else
4594                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4595                                 // free the image
4596                                 Mem_Free(image_buffer);
4597                         }
4598                 }
4599         }
4600         // if a cubemap loaded, upload it
4601         if (cubemappixels)
4602         {
4603                 if (developer_loading.integer)
4604                         Con_Printf("loading cubemap \"%s\"\n", basename);
4605
4606                 if (!r_shadow_filters_texturepool)
4607                         r_shadow_filters_texturepool = R_AllocTexturePool();
4608                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4609                 Mem_Free(cubemappixels);
4610         }
4611         else
4612         {
4613                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4614                 if (developer_loading.integer)
4615                 {
4616                         Con_Printf("(tried tried images ");
4617                         for (j = 0;j < 3;j++)
4618                                 for (i = 0;i < 6;i++)
4619                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4620                         Con_Print(" and was unable to find any of them).\n");
4621                 }
4622         }
4623         return cubemaptexture;
4624 }
4625
4626 rtexture_t *R_Shadow_Cubemap(const char *basename)
4627 {
4628         int i;
4629         for (i = 0;i < numcubemaps;i++)
4630                 if (!strcasecmp(cubemaps[i].basename, basename))
4631                         return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4632         if (i >= MAX_CUBEMAPS)
4633                 return r_texture_whitecube;
4634         numcubemaps++;
4635         strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4636         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4637         return cubemaps[i].texture;
4638 }
4639
4640 void R_Shadow_FreeCubemaps(void)
4641 {
4642         int i;
4643         for (i = 0;i < numcubemaps;i++)
4644         {
4645                 if (developer_loading.integer)
4646                         Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4647                 if (cubemaps[i].texture)
4648                         R_FreeTexture(cubemaps[i].texture);
4649         }
4650
4651         numcubemaps = 0;
4652         R_FreeTexturePool(&r_shadow_filters_texturepool);
4653 }
4654
4655 dlight_t *R_Shadow_NewWorldLight(void)
4656 {
4657         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4658 }
4659
4660 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)
4661 {
4662         matrix4x4_t matrix;
4663         // validate parameters
4664         if (style < 0 || style >= MAX_LIGHTSTYLES)
4665         {
4666                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4667                 style = 0;
4668         }
4669         if (!cubemapname)
4670                 cubemapname = "";
4671
4672         // copy to light properties
4673         VectorCopy(origin, light->origin);
4674         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4675         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4676         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4677         /*
4678         light->color[0] = max(color[0], 0);
4679         light->color[1] = max(color[1], 0);
4680         light->color[2] = max(color[2], 0);
4681         */
4682         light->color[0] = color[0];
4683         light->color[1] = color[1];
4684         light->color[2] = color[2];
4685         light->radius = max(radius, 0);
4686         light->style = style;
4687         light->shadow = shadowenable;
4688         light->corona = corona;
4689         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4690         light->coronasizescale = coronasizescale;
4691         light->ambientscale = ambientscale;
4692         light->diffusescale = diffusescale;
4693         light->specularscale = specularscale;
4694         light->flags = flags;
4695
4696         // update renderable light data
4697         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4698         R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4699 }
4700
4701 void R_Shadow_FreeWorldLight(dlight_t *light)
4702 {
4703         if (r_shadow_selectedlight == light)
4704                 r_shadow_selectedlight = NULL;
4705         R_RTLight_Uncompile(&light->rtlight);
4706         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4707 }
4708
4709 void R_Shadow_ClearWorldLights(void)
4710 {
4711         size_t lightindex;
4712         dlight_t *light;
4713         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4714         for (lightindex = 0;lightindex < range;lightindex++)
4715         {
4716                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4717                 if (light)
4718                         R_Shadow_FreeWorldLight(light);
4719         }
4720         r_shadow_selectedlight = NULL;
4721         R_Shadow_FreeCubemaps();
4722 }
4723
4724 void R_Shadow_SelectLight(dlight_t *light)
4725 {
4726         if (r_shadow_selectedlight)
4727                 r_shadow_selectedlight->selected = false;
4728         r_shadow_selectedlight = light;
4729         if (r_shadow_selectedlight)
4730                 r_shadow_selectedlight->selected = true;
4731 }
4732
4733 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4734 {
4735         // this is never batched (there can be only one)
4736         float vertex3f[12];
4737         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4738         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4739         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4740 }
4741
4742 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4743 {
4744         float intensity;
4745         float s;
4746         vec3_t spritecolor;
4747         skinframe_t *skinframe;
4748         float vertex3f[12];
4749
4750         // this is never batched (due to the ent parameter changing every time)
4751         // so numsurfaces == 1 and surfacelist[0] == lightnumber
4752         const dlight_t *light = (dlight_t *)ent;
4753         s = EDLIGHTSPRSIZE;
4754
4755         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4756
4757         intensity = 0.5f;
4758         VectorScale(light->color, intensity, spritecolor);
4759         if (VectorLength(spritecolor) < 0.1732f)
4760                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4761         if (VectorLength(spritecolor) > 1.0f)
4762                 VectorNormalize(spritecolor);
4763
4764         // draw light sprite
4765         if (light->cubemapname[0] && !light->shadow)
4766                 skinframe = r_editlights_sprcubemapnoshadowlight;
4767         else if (light->cubemapname[0])
4768                 skinframe = r_editlights_sprcubemaplight;
4769         else if (!light->shadow)
4770                 skinframe = r_editlights_sprnoshadowlight;
4771         else
4772                 skinframe = r_editlights_sprlight;
4773
4774         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4775         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4776
4777         // draw selection sprite if light is selected
4778         if (light->selected)
4779         {
4780                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4781                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4782                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4783         }
4784 }
4785
4786 void R_Shadow_DrawLightSprites(void)
4787 {
4788         size_t lightindex;
4789         dlight_t *light;
4790         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4791         for (lightindex = 0;lightindex < range;lightindex++)
4792         {
4793                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4794                 if (light)
4795                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4796         }
4797         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4798 }
4799
4800 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4801 {
4802         unsigned int range;
4803         dlight_t *light;
4804         rtlight_t *rtlight;
4805         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4806         if (lightindex >= range)
4807                 return -1;
4808         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4809         if (!light)
4810                 return 0;
4811         rtlight = &light->rtlight;
4812         //if (!(rtlight->flags & flag))
4813         //      return 0;
4814         VectorCopy(rtlight->shadoworigin, origin);
4815         *radius = rtlight->radius;
4816         VectorCopy(rtlight->color, color);
4817         return 1;
4818 }
4819
4820 void R_Shadow_SelectLightInView(void)
4821 {
4822         float bestrating, rating, temp[3];
4823         dlight_t *best;
4824         size_t lightindex;
4825         dlight_t *light;
4826         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4827         best = NULL;
4828         bestrating = 0;
4829         for (lightindex = 0;lightindex < range;lightindex++)
4830         {
4831                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4832                 if (!light)
4833                         continue;
4834                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4835                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4836                 if (rating >= 0.95)
4837                 {
4838                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4839                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4840                         {
4841                                 bestrating = rating;
4842                                 best = light;
4843                         }
4844                 }
4845         }
4846         R_Shadow_SelectLight(best);
4847 }
4848
4849 void R_Shadow_LoadWorldLights(void)
4850 {
4851         int n, a, style, shadow, flags;
4852         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4853         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4854         if (cl.worldmodel == NULL)
4855         {
4856                 Con_Print("No map loaded.\n");
4857                 return;
4858         }
4859         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4860         strlcat (name, ".rtlights", sizeof (name));
4861         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4862         if (lightsstring)
4863         {
4864                 s = lightsstring;
4865                 n = 0;
4866                 while (*s)
4867                 {
4868                         t = s;
4869                         /*
4870                         shadow = true;
4871                         for (;COM_Parse(t, true) && strcmp(
4872                         if (COM_Parse(t, true))
4873                         {
4874                                 if (com_token[0] == '!')
4875                                 {
4876                                         shadow = false;
4877                                         origin[0] = atof(com_token+1);
4878                                 }
4879                                 else
4880                                         origin[0] = atof(com_token);
4881                                 if (Com_Parse(t
4882                         }
4883                         */
4884                         t = s;
4885                         while (*s && *s != '\n' && *s != '\r')
4886                                 s++;
4887                         if (!*s)
4888                                 break;
4889                         tempchar = *s;
4890                         shadow = true;
4891                         // check for modifier flags
4892                         if (*t == '!')
4893                         {
4894                                 shadow = false;
4895                                 t++;
4896                         }
4897                         *s = 0;
4898 #if _MSC_VER >= 1400
4899 #define sscanf sscanf_s
4900 #endif
4901                         cubemapname[sizeof(cubemapname)-1] = 0;
4902 #if MAX_QPATH != 128
4903 #error update this code if MAX_QPATH changes
4904 #endif
4905                         a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4906 #if _MSC_VER >= 1400
4907 , sizeof(cubemapname)
4908 #endif
4909 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4910                         *s = tempchar;
4911                         if (a < 18)
4912                                 flags = LIGHTFLAG_REALTIMEMODE;
4913                         if (a < 17)
4914                                 specularscale = 1;
4915                         if (a < 16)
4916                                 diffusescale = 1;
4917                         if (a < 15)
4918                                 ambientscale = 0;
4919                         if (a < 14)
4920                                 coronasizescale = 0.25f;
4921                         if (a < 13)
4922                                 VectorClear(angles);
4923                         if (a < 10)
4924                                 corona = 0;
4925                         if (a < 9 || !strcmp(cubemapname, "\"\""))
4926                                 cubemapname[0] = 0;
4927                         // remove quotes on cubemapname
4928                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4929                         {
4930                                 size_t namelen;
4931                                 namelen = strlen(cubemapname) - 2;
4932                                 memmove(cubemapname, cubemapname + 1, namelen);
4933                                 cubemapname[namelen] = '\0';
4934                         }
4935                         if (a < 8)
4936                         {
4937                                 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);
4938                                 break;
4939                         }
4940                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4941                         if (*s == '\r')
4942                                 s++;
4943                         if (*s == '\n')
4944                                 s++;
4945                         n++;
4946                 }
4947                 if (*s)
4948                         Con_Printf("invalid rtlights file \"%s\"\n", name);
4949                 Mem_Free(lightsstring);
4950         }
4951 }
4952
4953 void R_Shadow_SaveWorldLights(void)
4954 {
4955         size_t lightindex;
4956         dlight_t *light;
4957         size_t bufchars, bufmaxchars;
4958         char *buf, *oldbuf;
4959         char name[MAX_QPATH];
4960         char line[MAX_INPUTLINE];
4961         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4962         // I hate lines which are 3 times my screen size :( --blub
4963         if (!range)
4964                 return;
4965         if (cl.worldmodel == NULL)
4966         {
4967                 Con_Print("No map loaded.\n");
4968                 return;
4969         }
4970         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4971         strlcat (name, ".rtlights", sizeof (name));
4972         bufchars = bufmaxchars = 0;
4973         buf = NULL;
4974         for (lightindex = 0;lightindex < range;lightindex++)
4975         {
4976                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4977                 if (!light)
4978                         continue;
4979                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4980                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4981                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4982                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
4983                 else
4984                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
4985                 if (bufchars + strlen(line) > bufmaxchars)
4986                 {
4987                         bufmaxchars = bufchars + strlen(line) + 2048;
4988                         oldbuf = buf;
4989                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4990                         if (oldbuf)
4991                         {
4992                                 if (bufchars)
4993                                         memcpy(buf, oldbuf, bufchars);
4994                                 Mem_Free(oldbuf);
4995                         }
4996                 }
4997                 if (strlen(line))
4998                 {
4999                         memcpy(buf + bufchars, line, strlen(line));
5000                         bufchars += strlen(line);
5001                 }
5002         }
5003         if (bufchars)
5004                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5005         if (buf)
5006                 Mem_Free(buf);
5007 }
5008
5009 void R_Shadow_LoadLightsFile(void)
5010 {
5011         int n, a, style;
5012         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5013         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5014         if (cl.worldmodel == NULL)
5015         {
5016                 Con_Print("No map loaded.\n");
5017                 return;
5018         }
5019         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
5020         strlcat (name, ".lights", sizeof (name));
5021         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5022         if (lightsstring)
5023         {
5024                 s = lightsstring;
5025                 n = 0;
5026                 while (*s)
5027                 {
5028                         t = s;
5029                         while (*s && *s != '\n' && *s != '\r')
5030                                 s++;
5031                         if (!*s)
5032                                 break;
5033                         tempchar = *s;
5034                         *s = 0;
5035                         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);
5036                         *s = tempchar;
5037                         if (a < 14)
5038                         {
5039                                 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);
5040                                 break;
5041                         }
5042                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5043                         radius = bound(15, radius, 4096);
5044                         VectorScale(color, (2.0f / (8388608.0f)), color);
5045                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5046                         if (*s == '\r')
5047                                 s++;
5048                         if (*s == '\n')
5049                                 s++;
5050                         n++;
5051                 }
5052                 if (*s)
5053                         Con_Printf("invalid lights file \"%s\"\n", name);
5054                 Mem_Free(lightsstring);
5055         }
5056 }
5057
5058 // tyrlite/hmap2 light types in the delay field
5059 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5060
5061 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5062 {
5063         int entnum, style, islight, skin, pflags, effects, type, n;
5064         char *entfiledata;
5065         const char *data;
5066         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5067         char key[256], value[MAX_INPUTLINE];
5068
5069         if (cl.worldmodel == NULL)
5070         {
5071                 Con_Print("No map loaded.\n");
5072                 return;
5073         }
5074         // try to load a .ent file first
5075         FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5076         strlcat (key, ".ent", sizeof (key));
5077         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5078         // and if that is not found, fall back to the bsp file entity string
5079         if (!data)
5080                 data = cl.worldmodel->brush.entities;
5081         if (!data)
5082                 return;
5083         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5084         {
5085                 type = LIGHTTYPE_MINUSX;
5086                 origin[0] = origin[1] = origin[2] = 0;
5087                 originhack[0] = originhack[1] = originhack[2] = 0;
5088                 angles[0] = angles[1] = angles[2] = 0;
5089                 color[0] = color[1] = color[2] = 1;
5090                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5091                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5092                 fadescale = 1;
5093                 lightscale = 1;
5094                 style = 0;
5095                 skin = 0;
5096                 pflags = 0;
5097                 effects = 0;
5098                 islight = false;
5099                 while (1)
5100                 {
5101                         if (!COM_ParseToken_Simple(&data, false, false))
5102                                 break; // error
5103                         if (com_token[0] == '}')
5104                                 break; // end of entity
5105                         if (com_token[0] == '_')
5106                                 strlcpy(key, com_token + 1, sizeof(key));
5107                         else
5108                                 strlcpy(key, com_token, sizeof(key));
5109                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5110                                 key[strlen(key)-1] = 0;
5111                         if (!COM_ParseToken_Simple(&data, false, false))
5112                                 break; // error
5113                         strlcpy(value, com_token, sizeof(value));
5114
5115                         // now that we have the key pair worked out...
5116                         if (!strcmp("light", key))
5117                         {
5118                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5119                                 if (n == 1)
5120                                 {
5121                                         // quake
5122                                         light[0] = vec[0] * (1.0f / 256.0f);
5123                                         light[1] = vec[0] * (1.0f / 256.0f);
5124                                         light[2] = vec[0] * (1.0f / 256.0f);
5125                                         light[3] = vec[0];
5126                                 }
5127                                 else if (n == 4)
5128                                 {
5129                                         // halflife
5130                                         light[0] = vec[0] * (1.0f / 255.0f);
5131                                         light[1] = vec[1] * (1.0f / 255.0f);
5132                                         light[2] = vec[2] * (1.0f / 255.0f);
5133                                         light[3] = vec[3];
5134                                 }
5135                         }
5136                         else if (!strcmp("delay", key))
5137                                 type = atoi(value);
5138                         else if (!strcmp("origin", key))
5139                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5140                         else if (!strcmp("angle", key))
5141                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5142                         else if (!strcmp("angles", key))
5143                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5144                         else if (!strcmp("color", key))
5145                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5146                         else if (!strcmp("wait", key))
5147                                 fadescale = atof(value);
5148                         else if (!strcmp("classname", key))
5149                         {
5150                                 if (!strncmp(value, "light", 5))
5151                                 {
5152                                         islight = true;
5153                                         if (!strcmp(value, "light_fluoro"))
5154                                         {
5155                                                 originhack[0] = 0;
5156                                                 originhack[1] = 0;
5157                                                 originhack[2] = 0;
5158                                                 overridecolor[0] = 1;
5159                                                 overridecolor[1] = 1;
5160                                                 overridecolor[2] = 1;
5161                                         }
5162                                         if (!strcmp(value, "light_fluorospark"))
5163                                         {
5164                                                 originhack[0] = 0;
5165                                                 originhack[1] = 0;
5166                                                 originhack[2] = 0;
5167                                                 overridecolor[0] = 1;
5168                                                 overridecolor[1] = 1;
5169                                                 overridecolor[2] = 1;
5170                                         }
5171                                         if (!strcmp(value, "light_globe"))
5172                                         {
5173                                                 originhack[0] = 0;
5174                                                 originhack[1] = 0;
5175                                                 originhack[2] = 0;
5176                                                 overridecolor[0] = 1;
5177                                                 overridecolor[1] = 0.8;
5178                                                 overridecolor[2] = 0.4;
5179                                         }
5180                                         if (!strcmp(value, "light_flame_large_yellow"))
5181                                         {
5182                                                 originhack[0] = 0;
5183                                                 originhack[1] = 0;
5184                                                 originhack[2] = 0;
5185                                                 overridecolor[0] = 1;
5186                                                 overridecolor[1] = 0.5;
5187                                                 overridecolor[2] = 0.1;
5188                                         }
5189                                         if (!strcmp(value, "light_flame_small_yellow"))
5190                                         {
5191                                                 originhack[0] = 0;
5192                                                 originhack[1] = 0;
5193                                                 originhack[2] = 0;
5194                                                 overridecolor[0] = 1;
5195                                                 overridecolor[1] = 0.5;
5196                                                 overridecolor[2] = 0.1;
5197                                         }
5198                                         if (!strcmp(value, "light_torch_small_white"))
5199                                         {
5200                                                 originhack[0] = 0;
5201                                                 originhack[1] = 0;
5202                                                 originhack[2] = 0;
5203                                                 overridecolor[0] = 1;
5204                                                 overridecolor[1] = 0.5;
5205                                                 overridecolor[2] = 0.1;
5206                                         }
5207                                         if (!strcmp(value, "light_torch_small_walltorch"))
5208                                         {
5209                                                 originhack[0] = 0;
5210                                                 originhack[1] = 0;
5211                                                 originhack[2] = 0;
5212                                                 overridecolor[0] = 1;
5213                                                 overridecolor[1] = 0.5;
5214                                                 overridecolor[2] = 0.1;
5215                                         }
5216                                 }
5217                         }
5218                         else if (!strcmp("style", key))
5219                                 style = atoi(value);
5220                         else if (!strcmp("skin", key))
5221                                 skin = (int)atof(value);
5222                         else if (!strcmp("pflags", key))
5223                                 pflags = (int)atof(value);
5224                         else if (!strcmp("effects", key))
5225                                 effects = (int)atof(value);
5226                         else if (cl.worldmodel->type == mod_brushq3)
5227                         {
5228                                 if (!strcmp("scale", key))
5229                                         lightscale = atof(value);
5230                                 if (!strcmp("fade", key))
5231                                         fadescale = atof(value);
5232                         }
5233                 }
5234                 if (!islight)
5235                         continue;
5236                 if (lightscale <= 0)
5237                         lightscale = 1;
5238                 if (fadescale <= 0)
5239                         fadescale = 1;
5240                 if (color[0] == color[1] && color[0] == color[2])
5241                 {
5242                         color[0] *= overridecolor[0];
5243                         color[1] *= overridecolor[1];
5244                         color[2] *= overridecolor[2];
5245                 }
5246                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5247                 color[0] = color[0] * light[0];
5248                 color[1] = color[1] * light[1];
5249                 color[2] = color[2] * light[2];
5250                 switch (type)
5251                 {
5252                 case LIGHTTYPE_MINUSX:
5253                         break;
5254                 case LIGHTTYPE_RECIPX:
5255                         radius *= 2;
5256                         VectorScale(color, (1.0f / 16.0f), color);
5257                         break;
5258                 case LIGHTTYPE_RECIPXX:
5259                         radius *= 2;
5260                         VectorScale(color, (1.0f / 16.0f), color);
5261                         break;
5262                 default:
5263                 case LIGHTTYPE_NONE:
5264                         break;
5265                 case LIGHTTYPE_SUN:
5266                         break;
5267                 case LIGHTTYPE_MINUSXX:
5268                         break;
5269                 }
5270                 VectorAdd(origin, originhack, origin);
5271                 if (radius >= 1)
5272                         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);
5273         }
5274         if (entfiledata)
5275                 Mem_Free(entfiledata);
5276 }
5277
5278
5279 void R_Shadow_SetCursorLocationForView(void)
5280 {
5281         vec_t dist, push;
5282         vec3_t dest, endpos;
5283         trace_t trace;
5284         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5285         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5286         if (trace.fraction < 1)
5287         {
5288                 dist = trace.fraction * r_editlights_cursordistance.value;
5289                 push = r_editlights_cursorpushback.value;
5290                 if (push > dist)
5291                         push = dist;
5292                 push = -push;
5293                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5294                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5295         }
5296         else
5297         {
5298                 VectorClear( endpos );
5299         }
5300         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5301         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5302         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5303 }
5304
5305 void R_Shadow_UpdateWorldLightSelection(void)
5306 {
5307         if (r_editlights.integer)
5308         {
5309                 R_Shadow_SetCursorLocationForView();
5310                 R_Shadow_SelectLightInView();
5311         }
5312         else
5313                 R_Shadow_SelectLight(NULL);
5314 }
5315
5316 void R_Shadow_EditLights_Clear_f(void)
5317 {
5318         R_Shadow_ClearWorldLights();
5319 }
5320
5321 void R_Shadow_EditLights_Reload_f(void)
5322 {
5323         if (!cl.worldmodel)
5324                 return;
5325         strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5326         R_Shadow_ClearWorldLights();
5327         R_Shadow_LoadWorldLights();
5328         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5329         {
5330                 R_Shadow_LoadLightsFile();
5331                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5332                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5333         }
5334 }
5335
5336 void R_Shadow_EditLights_Save_f(void)
5337 {
5338         if (!cl.worldmodel)
5339                 return;
5340         R_Shadow_SaveWorldLights();
5341 }
5342
5343 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5344 {
5345         R_Shadow_ClearWorldLights();
5346         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5347 }
5348
5349 void R_Shadow_EditLights_ImportLightsFile_f(void)
5350 {
5351         R_Shadow_ClearWorldLights();
5352         R_Shadow_LoadLightsFile();
5353 }
5354
5355 void R_Shadow_EditLights_Spawn_f(void)
5356 {
5357         vec3_t color;
5358         if (!r_editlights.integer)
5359         {
5360                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5361                 return;
5362         }
5363         if (Cmd_Argc() != 1)
5364         {
5365                 Con_Print("r_editlights_spawn does not take parameters\n");
5366                 return;
5367         }
5368         color[0] = color[1] = color[2] = 1;
5369         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5370 }
5371
5372 void R_Shadow_EditLights_Edit_f(void)
5373 {
5374         vec3_t origin, angles, color;
5375         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5376         int style, shadows, flags, normalmode, realtimemode;
5377         char cubemapname[MAX_INPUTLINE];
5378         if (!r_editlights.integer)
5379         {
5380                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5381                 return;
5382         }
5383         if (!r_shadow_selectedlight)
5384         {
5385                 Con_Print("No selected light.\n");
5386                 return;
5387         }
5388         VectorCopy(r_shadow_selectedlight->origin, origin);
5389         VectorCopy(r_shadow_selectedlight->angles, angles);
5390         VectorCopy(r_shadow_selectedlight->color, color);
5391         radius = r_shadow_selectedlight->radius;
5392         style = r_shadow_selectedlight->style;
5393         if (r_shadow_selectedlight->cubemapname)
5394                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5395         else
5396                 cubemapname[0] = 0;
5397         shadows = r_shadow_selectedlight->shadow;
5398         corona = r_shadow_selectedlight->corona;
5399         coronasizescale = r_shadow_selectedlight->coronasizescale;
5400         ambientscale = r_shadow_selectedlight->ambientscale;
5401         diffusescale = r_shadow_selectedlight->diffusescale;
5402         specularscale = r_shadow_selectedlight->specularscale;
5403         flags = r_shadow_selectedlight->flags;
5404         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5405         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5406         if (!strcmp(Cmd_Argv(1), "origin"))
5407         {
5408                 if (Cmd_Argc() != 5)
5409                 {
5410                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5411                         return;
5412                 }
5413                 origin[0] = atof(Cmd_Argv(2));
5414                 origin[1] = atof(Cmd_Argv(3));
5415                 origin[2] = atof(Cmd_Argv(4));
5416         }
5417         else if (!strcmp(Cmd_Argv(1), "originx"))
5418         {
5419                 if (Cmd_Argc() != 3)
5420                 {
5421                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5422                         return;
5423                 }
5424                 origin[0] = atof(Cmd_Argv(2));
5425         }
5426         else if (!strcmp(Cmd_Argv(1), "originy"))
5427         {
5428                 if (Cmd_Argc() != 3)
5429                 {
5430                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5431                         return;
5432                 }
5433                 origin[1] = atof(Cmd_Argv(2));
5434         }
5435         else if (!strcmp(Cmd_Argv(1), "originz"))
5436         {
5437                 if (Cmd_Argc() != 3)
5438                 {
5439                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5440                         return;
5441                 }
5442                 origin[2] = atof(Cmd_Argv(2));
5443         }
5444         else if (!strcmp(Cmd_Argv(1), "move"))
5445         {
5446                 if (Cmd_Argc() != 5)
5447                 {
5448                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5449                         return;
5450                 }
5451                 origin[0] += atof(Cmd_Argv(2));
5452                 origin[1] += atof(Cmd_Argv(3));
5453                 origin[2] += atof(Cmd_Argv(4));
5454         }
5455         else if (!strcmp(Cmd_Argv(1), "movex"))
5456         {
5457                 if (Cmd_Argc() != 3)
5458                 {
5459                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5460                         return;
5461                 }
5462                 origin[0] += atof(Cmd_Argv(2));
5463         }
5464         else if (!strcmp(Cmd_Argv(1), "movey"))
5465         {
5466                 if (Cmd_Argc() != 3)
5467                 {
5468                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5469                         return;
5470                 }
5471                 origin[1] += atof(Cmd_Argv(2));
5472         }
5473         else if (!strcmp(Cmd_Argv(1), "movez"))
5474         {
5475                 if (Cmd_Argc() != 3)
5476                 {
5477                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5478                         return;
5479                 }
5480                 origin[2] += atof(Cmd_Argv(2));
5481         }
5482         else if (!strcmp(Cmd_Argv(1), "angles"))
5483         {
5484                 if (Cmd_Argc() != 5)
5485                 {
5486                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5487                         return;
5488                 }
5489                 angles[0] = atof(Cmd_Argv(2));
5490                 angles[1] = atof(Cmd_Argv(3));
5491                 angles[2] = atof(Cmd_Argv(4));
5492         }
5493         else if (!strcmp(Cmd_Argv(1), "anglesx"))
5494         {
5495                 if (Cmd_Argc() != 3)
5496                 {
5497                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5498                         return;
5499                 }
5500                 angles[0] = atof(Cmd_Argv(2));
5501         }
5502         else if (!strcmp(Cmd_Argv(1), "anglesy"))
5503         {
5504                 if (Cmd_Argc() != 3)
5505                 {
5506                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5507                         return;
5508                 }
5509                 angles[1] = atof(Cmd_Argv(2));
5510         }
5511         else if (!strcmp(Cmd_Argv(1), "anglesz"))
5512         {
5513                 if (Cmd_Argc() != 3)
5514                 {
5515                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5516                         return;
5517                 }
5518                 angles[2] = atof(Cmd_Argv(2));
5519         }
5520         else if (!strcmp(Cmd_Argv(1), "color"))
5521         {
5522                 if (Cmd_Argc() != 5)
5523                 {
5524                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5525                         return;
5526                 }
5527                 color[0] = atof(Cmd_Argv(2));
5528                 color[1] = atof(Cmd_Argv(3));
5529                 color[2] = atof(Cmd_Argv(4));
5530         }
5531         else if (!strcmp(Cmd_Argv(1), "radius"))
5532         {
5533                 if (Cmd_Argc() != 3)
5534                 {
5535                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5536                         return;
5537                 }
5538                 radius = atof(Cmd_Argv(2));
5539         }
5540         else if (!strcmp(Cmd_Argv(1), "colorscale"))
5541         {
5542                 if (Cmd_Argc() == 3)
5543                 {
5544                         double scale = atof(Cmd_Argv(2));
5545                         color[0] *= scale;
5546                         color[1] *= scale;
5547                         color[2] *= scale;
5548                 }
5549                 else
5550                 {
5551                         if (Cmd_Argc() != 5)
5552                         {
5553                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
5554                                 return;
5555                         }
5556                         color[0] *= atof(Cmd_Argv(2));
5557                         color[1] *= atof(Cmd_Argv(3));
5558                         color[2] *= atof(Cmd_Argv(4));
5559                 }
5560         }
5561         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5562         {
5563                 if (Cmd_Argc() != 3)
5564                 {
5565                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5566                         return;
5567                 }
5568                 radius *= atof(Cmd_Argv(2));
5569         }
5570         else if (!strcmp(Cmd_Argv(1), "style"))
5571         {
5572                 if (Cmd_Argc() != 3)
5573                 {
5574                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5575                         return;
5576                 }
5577                 style = atoi(Cmd_Argv(2));
5578         }
5579         else if (!strcmp(Cmd_Argv(1), "cubemap"))
5580         {
5581                 if (Cmd_Argc() > 3)
5582                 {
5583                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5584                         return;
5585                 }
5586                 if (Cmd_Argc() == 3)
5587                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5588                 else
5589                         cubemapname[0] = 0;
5590         }
5591         else if (!strcmp(Cmd_Argv(1), "shadows"))
5592         {
5593                 if (Cmd_Argc() != 3)
5594                 {
5595                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5596                         return;
5597                 }
5598                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5599         }
5600         else if (!strcmp(Cmd_Argv(1), "corona"))
5601         {
5602                 if (Cmd_Argc() != 3)
5603                 {
5604                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5605                         return;
5606                 }
5607                 corona = atof(Cmd_Argv(2));
5608         }
5609         else if (!strcmp(Cmd_Argv(1), "coronasize"))
5610         {
5611                 if (Cmd_Argc() != 3)
5612                 {
5613                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5614                         return;
5615                 }
5616                 coronasizescale = atof(Cmd_Argv(2));
5617         }
5618         else if (!strcmp(Cmd_Argv(1), "ambient"))
5619         {
5620                 if (Cmd_Argc() != 3)
5621                 {
5622                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5623                         return;
5624                 }
5625                 ambientscale = atof(Cmd_Argv(2));
5626         }
5627         else if (!strcmp(Cmd_Argv(1), "diffuse"))
5628         {
5629                 if (Cmd_Argc() != 3)
5630                 {
5631                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5632                         return;
5633                 }
5634                 diffusescale = atof(Cmd_Argv(2));
5635         }
5636         else if (!strcmp(Cmd_Argv(1), "specular"))
5637         {
5638                 if (Cmd_Argc() != 3)
5639                 {
5640                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5641                         return;
5642                 }
5643                 specularscale = atof(Cmd_Argv(2));
5644         }
5645         else if (!strcmp(Cmd_Argv(1), "normalmode"))
5646         {
5647                 if (Cmd_Argc() != 3)
5648                 {
5649                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5650                         return;
5651                 }
5652                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5653         }
5654         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5655         {
5656                 if (Cmd_Argc() != 3)
5657                 {
5658                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5659                         return;
5660                 }
5661                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5662         }
5663         else
5664         {
5665                 Con_Print("usage: r_editlights_edit [property] [value]\n");
5666                 Con_Print("Selected light's properties:\n");
5667                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5668                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5669                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5670                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
5671                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
5672                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
5673                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5674                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
5675                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
5676                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
5677                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
5678                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
5679                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5680                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5681                 return;
5682         }
5683         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5684         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5685 }
5686
5687 void R_Shadow_EditLights_EditAll_f(void)
5688 {
5689         size_t lightindex;
5690         dlight_t *light;
5691         size_t range;
5692
5693         if (!r_editlights.integer)
5694         {
5695                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5696                 return;
5697         }
5698
5699         // EditLights doesn't seem to have a "remove" command or something so:
5700         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5701         for (lightindex = 0;lightindex < range;lightindex++)
5702         {
5703                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5704                 if (!light)
5705                         continue;
5706                 R_Shadow_SelectLight(light);
5707                 R_Shadow_EditLights_Edit_f();
5708         }
5709 }
5710
5711 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5712 {
5713         int lightnumber, lightcount;
5714         size_t lightindex, range;
5715         dlight_t *light;
5716         float x, y;
5717         char temp[256];
5718         if (!r_editlights.integer)
5719                 return;
5720         x = vid_conwidth.value - 240;
5721         y = 5;
5722         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5723         lightnumber = -1;
5724         lightcount = 0;
5725         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5726         for (lightindex = 0;lightindex < range;lightindex++)
5727         {
5728                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5729                 if (!light)
5730                         continue;
5731                 if (light == r_shadow_selectedlight)
5732                         lightnumber = lightindex;
5733                 lightcount++;
5734         }
5735         dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5736         dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5737         y += 8;
5738         if (r_shadow_selectedlight == NULL)
5739                 return;
5740         dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5741         dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5742         dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5743         dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5744         dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5745         dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5746         dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5747         dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5748         dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5749         dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5750         dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5751         dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5752         dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5753         dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5754         dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5755 }
5756
5757 void R_Shadow_EditLights_ToggleShadow_f(void)
5758 {
5759         if (!r_editlights.integer)
5760         {
5761                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5762                 return;
5763         }
5764         if (!r_shadow_selectedlight)
5765         {
5766                 Con_Print("No selected light.\n");
5767                 return;
5768         }
5769         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);
5770 }
5771
5772 void R_Shadow_EditLights_ToggleCorona_f(void)
5773 {
5774         if (!r_editlights.integer)
5775         {
5776                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5777                 return;
5778         }
5779         if (!r_shadow_selectedlight)
5780         {
5781                 Con_Print("No selected light.\n");
5782                 return;
5783         }
5784         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);
5785 }
5786
5787 void R_Shadow_EditLights_Remove_f(void)
5788 {
5789         if (!r_editlights.integer)
5790         {
5791                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
5792                 return;
5793         }
5794         if (!r_shadow_selectedlight)
5795         {
5796                 Con_Print("No selected light.\n");
5797                 return;
5798         }
5799         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5800         r_shadow_selectedlight = NULL;
5801 }
5802
5803 void R_Shadow_EditLights_Help_f(void)
5804 {
5805         Con_Print(
5806 "Documentation on r_editlights system:\n"
5807 "Settings:\n"
5808 "r_editlights : enable/disable editing mode\n"
5809 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5810 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5811 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5812 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5813 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5814 "Commands:\n"
5815 "r_editlights_help : this help\n"
5816 "r_editlights_clear : remove all lights\n"
5817 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5818 "r_editlights_save : save to .rtlights file\n"
5819 "r_editlights_spawn : create a light with default settings\n"
5820 "r_editlights_edit command : edit selected light - more documentation below\n"
5821 "r_editlights_remove : remove selected light\n"
5822 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5823 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5824 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5825 "Edit commands:\n"
5826 "origin x y z : set light location\n"
5827 "originx x: set x component of light location\n"
5828 "originy y: set y component of light location\n"
5829 "originz z: set z component of light location\n"
5830 "move x y z : adjust light location\n"
5831 "movex x: adjust x component of light location\n"
5832 "movey y: adjust y component of light location\n"
5833 "movez z: adjust z component of light location\n"
5834 "angles x y z : set light angles\n"
5835 "anglesx x: set x component of light angles\n"
5836 "anglesy y: set y component of light angles\n"
5837 "anglesz z: set z component of light angles\n"
5838 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5839 "radius radius : set radius (size) of light\n"
5840 "colorscale grey : multiply color of light (1 does nothing)\n"
5841 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5842 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5843 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5844 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5845 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5846 "shadows 1/0 : turn on/off shadows\n"
5847 "corona n : set corona intensity\n"
5848 "coronasize n : set corona size (0-1)\n"
5849 "ambient n : set ambient intensity (0-1)\n"
5850 "diffuse n : set diffuse intensity (0-1)\n"
5851 "specular n : set specular intensity (0-1)\n"
5852 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5853 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5854 "<nothing> : print light properties to console\n"
5855         );
5856 }
5857
5858 void R_Shadow_EditLights_CopyInfo_f(void)
5859 {
5860         if (!r_editlights.integer)
5861         {
5862                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
5863                 return;
5864         }
5865         if (!r_shadow_selectedlight)
5866         {
5867                 Con_Print("No selected light.\n");
5868                 return;
5869         }
5870         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5871         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5872         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5873         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5874         if (r_shadow_selectedlight->cubemapname)
5875                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5876         else
5877                 r_shadow_bufferlight.cubemapname[0] = 0;
5878         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5879         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5880         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5881         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5882         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5883         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5884         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5885 }
5886
5887 void R_Shadow_EditLights_PasteInfo_f(void)
5888 {
5889         if (!r_editlights.integer)
5890         {
5891                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
5892                 return;
5893         }
5894         if (!r_shadow_selectedlight)
5895         {
5896                 Con_Print("No selected light.\n");
5897                 return;
5898         }
5899         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);
5900 }
5901
5902 void R_Shadow_EditLights_Init(void)
5903 {
5904         Cvar_RegisterVariable(&r_editlights);
5905         Cvar_RegisterVariable(&r_editlights_cursordistance);
5906         Cvar_RegisterVariable(&r_editlights_cursorpushback);
5907         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5908         Cvar_RegisterVariable(&r_editlights_cursorgrid);
5909         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5910         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5911         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5912         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
5913         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5914         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5915         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5916         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
5917         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5918         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5919         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5920         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5921         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5922         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5923         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
5924 }
5925
5926
5927
5928 /*
5929 =============================================================================
5930
5931 LIGHT SAMPLING
5932
5933 =============================================================================
5934 */
5935
5936 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5937 {
5938         VectorClear(diffusecolor);
5939         VectorClear(diffusenormal);
5940
5941         if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5942         {
5943                 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
5944                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5945         }
5946         else
5947                 VectorSet(ambientcolor, 1, 1, 1);
5948
5949         if (dynamic)
5950         {
5951                 int i;
5952                 float f, v[3];
5953                 rtlight_t *light;
5954                 for (i = 0;i < r_refdef.scene.numlights;i++)
5955                 {
5956                         light = r_refdef.scene.lights[i];
5957                         Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5958                         f = 1 - VectorLength2(v);
5959                         if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5960                                 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
5961                 }
5962         }
5963 }