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fix permutation failed warning to print the right thing
[divverent/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is rendered using Carmack's Reverse technique, in which backfaces behind
11 zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail)
12 decrement the stencil, the result is a stencil value of zero where shadows
13 did not intersect the visible geometry, suitable as a stencil mask for
14 rendering lighting everywhere but shadow.
15
16 In our case we use a biased stencil clear of 128 to avoid requiring the
17 stencil wrap extension (but probably should support it), and to address
18 Creative's patent on this sort of technology we also draw the frontfaces
19 first, and backfaces second (decrement, increment).
20
21 Patent warning:
22 This algorithm may be covered by Creative's patent (US Patent #6384822)
23 on Carmack's Reverse paper (which I have not read), however that patent
24 seems to be about drawing a stencil shadow from a model in an otherwise
25 unshadowed scene, where as realtime lighting technology draws light where
26 shadows do not lie.
27
28
29
30 Terminology: Stencil Light Volume (sometimes called Light Volumes)
31 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
32 areas in shadow it contanis the areas in light, this can only be built
33 quickly for certain limited cases (such as portal visibility from a point),
34 but is quite useful for some effects (sunlight coming from sky polygons is
35 one possible example, translucent occluders is another example).
36
37
38
39 Terminology: Optimized Stencil Shadow Volume
40 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
41 no duplicate coverage of areas (no need to shadow an area twice), often this
42 greatly improves performance but is an operation too costly to use on moving
43 lights (however completely optimal Stencil Light Volumes can be constructed
44 in some ideal cases).
45
46
47
48 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
49 Per pixel evaluation of lighting equations, at a bare minimum this involves
50 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
51 vector and surface normal, using a texture of the surface bumps, called a
52 NormalMap) if supported by hardware; in our case there is support for cards
53 which are incapable of DOT3, the quality is quite poor however.  Additionally
54 it is desirable to have specular evaluation per pixel, per vertex
55 normalization of specular halfangle vectors causes noticable distortion but
56 is unavoidable on hardware without GL_ARB_fragment_program.
57
58
59
60 Terminology: Normalization CubeMap
61 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
62 encoded as RGB colors) for any possible direction, this technique allows per
63 pixel calculation of incidence vector for per pixel lighting purposes, which
64 would not otherwise be possible per pixel without GL_ARB_fragment_program.
65
66
67
68 Terminology: 2D Attenuation Texturing
69 A very crude approximation of light attenuation with distance which results
70 in cylindrical light shapes which fade vertically as a streak (some games
71 such as Doom3 allow this to be rotated to be less noticable in specific
72 cases), the technique is simply modulating lighting by two 2D textures (which
73 can be the same) on different axes of projection (XY and Z, typically), this
74 is the best technique available without 3D Attenuation Texturing or
75 GL_ARB_fragment_program technology.
76
77
78
79 Terminology: 3D Attenuation Texturing
80 A slightly crude approximation of light attenuation with distance, its flaws
81 are limited radius and resolution (performance tradeoffs).
82
83
84
85 Terminology: 3D Attenuation-Normalization Texturing
86 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
87 vectors shorter the lighting becomes darker, a very effective optimization of
88 diffuse lighting if 3D Attenuation Textures are already used.
89
90
91
92 Terminology: Light Cubemap Filtering
93 A technique for modeling non-uniform light distribution according to
94 direction, for example projecting a stained glass window image onto a wall,
95 this is done by texturing the lighting with a cubemap.
96
97
98
99 Terminology: Light Projection Filtering
100 A technique for modeling shadowing of light passing through translucent
101 surfaces, allowing stained glass windows and other effects to be done more
102 elegantly than possible with Light Cubemap Filtering by applying an occluder
103 texture to the lighting combined with a stencil light volume to limit the lit
104 area (this allows evaluating multiple translucent occluders in a scene).
105
106
107
108 Terminology: Doom3 Lighting
109 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
110 CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by
111 the (currently upcoming) game Doom3.
112 */
113
114 #include "quakedef.h"
115 #include "r_shadow.h"
116 #include "cl_collision.h"
117 #include "portals.h"
118 #include "image.h"
119
120 extern void R_Shadow_EditLights_Init(void);
121
122 #define SHADOWSTAGE_NONE 0
123 #define SHADOWSTAGE_STENCIL 1
124 #define SHADOWSTAGE_LIGHT 2
125 #define SHADOWSTAGE_STENCILTWOSIDE 3
126
127 int r_shadowstage = SHADOWSTAGE_NONE;
128
129 mempool_t *r_shadow_mempool;
130
131 int maxshadowelements;
132 int *shadowelements;
133
134 int maxshadowmark;
135 int numshadowmark;
136 int *shadowmark;
137 int *shadowmarklist;
138 int shadowmarkcount;
139
140 int maxvertexupdate;
141 int *vertexupdate;
142 int *vertexremap;
143 int vertexupdatenum;
144
145 int r_shadow_buffer_numclusterpvsbytes;
146 qbyte *r_shadow_buffer_clusterpvs;
147 int *r_shadow_buffer_clusterlist;
148
149 int r_shadow_buffer_numsurfacepvsbytes;
150 qbyte *r_shadow_buffer_surfacepvs;
151 int *r_shadow_buffer_surfacelist;
152
153 rtexturepool_t *r_shadow_texturepool;
154 rtexture_t *r_shadow_normalcubetexture;
155 rtexture_t *r_shadow_attenuation2dtexture;
156 rtexture_t *r_shadow_attenuation3dtexture;
157 rtexture_t *r_shadow_blankbumptexture;
158 rtexture_t *r_shadow_blankglosstexture;
159 rtexture_t *r_shadow_blankwhitetexture;
160 rtexture_t *r_shadow_blankwhitecubetexture;
161 rtexture_t *r_shadow_blankblacktexture;
162
163 // lights are reloaded when this changes
164 char r_shadow_mapname[MAX_QPATH];
165
166 // used only for light filters (cubemaps)
167 rtexturepool_t *r_shadow_filters_texturepool;
168
169 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
170 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
171 cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
172 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
173 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
174 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
175 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
176 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
177 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
178 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
179 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
180 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
181 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
182 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"};
183 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
184 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
185 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
186 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
187 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
188 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
189 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
190 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
191 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
192 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
193 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
194 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
195 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
196 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"};
197 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"};
198 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
199 cvar_t r_editlights = {0, "r_editlights", "0"};
200 cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
201 cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
202 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
203 cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
204 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
205 cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
206 cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
207
208 float r_shadow_attenpower, r_shadow_attenscale;
209
210 rtlight_t *r_shadow_compilingrtlight;
211 dlight_t *r_shadow_worldlightchain;
212 dlight_t *r_shadow_selectedlight;
213 dlight_t r_shadow_bufferlight;
214 vec3_t r_editlights_cursorlocation;
215
216 rtexture_t *lighttextures[5];
217
218 extern int con_vislines;
219
220 typedef struct cubemapinfo_s
221 {
222         char basename[64];
223         rtexture_t *texture;
224 }
225 cubemapinfo_t;
226
227 #define MAX_CUBEMAPS 256
228 static int numcubemaps;
229 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
230
231 #define SHADERPERMUTATION_SPECULAR (1<<0)
232 #define SHADERPERMUTATION_FOG (1<<1)
233 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
234 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
235 #define SHADERPERMUTATION_COUNT (1<<4)
236
237 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
238
239 void R_Shadow_UncompileWorldLights(void);
240 void R_Shadow_ClearWorldLights(void);
241 void R_Shadow_SaveWorldLights(void);
242 void R_Shadow_LoadWorldLights(void);
243 void R_Shadow_LoadLightsFile(void);
244 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
245 void R_Shadow_EditLights_Reload_f(void);
246 void R_Shadow_ValidateCvars(void);
247 static void R_Shadow_MakeTextures(void);
248 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
249
250 const char *builtinshader_light_vert =
251 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
252 "// written by Forest 'LordHavoc' Hale\n"
253 "\n"
254 "uniform vec3 LightPosition;\n"
255 "\n"
256 "varying vec2 TexCoord;\n"
257 "varying vec3 CubeVector;\n"
258 "varying vec3 LightVector;\n"
259 "\n"
260 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
261 "uniform vec3 EyePosition;\n"
262 "varying vec3 EyeVector;\n"
263 "#endif\n"
264 "\n"
265 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
266 "\n"
267 "void main(void)\n"
268 "{\n"
269 "       // copy the surface texcoord\n"
270 "       TexCoord = gl_MultiTexCoord0.st;\n"
271 "\n"
272 "       // transform vertex position into light attenuation/cubemap space\n"
273 "       // (-1 to +1 across the light box)\n"
274 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
275 "\n"
276 "       // transform unnormalized light direction into tangent space\n"
277 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
278 "       //  normalize it per pixel)\n"
279 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
280 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
281 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
282 "       LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
283 "\n"
284 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
285 "       // transform unnormalized eye direction into tangent space\n"
286 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
287 "       EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
288 "       EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
289 "       EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
290 "#endif\n"
291 "\n"
292 "       // transform vertex to camera space, using ftransform to match non-VS\n"
293 "       // rendering\n"
294 "       gl_Position = ftransform();\n"
295 "}\n"
296 ;
297
298 const char *builtinshader_light_frag =
299 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
300 "// written by Forest 'LordHavoc' Hale\n"
301 "\n"
302 "uniform vec3 LightColor;\n"
303 "\n"
304 "#ifdef USEOFFSETMAPPING\n"
305 "uniform float OffsetMapping_Scale;\n"
306 "uniform float OffsetMapping_Bias;\n"
307 "#endif\n"
308 "#ifdef USESPECULAR\n"
309 "uniform float SpecularPower;\n"
310 "#endif\n"
311 "#ifdef USEFOG\n"
312 "uniform float FogRangeRecip;\n"
313 "#endif\n"
314 "uniform float AmbientScale;\n"
315 "uniform float DiffuseScale;\n"
316 "#ifdef USESPECULAR\n"
317 "uniform float SpecularScale;\n"
318 "#endif\n"
319 "\n"
320 "uniform sampler2D Texture_Normal;\n"
321 "uniform sampler2D Texture_Color;\n"
322 "#ifdef USESPECULAR\n"
323 "uniform sampler2D Texture_Gloss;\n"
324 "#endif\n"
325 "#ifdef USECUBEFILTER\n"
326 "uniform samplerCube Texture_Cube;\n"
327 "#endif\n"
328 "#ifdef USEFOG\n"
329 "uniform sampler2D Texture_FogMask;\n"
330 "#endif\n"
331 "\n"
332 "varying vec2 TexCoord;\n"
333 "varying vec3 CubeVector;\n"
334 "varying vec3 LightVector;\n"
335 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
336 "varying vec3 EyeVector;\n"
337 "#endif\n"
338 "\n"
339 "void main(void)\n"
340 "{\n"
341 "       // attenuation\n"
342 "       //\n"
343 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
344 "       // center and sharp falloff at the edge, this is about the most efficient\n"
345 "       // we can get away with as far as providing illumination.\n"
346 "       //\n"
347 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
348 "       // provide significant illumination, large = slow = pain.\n"
349 "       float colorscale = clamp(1.0 - dot(CubeVector, CubeVector), 0.0, 1.0);\n"
350 "\n"
351 "#ifdef USEFOG\n"
352 "       // apply fog\n"
353 "       colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
354 "#endif\n"
355 "\n"
356 "#ifdef USEOFFSETMAPPING\n"
357 "       vec2 OffsetVector = normalize(EyeVector).xy * vec2(-1, 1);\n"
358 "       vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
359 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
360 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
361 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
362 "#define TexCoord TexCoordOffset\n"
363 "#endif\n"
364 "\n"
365 "       // get the texels - with a blendmap we'd need to blend multiple here\n"
366 "       vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n"
367 "       vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n"
368 "#ifdef USESPECULAR\n"
369 "       vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n"
370 "#endif\n"
371 "\n"
372 "       // calculate shading\n"
373 "       vec3 diffusenormal = normalize(LightVector);\n"
374 "       vec3 color = colortexel * (AmbientScale + DiffuseScale * clamp(dot(surfacenormal, diffusenormal), 0.0, 1.0));\n"
375 "#ifdef USESPECULAR\n"
376 "       color += glosstexel * (SpecularScale * pow(clamp(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0, 1.0), SpecularPower));\n"
377 "#endif\n"
378 "\n"
379 "#ifdef USECUBEFILTER\n"
380 "       // apply light cubemap filter\n"
381 "       color *= vec3(textureCube(Texture_Cube, CubeVector));\n"
382 "#endif\n"
383 "\n"
384 "       // calculate fragment color\n"
385 "       gl_FragColor = vec4(LightColor * color * colorscale, 1);\n"
386 "}\n"
387 ;
388
389 void r_shadow_start(void)
390 {
391         int i;
392         // allocate vertex processing arrays
393         numcubemaps = 0;
394         r_shadow_normalcubetexture = NULL;
395         r_shadow_attenuation2dtexture = NULL;
396         r_shadow_attenuation3dtexture = NULL;
397         r_shadow_blankbumptexture = NULL;
398         r_shadow_blankglosstexture = NULL;
399         r_shadow_blankwhitetexture = NULL;
400         r_shadow_blankwhitecubetexture = NULL;
401         r_shadow_blankblacktexture = NULL;
402         r_shadow_texturepool = NULL;
403         r_shadow_filters_texturepool = NULL;
404         R_Shadow_ValidateCvars();
405         R_Shadow_MakeTextures();
406         maxshadowelements = 0;
407         shadowelements = NULL;
408         maxvertexupdate = 0;
409         vertexupdate = NULL;
410         vertexremap = NULL;
411         vertexupdatenum = 0;
412         maxshadowmark = 0;
413         numshadowmark = 0;
414         shadowmark = NULL;
415         shadowmarklist = NULL;
416         shadowmarkcount = 0;
417         r_shadow_buffer_numclusterpvsbytes = 0;
418         r_shadow_buffer_clusterpvs = NULL;
419         r_shadow_buffer_clusterlist = NULL;
420         r_shadow_buffer_numsurfacepvsbytes = 0;
421         r_shadow_buffer_surfacepvs = NULL;
422         r_shadow_buffer_surfacelist = NULL;
423         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
424                 r_shadow_program_light[i] = 0;
425         if (gl_support_fragment_shader)
426         {
427                 char *vertstring, *fragstring;
428                 int vertstrings_count;
429                 int fragstrings_count;
430                 const char *vertstrings_list[SHADERPERMUTATION_COUNT];
431                 const char *fragstrings_list[SHADERPERMUTATION_COUNT];
432                 vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false);
433                 fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false);
434                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
435                 {
436                         vertstrings_count = 0;
437                         fragstrings_count = 0;
438                         if (i & SHADERPERMUTATION_SPECULAR)
439                         {
440                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
441                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
442                         }
443                         if (i & SHADERPERMUTATION_FOG)
444                         {
445                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
446                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
447                         }
448                         if (i & SHADERPERMUTATION_CUBEFILTER)
449                         {
450                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
451                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
452                         }
453                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
454                         {
455                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
456                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
457                         }
458                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
459                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
460                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
461                         if (!r_shadow_program_light[i])
462                         {
463                                 Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light");
464                                 continue;
465                         }
466                         qglUseProgramObjectARB(r_shadow_program_light[i]);
467                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
468                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
469                         if (i & SHADERPERMUTATION_SPECULAR)
470                         {
471                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
472                         }
473                         if (i & SHADERPERMUTATION_CUBEFILTER)
474                         {
475                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
476                         }
477                         if (i & SHADERPERMUTATION_FOG)
478                         {
479                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
480                         }
481                 }
482                 qglUseProgramObjectARB(0);
483                 if (fragstring)
484                         Mem_Free(fragstring);
485                 if (vertstring)
486                         Mem_Free(vertstring);
487         }
488 }
489
490 void r_shadow_shutdown(void)
491 {
492         int i;
493         R_Shadow_UncompileWorldLights();
494         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
495         {
496                 if (r_shadow_program_light[i])
497                 {
498                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
499                         r_shadow_program_light[i] = 0;
500                 }
501         }
502         numcubemaps = 0;
503         r_shadow_normalcubetexture = NULL;
504         r_shadow_attenuation2dtexture = NULL;
505         r_shadow_attenuation3dtexture = NULL;
506         r_shadow_blankbumptexture = NULL;
507         r_shadow_blankglosstexture = NULL;
508         r_shadow_blankwhitetexture = NULL;
509         r_shadow_blankwhitecubetexture = NULL;
510         r_shadow_blankblacktexture = NULL;
511         R_FreeTexturePool(&r_shadow_texturepool);
512         R_FreeTexturePool(&r_shadow_filters_texturepool);
513         maxshadowelements = 0;
514         if (shadowelements)
515                 Mem_Free(shadowelements);
516         shadowelements = NULL;
517         maxvertexupdate = 0;
518         if (vertexupdate)
519                 Mem_Free(vertexupdate);
520         vertexupdate = NULL;
521         if (vertexremap)
522                 Mem_Free(vertexremap);
523         vertexremap = NULL;
524         vertexupdatenum = 0;
525         maxshadowmark = 0;
526         numshadowmark = 0;
527         if (shadowmark)
528                 Mem_Free(shadowmark);
529         shadowmark = NULL;
530         if (shadowmarklist)
531                 Mem_Free(shadowmarklist);
532         shadowmarklist = NULL;
533         shadowmarkcount = 0;
534         r_shadow_buffer_numclusterpvsbytes = 0;
535         if (r_shadow_buffer_clusterpvs)
536                 Mem_Free(r_shadow_buffer_clusterpvs);
537         r_shadow_buffer_clusterpvs = NULL;
538         if (r_shadow_buffer_clusterlist)
539                 Mem_Free(r_shadow_buffer_clusterlist);
540         r_shadow_buffer_clusterlist = NULL;
541         r_shadow_buffer_numsurfacepvsbytes = 0;
542         if (r_shadow_buffer_surfacepvs)
543                 Mem_Free(r_shadow_buffer_surfacepvs);
544         r_shadow_buffer_surfacepvs = NULL;
545         if (r_shadow_buffer_surfacelist)
546                 Mem_Free(r_shadow_buffer_surfacelist);
547         r_shadow_buffer_surfacelist = NULL;
548 }
549
550 void r_shadow_newmap(void)
551 {
552 }
553
554 void R_Shadow_Help_f(void)
555 {
556         Con_Printf(
557 "Documentation on r_shadow system:\n"
558 "Settings:\n"
559 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
560 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
561 "r_shadow_debuglight : render only this light number (-1 = all)\n"
562 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
563 "r_shadow_gloss2intensity : brightness of forced gloss\n"
564 "r_shadow_glossintensity : brightness of textured gloss\n"
565 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
566 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
567 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
568 "r_shadow_portallight : use portal visibility for static light precomputation\n"
569 "r_shadow_projectdistance : shadow volume projection distance\n"
570 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
571 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
572 "r_shadow_realtime_world : use high quality world lighting mode\n"
573 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
574 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
575 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
576 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
577 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
578 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
579 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
580 "r_shadow_scissor : use scissor optimization\n"
581 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
582 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
583 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
584 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
585 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
586 "Commands:\n"
587 "r_shadow_help : this help\n"
588         );
589 }
590
591 void R_Shadow_Init(void)
592 {
593         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
594         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
595         Cvar_RegisterVariable(&r_shadow_cull);
596         Cvar_RegisterVariable(&r_shadow_debuglight);
597         Cvar_RegisterVariable(&r_shadow_gloss);
598         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
599         Cvar_RegisterVariable(&r_shadow_glossintensity);
600         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
601         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
602         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
603         Cvar_RegisterVariable(&r_shadow_portallight);
604         Cvar_RegisterVariable(&r_shadow_projectdistance);
605         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
606         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
607         Cvar_RegisterVariable(&r_shadow_realtime_world);
608         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
609         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
610         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
611         Cvar_RegisterVariable(&r_shadow_scissor);
612         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
613         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
614         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
615         Cvar_RegisterVariable(&r_shadow_staticworldlights);
616         Cvar_RegisterVariable(&r_shadow_texture3d);
617         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
618         Cvar_RegisterVariable(&r_shadow_glsl);
619         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
620         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
621         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
622         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
623         if (gamemode == GAME_TENEBRAE)
624         {
625                 Cvar_SetValue("r_shadow_gloss", 2);
626                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
627         }
628         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
629         R_Shadow_EditLights_Init();
630         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
631         r_shadow_worldlightchain = NULL;
632         maxshadowelements = 0;
633         shadowelements = NULL;
634         maxvertexupdate = 0;
635         vertexupdate = NULL;
636         vertexremap = NULL;
637         vertexupdatenum = 0;
638         maxshadowmark = 0;
639         numshadowmark = 0;
640         shadowmark = NULL;
641         shadowmarklist = NULL;
642         shadowmarkcount = 0;
643         r_shadow_buffer_numclusterpvsbytes = 0;
644         r_shadow_buffer_clusterpvs = NULL;
645         r_shadow_buffer_clusterlist = NULL;
646         r_shadow_buffer_numsurfacepvsbytes = 0;
647         r_shadow_buffer_surfacepvs = NULL;
648         r_shadow_buffer_surfacelist = NULL;
649         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
650 }
651
652 matrix4x4_t matrix_attenuationxyz =
653 {
654         {
655                 {0.5, 0.0, 0.0, 0.5},
656                 {0.0, 0.5, 0.0, 0.5},
657                 {0.0, 0.0, 0.5, 0.5},
658                 {0.0, 0.0, 0.0, 1.0}
659         }
660 };
661
662 matrix4x4_t matrix_attenuationz =
663 {
664         {
665                 {0.0, 0.0, 0.5, 0.5},
666                 {0.0, 0.0, 0.0, 0.5},
667                 {0.0, 0.0, 0.0, 0.5},
668                 {0.0, 0.0, 0.0, 1.0}
669         }
670 };
671
672 int *R_Shadow_ResizeShadowElements(int numtris)
673 {
674         // make sure shadowelements is big enough for this volume
675         if (maxshadowelements < numtris * 24)
676         {
677                 maxshadowelements = numtris * 24;
678                 if (shadowelements)
679                         Mem_Free(shadowelements);
680                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
681         }
682         return shadowelements;
683 }
684
685 void R_Shadow_EnlargeClusterBuffer(int numclusters)
686 {
687         int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
688         if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
689         {
690                 if (r_shadow_buffer_clusterpvs)
691                         Mem_Free(r_shadow_buffer_clusterpvs);
692                 if (r_shadow_buffer_clusterlist)
693                         Mem_Free(r_shadow_buffer_clusterlist);
694                 r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes;
695                 r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes);
696                 r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist));
697         }
698 }
699
700 void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
701 {
702         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
703         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
704         {
705                 if (r_shadow_buffer_surfacepvs)
706                         Mem_Free(r_shadow_buffer_surfacepvs);
707                 if (r_shadow_buffer_surfacelist)
708                         Mem_Free(r_shadow_buffer_surfacelist);
709                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
710                 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
711                 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
712         }
713 }
714
715 void R_Shadow_PrepareShadowMark(int numtris)
716 {
717         // make sure shadowmark is big enough for this volume
718         if (maxshadowmark < numtris)
719         {
720                 maxshadowmark = numtris;
721                 if (shadowmark)
722                         Mem_Free(shadowmark);
723                 if (shadowmarklist)
724                         Mem_Free(shadowmarklist);
725                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
726                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
727                 shadowmarkcount = 0;
728         }
729         shadowmarkcount++;
730         // if shadowmarkcount wrapped we clear the array and adjust accordingly
731         if (shadowmarkcount == 0)
732         {
733                 shadowmarkcount = 1;
734                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
735         }
736         numshadowmark = 0;
737 }
738
739 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
740 {
741         int i, j, tris = 0, vr[3], t, outvertices = 0;
742         float f, temp[3];
743         const int *e, *n;
744         const float *v;
745
746         if (maxvertexupdate < innumvertices)
747         {
748                 maxvertexupdate = innumvertices;
749                 if (vertexupdate)
750                         Mem_Free(vertexupdate);
751                 if (vertexremap)
752                         Mem_Free(vertexremap);
753                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
754                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
755                 vertexupdatenum = 0;
756         }
757         vertexupdatenum++;
758         if (vertexupdatenum == 0)
759         {
760                 vertexupdatenum = 1;
761                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
762                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
763         }
764
765         for (i = 0;i < numshadowmarktris;i++)
766                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
767
768         for (i = 0;i < numshadowmarktris;i++)
769         {
770                 t = shadowmarktris[i];
771                 e = inelement3i + t * 3;
772                 // make sure the vertices are created
773                 for (j = 0;j < 3;j++)
774                 {
775                         if (vertexupdate[e[j]] != vertexupdatenum)
776                         {
777                                 vertexupdate[e[j]] = vertexupdatenum;
778                                 vertexremap[e[j]] = outvertices;
779                                 v = invertex3f + e[j] * 3;
780                                 // project one copy of the vertex to the sphere radius of the light
781                                 // (FIXME: would projecting it to the light box be better?)
782                                 VectorSubtract(v, projectorigin, temp);
783                                 f = projectdistance / VectorLength(temp);
784                                 VectorCopy(v, outvertex3f);
785                                 VectorMA(projectorigin, f, temp, (outvertex3f + 3));
786                                 outvertex3f += 6;
787                                 outvertices += 2;
788                         }
789                 }
790         }
791
792         for (i = 0;i < numshadowmarktris;i++)
793         {
794                 t = shadowmarktris[i];
795                 e = inelement3i + t * 3;
796                 n = inneighbor3i + t * 3;
797                 // output the front and back triangles
798                 outelement3i[0] = vertexremap[e[0]];
799                 outelement3i[1] = vertexremap[e[1]];
800                 outelement3i[2] = vertexremap[e[2]];
801                 outelement3i[3] = vertexremap[e[2]] + 1;
802                 outelement3i[4] = vertexremap[e[1]] + 1;
803                 outelement3i[5] = vertexremap[e[0]] + 1;
804                 outelement3i += 6;
805                 tris += 2;
806                 // output the sides (facing outward from this triangle)
807                 if (shadowmark[n[0]] != shadowmarkcount)
808                 {
809                         vr[0] = vertexremap[e[0]];
810                         vr[1] = vertexremap[e[1]];
811                         outelement3i[0] = vr[1];
812                         outelement3i[1] = vr[0];
813                         outelement3i[2] = vr[0] + 1;
814                         outelement3i[3] = vr[1];
815                         outelement3i[4] = vr[0] + 1;
816                         outelement3i[5] = vr[1] + 1;
817                         outelement3i += 6;
818                         tris += 2;
819                 }
820                 if (shadowmark[n[1]] != shadowmarkcount)
821                 {
822                         vr[1] = vertexremap[e[1]];
823                         vr[2] = vertexremap[e[2]];
824                         outelement3i[0] = vr[2];
825                         outelement3i[1] = vr[1];
826                         outelement3i[2] = vr[1] + 1;
827                         outelement3i[3] = vr[2];
828                         outelement3i[4] = vr[1] + 1;
829                         outelement3i[5] = vr[2] + 1;
830                         outelement3i += 6;
831                         tris += 2;
832                 }
833                 if (shadowmark[n[2]] != shadowmarkcount)
834                 {
835                         vr[0] = vertexremap[e[0]];
836                         vr[2] = vertexremap[e[2]];
837                         outelement3i[0] = vr[0];
838                         outelement3i[1] = vr[2];
839                         outelement3i[2] = vr[2] + 1;
840                         outelement3i[3] = vr[0];
841                         outelement3i[4] = vr[2] + 1;
842                         outelement3i[5] = vr[0] + 1;
843                         outelement3i += 6;
844                         tris += 2;
845                 }
846         }
847         if (outnumvertices)
848                 *outnumvertices = outvertices;
849         return tris;
850 }
851
852 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
853 {
854         int tris, outverts;
855         if (projectdistance < 0.1)
856         {
857                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
858                 return;
859         }
860         if (!numverts || !nummarktris)
861                 return;
862         // make sure shadowelements is big enough for this volume
863         if (maxshadowelements < nummarktris * 24)
864                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
865         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
866         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
867 }
868
869 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, vec3_t lightmins, vec3_t lightmaxs, vec3_t surfacemins, vec3_t surfacemaxs)
870 {
871         int t, tend;
872         const int *e;
873         const float *v[3];
874         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
875                 return;
876         tend = firsttriangle + numtris;
877         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
878          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
879          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
880         {
881                 // surface box entirely inside light box, no box cull
882                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
883                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
884                                 shadowmarklist[numshadowmark++] = t;
885         }
886         else
887         {
888                 // surface box not entirely inside light box, cull each triangle
889                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
890                 {
891                         v[0] = invertex3f + e[0] * 3;
892                         v[1] = invertex3f + e[1] * 3;
893                         v[2] = invertex3f + e[2] * 3;
894                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
895                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
896                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
897                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
898                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
899                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
900                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
901                                 shadowmarklist[numshadowmark++] = t;
902                 }
903         }
904 }
905
906 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
907 {
908         rmeshstate_t m;
909         if (r_shadow_compilingrtlight)
910         {
911                 // if we're compiling an rtlight, capture the mesh
912                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
913                 return;
914         }
915         memset(&m, 0, sizeof(m));
916         m.pointer_vertex = vertex3f;
917         R_Mesh_State(&m);
918         GL_LockArrays(0, numvertices);
919         if (r_shadowstage == SHADOWSTAGE_STENCIL)
920         {
921                 // increment stencil if backface is behind depthbuffer
922                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
923                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
924                 R_Mesh_Draw(numvertices, numtriangles, element3i);
925                 c_rt_shadowmeshes++;
926                 c_rt_shadowtris += numtriangles;
927                 // decrement stencil if frontface is behind depthbuffer
928                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
929                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
930         }
931         R_Mesh_Draw(numvertices, numtriangles, element3i);
932         c_rt_shadowmeshes++;
933         c_rt_shadowtris += numtriangles;
934         GL_LockArrays(0, 0);
935 }
936
937 static void R_Shadow_MakeTextures(void)
938 {
939         int x, y, z, d, side;
940         float v[3], s, t, intensity;
941         qbyte *data;
942         R_FreeTexturePool(&r_shadow_texturepool);
943         r_shadow_texturepool = R_AllocTexturePool();
944         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
945         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
946 #define NORMSIZE 64
947 #define ATTEN2DSIZE 64
948 #define ATTEN3DSIZE 32
949         data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
950         data[0] = 128; // normal X
951         data[1] = 128; // normal Y
952         data[2] = 255; // normal Z
953         data[3] = 128; // height
954         r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
955         data[0] = 255;
956         data[1] = 255;
957         data[2] = 255;
958         data[3] = 255;
959         r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
960         data[0] = 255;
961         data[1] = 255;
962         data[2] = 255;
963         data[3] = 255;
964         r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
965         data[0] = 0;
966         data[1] = 0;
967         data[2] = 0;
968         data[3] = 255;
969         r_shadow_blankblacktexture = R_LoadTexture2D(r_shadow_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
970         r_shadow_blankwhitecubetexture = NULL;
971         r_shadow_normalcubetexture = NULL;
972         if (gl_texturecubemap)
973         {
974                 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
975                 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
976                 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
977                 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
978                 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
979                 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
980                 r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
981                 for (side = 0;side < 6;side++)
982                 {
983                         for (y = 0;y < NORMSIZE;y++)
984                         {
985                                 for (x = 0;x < NORMSIZE;x++)
986                                 {
987                                         s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
988                                         t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
989                                         switch(side)
990                                         {
991                                         case 0:
992                                                 v[0] = 1;
993                                                 v[1] = -t;
994                                                 v[2] = -s;
995                                                 break;
996                                         case 1:
997                                                 v[0] = -1;
998                                                 v[1] = -t;
999                                                 v[2] = s;
1000                                                 break;
1001                                         case 2:
1002                                                 v[0] = s;
1003                                                 v[1] = 1;
1004                                                 v[2] = t;
1005                                                 break;
1006                                         case 3:
1007                                                 v[0] = s;
1008                                                 v[1] = -1;
1009                                                 v[2] = -t;
1010                                                 break;
1011                                         case 4:
1012                                                 v[0] = s;
1013                                                 v[1] = -t;
1014                                                 v[2] = 1;
1015                                                 break;
1016                                         case 5:
1017                                                 v[0] = -s;
1018                                                 v[1] = -t;
1019                                                 v[2] = -1;
1020                                                 break;
1021                                         }
1022                                         intensity = 127.0f / sqrt(DotProduct(v, v));
1023                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
1024                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
1025                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
1026                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
1027                                 }
1028                         }
1029                 }
1030                 r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
1031         }
1032         for (y = 0;y < ATTEN2DSIZE;y++)
1033         {
1034                 for (x = 0;x < ATTEN2DSIZE;x++)
1035                 {
1036                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1037                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1038                         v[2] = 0;
1039                         intensity = 1.0f - sqrt(DotProduct(v, v));
1040                         if (intensity > 0)
1041                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1042                         d = bound(0, intensity, 255);
1043                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1044                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1045                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1046                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1047                 }
1048         }
1049         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1050         if (r_shadow_texture3d.integer)
1051         {
1052                 for (z = 0;z < ATTEN3DSIZE;z++)
1053                 {
1054                         for (y = 0;y < ATTEN3DSIZE;y++)
1055                         {
1056                                 for (x = 0;x < ATTEN3DSIZE;x++)
1057                                 {
1058                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1059                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1060                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1061                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1062                                         if (intensity > 0)
1063                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1064                                         d = bound(0, intensity, 255);
1065                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1066                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1067                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1068                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1069                                 }
1070                         }
1071                 }
1072                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1073         }
1074         Mem_Free(data);
1075 }
1076
1077 void R_Shadow_ValidateCvars(void)
1078 {
1079         if (r_shadow_texture3d.integer && !gl_texture3d)
1080                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1081         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1082                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1083 }
1084
1085 void R_Shadow_Stage_Begin(void)
1086 {
1087         rmeshstate_t m;
1088
1089         R_Shadow_ValidateCvars();
1090
1091         if (!r_shadow_attenuation2dtexture
1092          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1093          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1094          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1095                 R_Shadow_MakeTextures();
1096
1097         memset(&m, 0, sizeof(m));
1098         GL_BlendFunc(GL_ONE, GL_ZERO);
1099         GL_DepthMask(false);
1100         GL_DepthTest(true);
1101         R_Mesh_State(&m);
1102         GL_Color(0, 0, 0, 1);
1103         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1104         qglEnable(GL_CULL_FACE);
1105         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1106         r_shadowstage = SHADOWSTAGE_NONE;
1107 }
1108
1109 void R_Shadow_Stage_ShadowVolumes(void)
1110 {
1111         rmeshstate_t m;
1112         memset(&m, 0, sizeof(m));
1113         R_Mesh_State(&m);
1114         GL_Color(1, 1, 1, 1);
1115         GL_ColorMask(0, 0, 0, 0);
1116         GL_BlendFunc(GL_ONE, GL_ZERO);
1117         GL_DepthMask(false);
1118         GL_DepthTest(true);
1119         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1120         //if (r_shadow_shadow_polygonoffset.value != 0)
1121         //{
1122         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1123         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1124         //}
1125         //else
1126         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1127         qglDepthFunc(GL_LESS);
1128         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1129         qglEnable(GL_STENCIL_TEST);
1130         qglStencilFunc(GL_ALWAYS, 128, ~0);
1131         if (gl_ext_stenciltwoside.integer)
1132         {
1133                 r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
1134                 qglDisable(GL_CULL_FACE);
1135                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1136                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1137                 qglStencilMask(~0);
1138                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1139                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1140                 qglStencilMask(~0);
1141                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1142         }
1143         else
1144         {
1145                 r_shadowstage = SHADOWSTAGE_STENCIL;
1146                 qglEnable(GL_CULL_FACE);
1147                 qglStencilMask(~0);
1148                 // this is changed by every shadow render so its value here is unimportant
1149                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1150         }
1151         GL_Clear(GL_STENCIL_BUFFER_BIT);
1152         c_rt_clears++;
1153         // LordHavoc note: many shadow volumes reside entirely inside the world
1154         // (that is to say they are entirely bounded by their lit surfaces),
1155         // which can be optimized by handling things as an inverted light volume,
1156         // with the shadow boundaries of the world being simulated by an altered
1157         // (129) bias to stencil clearing on such lights
1158         // FIXME: generate inverted light volumes for use as shadow volumes and
1159         // optimize for them as noted above
1160 }
1161
1162 void R_Shadow_Stage_Light(int shadowtest)
1163 {
1164         rmeshstate_t m;
1165         memset(&m, 0, sizeof(m));
1166         R_Mesh_State(&m);
1167         GL_BlendFunc(GL_ONE, GL_ONE);
1168         GL_DepthMask(false);
1169         GL_DepthTest(true);
1170         qglPolygonOffset(0, 0);
1171         //qglDisable(GL_POLYGON_OFFSET_FILL);
1172         GL_Color(1, 1, 1, 1);
1173         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1174         qglDepthFunc(GL_EQUAL);
1175         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1176         qglEnable(GL_CULL_FACE);
1177         if (shadowtest)
1178                 qglEnable(GL_STENCIL_TEST);
1179         else
1180                 qglDisable(GL_STENCIL_TEST);
1181         if (gl_support_stenciltwoside)
1182                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1183         qglStencilMask(~0);
1184         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1185         // only draw light where this geometry was already rendered AND the
1186         // stencil is 128 (values other than this mean shadow)
1187         qglStencilFunc(GL_EQUAL, 128, ~0);
1188         r_shadowstage = SHADOWSTAGE_LIGHT;
1189         c_rt_lights++;
1190 }
1191
1192 void R_Shadow_Stage_End(void)
1193 {
1194         rmeshstate_t m;
1195         memset(&m, 0, sizeof(m));
1196         R_Mesh_State(&m);
1197         GL_BlendFunc(GL_ONE, GL_ZERO);
1198         GL_DepthMask(true);
1199         GL_DepthTest(true);
1200         qglPolygonOffset(0, 0);
1201         //qglDisable(GL_POLYGON_OFFSET_FILL);
1202         GL_Color(1, 1, 1, 1);
1203         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1204         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1205         qglDepthFunc(GL_LEQUAL);
1206         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1207         qglDisable(GL_STENCIL_TEST);
1208         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1209         if (gl_support_stenciltwoside)
1210                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1211         qglStencilMask(~0);
1212         qglStencilFunc(GL_ALWAYS, 128, ~0);
1213         r_shadowstage = SHADOWSTAGE_NONE;
1214 }
1215
1216 int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1217 {
1218         int i, ix1, iy1, ix2, iy2;
1219         float x1, y1, x2, y2, x, y, f;
1220         vec3_t smins, smaxs;
1221         vec4_t v, v2;
1222         if (!r_shadow_scissor.integer)
1223                 return false;
1224         // if view is inside the box, just say yes it's visible
1225         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1226         {
1227                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1228                 return false;
1229         }
1230         for (i = 0;i < 3;i++)
1231         {
1232                 if (r_viewforward[i] >= 0)
1233                 {
1234                         v[i] = mins[i];
1235                         v2[i] = maxs[i];
1236                 }
1237                 else
1238                 {
1239                         v[i] = maxs[i];
1240                         v2[i] = mins[i];
1241                 }
1242         }
1243         f = DotProduct(r_viewforward, r_vieworigin) + 1;
1244         if (DotProduct(r_viewforward, v2) <= f)
1245         {
1246                 // entirely behind nearclip plane
1247                 return true;
1248         }
1249         if (DotProduct(r_viewforward, v) >= f)
1250         {
1251                 // entirely infront of nearclip plane
1252                 x1 = y1 = x2 = y2 = 0;
1253                 for (i = 0;i < 8;i++)
1254                 {
1255                         v[0] = (i & 1) ? mins[0] : maxs[0];
1256                         v[1] = (i & 2) ? mins[1] : maxs[1];
1257                         v[2] = (i & 4) ? mins[2] : maxs[2];
1258                         v[3] = 1.0f;
1259                         GL_TransformToScreen(v, v2);
1260                         //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]);
1261                         x = v2[0];
1262                         y = v2[1];
1263                         if (i)
1264                         {
1265                                 if (x1 > x) x1 = x;
1266                                 if (x2 < x) x2 = x;
1267                                 if (y1 > y) y1 = y;
1268                                 if (y2 < y) y2 = y;
1269                         }
1270                         else
1271                         {
1272                                 x1 = x2 = x;
1273                                 y1 = y2 = y;
1274                         }
1275                 }
1276         }
1277         else
1278         {
1279                 // clipped by nearclip plane
1280                 // this is nasty and crude...
1281                 // create viewspace bbox
1282                 for (i = 0;i < 8;i++)
1283                 {
1284                         v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0];
1285                         v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1];
1286                         v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2];
1287                         v2[0] = -DotProduct(v, r_viewleft);
1288                         v2[1] = DotProduct(v, r_viewup);
1289                         v2[2] = DotProduct(v, r_viewforward);
1290                         if (i)
1291                         {
1292                                 if (smins[0] > v2[0]) smins[0] = v2[0];
1293                                 if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
1294                                 if (smins[1] > v2[1]) smins[1] = v2[1];
1295                                 if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
1296                                 if (smins[2] > v2[2]) smins[2] = v2[2];
1297                                 if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
1298                         }
1299                         else
1300                         {
1301                                 smins[0] = smaxs[0] = v2[0];
1302                                 smins[1] = smaxs[1] = v2[1];
1303                                 smins[2] = smaxs[2] = v2[2];
1304                         }
1305                 }
1306                 // now we have a bbox in viewspace
1307                 // clip it to the view plane
1308                 if (smins[2] < 1)
1309                         smins[2] = 1;
1310                 // return true if that culled the box
1311                 if (smins[2] >= smaxs[2])
1312                         return true;
1313                 // ok some of it is infront of the view, transform each corner back to
1314                 // worldspace and then to screenspace and make screen rect
1315                 // initialize these variables just to avoid compiler warnings
1316                 x1 = y1 = x2 = y2 = 0;
1317                 for (i = 0;i < 8;i++)
1318                 {
1319                         v2[0] = (i & 1) ? smins[0] : smaxs[0];
1320                         v2[1] = (i & 2) ? smins[1] : smaxs[1];
1321                         v2[2] = (i & 4) ? smins[2] : smaxs[2];
1322                         v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0];
1323                         v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1];
1324                         v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2];
1325                         v[3] = 1.0f;
1326                         GL_TransformToScreen(v, v2);
1327                         //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]);
1328                         x = v2[0];
1329                         y = v2[1];
1330                         if (i)
1331                         {
1332                                 if (x1 > x) x1 = x;
1333                                 if (x2 < x) x2 = x;
1334                                 if (y1 > y) y1 = y;
1335                                 if (y2 < y) y2 = y;
1336                         }
1337                         else
1338                         {
1339                                 x1 = x2 = x;
1340                                 y1 = y2 = y;
1341                         }
1342                 }
1343                 /*
1344                 // this code doesn't handle boxes with any points behind view properly
1345                 x1 = 1000;x2 = -1000;
1346                 y1 = 1000;y2 = -1000;
1347                 for (i = 0;i < 8;i++)
1348                 {
1349                         v[0] = (i & 1) ? mins[0] : maxs[0];
1350                         v[1] = (i & 2) ? mins[1] : maxs[1];
1351                         v[2] = (i & 4) ? mins[2] : maxs[2];
1352                         v[3] = 1.0f;
1353                         GL_TransformToScreen(v, v2);
1354                         //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]);
1355                         if (v2[2] > 0)
1356                         {
1357                                 x = v2[0];
1358                                 y = v2[1];
1359
1360                                 if (x1 > x) x1 = x;
1361                                 if (x2 < x) x2 = x;
1362                                 if (y1 > y) y1 = y;
1363                                 if (y2 < y) y2 = y;
1364                         }
1365                 }
1366                 */
1367         }
1368         ix1 = x1 - 1.0f;
1369         iy1 = y1 - 1.0f;
1370         ix2 = x2 + 1.0f;
1371         iy2 = y2 + 1.0f;
1372         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1373         if (ix1 < r_view_x) ix1 = r_view_x;
1374         if (iy1 < r_view_y) iy1 = r_view_y;
1375         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1376         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1377         if (ix2 <= ix1 || iy2 <= iy1)
1378                 return true;
1379         // set up the scissor rectangle
1380         GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
1381         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1382         //qglEnable(GL_SCISSOR_TEST);
1383         c_rt_scissored++;
1384         return false;
1385 }
1386
1387 static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1388 {
1389         float *color4f = varray_color4f;
1390         float dist, dot, intensity, v[3], n[3];
1391         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1392         {
1393                 Matrix4x4_Transform(m, vertex3f, v);
1394                 if ((dist = DotProduct(v, v)) < 1)
1395                 {
1396                         Matrix4x4_Transform3x3(m, normal3f, n);
1397                         if ((dot = DotProduct(n, v)) > 0)
1398                         {
1399                                 dist = sqrt(dist);
1400                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1401                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1402                                 VectorScale(lightcolor, intensity, color4f);
1403                                 color4f[3] = 1;
1404                         }
1405                         else
1406                         {
1407                                 VectorClear(color4f);
1408                                 color4f[3] = 1;
1409                         }
1410                 }
1411                 else
1412                 {
1413                         VectorClear(color4f);
1414                         color4f[3] = 1;
1415                 }
1416         }
1417 }
1418
1419 static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1420 {
1421         float *color4f = varray_color4f;
1422         float dist, dot, intensity, v[3], n[3];
1423         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1424         {
1425                 Matrix4x4_Transform(m, vertex3f, v);
1426                 if ((dist = fabs(v[2])) < 1)
1427                 {
1428                         Matrix4x4_Transform3x3(m, normal3f, n);
1429                         if ((dot = DotProduct(n, v)) > 0)
1430                         {
1431                                 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1432                                 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1433                                 VectorScale(lightcolor, intensity, color4f);
1434                                 color4f[3] = 1;
1435                         }
1436                         else
1437                         {
1438                                 VectorClear(color4f);
1439                                 color4f[3] = 1;
1440                         }
1441                 }
1442                 else
1443                 {
1444                         VectorClear(color4f);
1445                         color4f[3] = 1;
1446                 }
1447         }
1448 }
1449
1450 static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1451 {
1452         float *color4f = varray_color4f;
1453         float dot, intensity, v[3], n[3];
1454         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1455         {
1456                 Matrix4x4_Transform(m, vertex3f, v);
1457                 Matrix4x4_Transform3x3(m, normal3f, n);
1458                 if ((dot = DotProduct(n, v)) > 0)
1459                 {
1460                         intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1461                         VectorScale(lightcolor, intensity, color4f);
1462                         color4f[3] = 1;
1463                 }
1464                 else
1465                 {
1466                         VectorClear(color4f);
1467                         color4f[3] = 1;
1468                 }
1469         }
1470 }
1471
1472 static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
1473 {
1474         float *color4f = varray_color4f;
1475         float dist, intensity, v[3];
1476         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1477         {
1478                 Matrix4x4_Transform(m, vertex3f, v);
1479                 if ((dist = DotProduct(v, v)) < 1)
1480                 {
1481                         dist = sqrt(dist);
1482                         intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1483                         VectorScale(lightcolor, intensity, color4f);
1484                         color4f[3] = 1;
1485                 }
1486                 else
1487                 {
1488                         VectorClear(color4f);
1489                         color4f[3] = 1;
1490                 }
1491         }
1492 }
1493
1494 static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
1495 {
1496         float *color4f = varray_color4f;
1497         float dist, intensity, v[3];
1498         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1499         {
1500                 Matrix4x4_Transform(m, vertex3f, v);
1501                 if ((dist = fabs(v[2])) < 1)
1502                 {
1503                         intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1504                         VectorScale(lightcolor, intensity, color4f);
1505                         color4f[3] = 1;
1506                 }
1507                 else
1508                 {
1509                         VectorClear(color4f);
1510                         color4f[3] = 1;
1511                 }
1512         }
1513 }
1514
1515 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1516 #define USETEXMATRIX
1517
1518 #ifndef USETEXMATRIX
1519 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1520 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1521 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1522 {
1523         do
1524         {
1525                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1526                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1527                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1528                 vertex3f += 3;
1529                 tc3f += 3;
1530         }
1531         while (--numverts);
1532 }
1533
1534 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1535 {
1536         do
1537         {
1538                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1539                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1540                 vertex3f += 3;
1541                 tc2f += 2;
1542         }
1543         while (--numverts);
1544 }
1545 #endif
1546
1547 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1548 {
1549         int i;
1550         float lightdir[3];
1551         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1552         {
1553                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1554                 // the cubemap normalizes this for us
1555                 out3f[0] = DotProduct(svector3f, lightdir);
1556                 out3f[1] = DotProduct(tvector3f, lightdir);
1557                 out3f[2] = DotProduct(normal3f, lightdir);
1558         }
1559 }
1560
1561 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1562 {
1563         int i;
1564         float lightdir[3], eyedir[3], halfdir[3];
1565         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1566         {
1567                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1568                 VectorNormalizeFast(lightdir);
1569                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1570                 VectorNormalizeFast(eyedir);
1571                 VectorAdd(lightdir, eyedir, halfdir);
1572                 // the cubemap normalizes this for us
1573                 out3f[0] = DotProduct(svector3f, halfdir);
1574                 out3f[1] = DotProduct(tvector3f, halfdir);
1575                 out3f[2] = DotProduct(normal3f, halfdir);
1576         }
1577 }
1578
1579 void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale)
1580 {
1581         int renders;
1582         float color[3], color2[3], colorscale;
1583         rmeshstate_t m;
1584         // FIXME: support EF_NODEPTHTEST
1585         GL_DepthMask(false);
1586         GL_DepthTest(true);
1587         if (!bumptexture)
1588                 bumptexture = r_shadow_blankbumptexture;
1589         specularscale *= r_shadow_glossintensity.value;
1590         if (!glosstexture)
1591         {
1592                 if (r_shadow_gloss.integer >= 2)
1593                 {
1594                         glosstexture = r_shadow_blankglosstexture;
1595                         specularscale *= r_shadow_gloss2intensity.value;
1596                 }
1597                 else
1598                 {
1599                         glosstexture = r_shadow_blankblacktexture;
1600                         specularscale = 0;
1601                 }
1602         }
1603         if (r_shadow_gloss.integer < 1)
1604                 specularscale = 0;
1605         if (!lightcubemap)
1606                 lightcubemap = r_shadow_blankwhitecubetexture;
1607         if (ambientscale + diffusescale + specularscale < 0.01)
1608                 return;
1609         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1610         {
1611                 unsigned int perm, prog;
1612                 // GLSL shader path (GFFX5200, Radeon 9500)
1613                 memset(&m, 0, sizeof(m));
1614                 m.pointer_vertex = vertex3f;
1615                 m.pointer_texcoord[0] = texcoord2f;
1616                 m.pointer_texcoord3f[1] = svector3f;
1617                 m.pointer_texcoord3f[2] = tvector3f;
1618                 m.pointer_texcoord3f[3] = normal3f;
1619                 m.tex[0] = R_GetTexture(bumptexture);
1620                 m.tex[1] = R_GetTexture(basetexture);
1621                 m.tex[2] = R_GetTexture(glosstexture);
1622                 m.texcubemap[3] = R_GetTexture(lightcubemap);
1623                 // TODO: support fog (after renderer is converted to texture fog)
1624                 m.tex[4] = R_GetTexture(r_shadow_blankwhitetexture);
1625                 m.texmatrix[3] = *matrix_modeltolight;
1626                 R_Mesh_State(&m);
1627                 GL_BlendFunc(GL_ONE, GL_ONE);
1628                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1629                 CHECKGLERROR
1630                 perm = 0;
1631                 // only add a feature to the permutation if that permutation exists
1632                 // (otherwise it might end up not using a shader at all, which looks
1633                 // worse than using less features)
1634                 if (specularscale && r_shadow_program_light[perm | SHADERPERMUTATION_SPECULAR])
1635                         perm |= SHADERPERMUTATION_SPECULAR;
1636                 //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG])
1637                 //      perm |= SHADERPERMUTATION_FOG;
1638                 if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER])
1639                         perm |= SHADERPERMUTATION_CUBEFILTER;
1640                 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING])
1641                         perm |= SHADERPERMUTATION_OFFSETMAPPING;
1642                 prog = r_shadow_program_light[perm];
1643                 qglUseProgramObjectARB(prog);CHECKGLERROR
1644                 // TODO: support fog (after renderer is converted to texture fog)
1645                 if (perm & SHADERPERMUTATION_FOG)
1646                 {
1647                         qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR
1648                 }
1649                 qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR
1650                 qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR
1651                 if (perm & SHADERPERMUTATION_SPECULAR)
1652                 {
1653                         qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR
1654                         qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR
1655                 }
1656                 qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);CHECKGLERROR
1657                 qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1658                 if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1659                 {
1660                         qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1661                 }
1662                 if (perm & SHADERPERMUTATION_OFFSETMAPPING)
1663                 {
1664                         // these are * 0.25 because the offsetmapping shader does the process 4 times
1665                         qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value * 0.25);CHECKGLERROR
1666                         qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value * 0.25);CHECKGLERROR
1667                 }
1668                 CHECKGLERROR
1669                 GL_LockArrays(0, numverts);
1670                 R_Mesh_Draw(numverts, numtriangles, elements);
1671                 c_rt_lightmeshes++;
1672                 c_rt_lighttris += numtriangles;
1673                 GL_LockArrays(0, 0);
1674                 qglUseProgramObjectARB(0);
1675                 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering
1676                 qglBegin(GL_TRIANGLES);
1677                 qglEnd();
1678                 CHECKGLERROR
1679         }
1680         else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
1681         {
1682                 if (!bumptexture)
1683                         bumptexture = r_shadow_blankbumptexture;
1684                 if (!glosstexture)
1685                         glosstexture = r_shadow_blankglosstexture;
1686                 if (ambientscale)
1687                 {
1688                         GL_Color(1,1,1,1);
1689                         colorscale = ambientscale;
1690                         // colorscale accounts for how much we multiply the brightness
1691                         // during combine.
1692                         //
1693                         // mult is how many times the final pass of the lighting will be
1694                         // performed to get more brightness than otherwise possible.
1695                         //
1696                         // Limit mult to 64 for sanity sake.
1697                         if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
1698                         {
1699                                 // 3 3D combine path (Geforce3, Radeon 8500)
1700                                 memset(&m, 0, sizeof(m));
1701                                 m.pointer_vertex = vertex3f;
1702                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1703 #ifdef USETEXMATRIX
1704                                 m.pointer_texcoord3f[0] = vertex3f;
1705                                 m.texmatrix[0] = *matrix_modeltoattenuationxyz;
1706 #else
1707                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1708                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1709 #endif
1710                                 m.tex[1] = R_GetTexture(basetexture);
1711                                 m.pointer_texcoord[1] = texcoord2f;
1712                                 m.texcubemap[2] = R_GetTexture(lightcubemap);
1713 #ifdef USETEXMATRIX
1714                                 m.pointer_texcoord3f[2] = vertex3f;
1715                                 m.texmatrix[2] = *matrix_modeltolight;
1716 #else
1717                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1718                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight);
1719 #endif
1720                                 GL_BlendFunc(GL_ONE, GL_ONE);
1721                         }
1722                         else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
1723                         {
1724                                 // 2 3D combine path (Geforce3, original Radeon)
1725                                 memset(&m, 0, sizeof(m));
1726                                 m.pointer_vertex = vertex3f;
1727                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1728 #ifdef USETEXMATRIX
1729                                 m.pointer_texcoord3f[0] = vertex3f;
1730                                 m.texmatrix[0] = *matrix_modeltoattenuationxyz;
1731 #else
1732                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1733                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1734 #endif
1735                                 m.tex[1] = R_GetTexture(basetexture);
1736                                 m.pointer_texcoord[1] = texcoord2f;
1737                                 GL_BlendFunc(GL_ONE, GL_ONE);
1738                         }
1739                         else if (r_textureunits.integer >= 4 && lightcubemap)
1740                         {
1741                                 // 4 2D combine path (Geforce3, Radeon 8500)
1742                                 memset(&m, 0, sizeof(m));
1743                                 m.pointer_vertex = vertex3f;
1744                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1745 #ifdef USETEXMATRIX
1746                                 m.pointer_texcoord3f[0] = vertex3f;
1747                                 m.texmatrix[0] = *matrix_modeltoattenuationxyz;
1748 #else
1749                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1750                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1751 #endif
1752                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1753 #ifdef USETEXMATRIX
1754                                 m.pointer_texcoord3f[1] = vertex3f;
1755                                 m.texmatrix[1] = *matrix_modeltoattenuationz;
1756 #else
1757                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1758                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1759 #endif
1760                                 m.tex[2] = R_GetTexture(basetexture);
1761                                 m.pointer_texcoord[2] = texcoord2f;
1762                                 if (lightcubemap)
1763                                 {
1764                                         m.texcubemap[3] = R_GetTexture(lightcubemap);
1765 #ifdef USETEXMATRIX
1766                                         m.pointer_texcoord3f[3] = vertex3f;
1767                                         m.texmatrix[3] = *matrix_modeltolight;
1768 #else
1769                                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1770                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight);
1771 #endif
1772                                 }
1773                                 GL_BlendFunc(GL_ONE, GL_ONE);
1774                         }
1775                         else if (r_textureunits.integer >= 3 && !lightcubemap)
1776                         {
1777                                 // 3 2D combine path (Geforce3, original Radeon)
1778                                 memset(&m, 0, sizeof(m));
1779                                 m.pointer_vertex = vertex3f;
1780                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1781 #ifdef USETEXMATRIX
1782                                 m.pointer_texcoord3f[0] = vertex3f;
1783                                 m.texmatrix[0] = *matrix_modeltoattenuationxyz;
1784 #else
1785                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1786                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1787 #endif
1788                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1789 #ifdef USETEXMATRIX
1790                                 m.pointer_texcoord3f[1] = vertex3f;
1791                                 m.texmatrix[1] = *matrix_modeltoattenuationz;
1792 #else
1793                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1794                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1795 #endif
1796                                 m.tex[2] = R_GetTexture(basetexture);
1797                                 m.pointer_texcoord[2] = texcoord2f;
1798                                 GL_BlendFunc(GL_ONE, GL_ONE);
1799                         }
1800                         else
1801                         {
1802                                 // 2/2/2 2D combine path (any dot3 card)
1803                                 memset(&m, 0, sizeof(m));
1804                                 m.pointer_vertex = vertex3f;
1805                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1806 #ifdef USETEXMATRIX
1807                                 m.pointer_texcoord3f[0] = vertex3f;
1808                                 m.texmatrix[0] = *matrix_modeltoattenuationxyz;
1809 #else
1810                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1811                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1812 #endif
1813                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1814 #ifdef USETEXMATRIX
1815                                 m.pointer_texcoord3f[1] = vertex3f;
1816                                 m.texmatrix[1] = *matrix_modeltoattenuationz;
1817 #else
1818                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1819                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1820 #endif
1821                                 R_Mesh_State(&m);
1822                                 GL_ColorMask(0,0,0,1);
1823                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1824                                 GL_LockArrays(0, numverts);
1825                                 R_Mesh_Draw(numverts, numtriangles, elements);
1826                                 GL_LockArrays(0, 0);
1827                                 c_rt_lightmeshes++;
1828                                 c_rt_lighttris += numtriangles;
1829
1830                                 memset(&m, 0, sizeof(m));
1831                                 m.pointer_vertex = vertex3f;
1832                                 m.tex[0] = R_GetTexture(basetexture);
1833                                 m.pointer_texcoord[0] = texcoord2f;
1834                                 if (lightcubemap)
1835                                 {
1836                                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1837 #ifdef USETEXMATRIX
1838                                         m.pointer_texcoord3f[1] = vertex3f;
1839                                         m.texmatrix[1] = *matrix_modeltolight;
1840 #else
1841                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1842                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1843 #endif
1844                                 }
1845                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1846                         }
1847                         // this final code is shared
1848                         R_Mesh_State(&m);
1849                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1850                         VectorScale(lightcolor, colorscale, color2);
1851                         GL_LockArrays(0, numverts);
1852                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1853                         {
1854                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1855                                 R_Mesh_Draw(numverts, numtriangles, elements);
1856                                 c_rt_lightmeshes++;
1857                                 c_rt_lighttris += numtriangles;
1858                         }
1859                         GL_LockArrays(0, 0);
1860                 }
1861                 if (diffusescale)
1862                 {
1863                         GL_Color(1,1,1,1);
1864                         colorscale = diffusescale;
1865                         // colorscale accounts for how much we multiply the brightness
1866                         // during combine.
1867                         //
1868                         // mult is how many times the final pass of the lighting will be
1869                         // performed to get more brightness than otherwise possible.
1870                         //
1871                         // Limit mult to 64 for sanity sake.
1872                         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1873                         {
1874                                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1875                                 memset(&m, 0, sizeof(m));
1876                                 m.pointer_vertex = vertex3f;
1877                                 m.tex[0] = R_GetTexture(bumptexture);
1878                                 m.texcombinergb[0] = GL_REPLACE;
1879                                 m.pointer_texcoord[0] = texcoord2f;
1880                                 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1881                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1882                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1883                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1884                                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1885 #ifdef USETEXMATRIX
1886                                 m.pointer_texcoord3f[2] = vertex3f;
1887                                 m.texmatrix[2] = *matrix_modeltoattenuationxyz;
1888 #else
1889                                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1890                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1891 #endif
1892                                 R_Mesh_State(&m);
1893                                 GL_ColorMask(0,0,0,1);
1894                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1895                                 GL_LockArrays(0, numverts);
1896                                 R_Mesh_Draw(numverts, numtriangles, elements);
1897                                 GL_LockArrays(0, 0);
1898                                 c_rt_lightmeshes++;
1899                                 c_rt_lighttris += numtriangles;
1900
1901                                 memset(&m, 0, sizeof(m));
1902                                 m.pointer_vertex = vertex3f;
1903                                 m.tex[0] = R_GetTexture(basetexture);
1904                                 m.pointer_texcoord[0] = texcoord2f;
1905                                 if (lightcubemap)
1906                                 {
1907                                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1908 #ifdef USETEXMATRIX
1909                                         m.pointer_texcoord3f[1] = vertex3f;
1910                                         m.texmatrix[1] = *matrix_modeltolight;
1911 #else
1912                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1913                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1914 #endif
1915                                 }
1916                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1917                         }
1918                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
1919                         {
1920                                 // 1/2/2 3D combine path (original Radeon)
1921                                 memset(&m, 0, sizeof(m));
1922                                 m.pointer_vertex = vertex3f;
1923                                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1924 #ifdef USETEXMATRIX
1925                                 m.pointer_texcoord3f[0] = vertex3f;
1926                                 m.texmatrix[0] = *matrix_modeltoattenuationxyz;
1927 #else
1928                                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1929                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1930 #endif
1931                                 R_Mesh_State(&m);
1932                                 GL_ColorMask(0,0,0,1);
1933                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1934                                 GL_LockArrays(0, numverts);
1935                                 R_Mesh_Draw(numverts, numtriangles, elements);
1936                                 GL_LockArrays(0, 0);
1937                                 c_rt_lightmeshes++;
1938                                 c_rt_lighttris += numtriangles;
1939
1940                                 memset(&m, 0, sizeof(m));
1941                                 m.pointer_vertex = vertex3f;
1942                                 m.tex[0] = R_GetTexture(bumptexture);
1943                                 m.texcombinergb[0] = GL_REPLACE;
1944                                 m.pointer_texcoord[0] = texcoord2f;
1945                                 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1946                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1947                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1948                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1949                                 R_Mesh_State(&m);
1950                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1951                                 GL_LockArrays(0, numverts);
1952                                 R_Mesh_Draw(numverts, numtriangles, elements);
1953                                 GL_LockArrays(0, 0);
1954                                 c_rt_lightmeshes++;
1955                                 c_rt_lighttris += numtriangles;
1956
1957                                 memset(&m, 0, sizeof(m));
1958                                 m.pointer_vertex = vertex3f;
1959                                 m.tex[0] = R_GetTexture(basetexture);
1960                                 m.pointer_texcoord[0] = texcoord2f;
1961                                 if (lightcubemap)
1962                                 {
1963                                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1964 #ifdef USETEXMATRIX
1965                                         m.pointer_texcoord3f[1] = vertex3f;
1966                                         m.texmatrix[1] = *matrix_modeltolight;
1967 #else
1968                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1969                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1970 #endif
1971                                 }
1972                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1973                         }
1974                         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
1975                         {
1976                                 // 2/2 3D combine path (original Radeon)
1977                                 memset(&m, 0, sizeof(m));
1978                                 m.pointer_vertex = vertex3f;
1979                                 m.tex[0] = R_GetTexture(bumptexture);
1980                                 m.texcombinergb[0] = GL_REPLACE;
1981                                 m.pointer_texcoord[0] = texcoord2f;
1982                                 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1983                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1984                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1985                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1986                                 R_Mesh_State(&m);
1987                                 GL_ColorMask(0,0,0,1);
1988                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1989                                 GL_LockArrays(0, numverts);
1990                                 R_Mesh_Draw(numverts, numtriangles, elements);
1991                                 GL_LockArrays(0, 0);
1992                                 c_rt_lightmeshes++;
1993                                 c_rt_lighttris += numtriangles;
1994
1995                                 memset(&m, 0, sizeof(m));
1996                                 m.pointer_vertex = vertex3f;
1997                                 m.tex[0] = R_GetTexture(basetexture);
1998                                 m.pointer_texcoord[0] = texcoord2f;
1999                                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2000 #ifdef USETEXMATRIX
2001                                 m.pointer_texcoord3f[1] = vertex3f;
2002                                 m.texmatrix[1] = *matrix_modeltoattenuationxyz;
2003 #else
2004                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2005                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
2006 #endif
2007                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2008                         }
2009                         else if (r_textureunits.integer >= 4)
2010                         {
2011                                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2012                                 memset(&m, 0, sizeof(m));
2013                                 m.pointer_vertex = vertex3f;
2014                                 m.tex[0] = R_GetTexture(bumptexture);
2015                                 m.texcombinergb[0] = GL_REPLACE;
2016                                 m.pointer_texcoord[0] = texcoord2f;
2017                                 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
2018                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2019                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2020                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
2021                                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2022 #ifdef USETEXMATRIX
2023                                 m.pointer_texcoord3f[2] = vertex3f;
2024                                 m.texmatrix[2] = *matrix_modeltoattenuationxyz;
2025 #else
2026                                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2027                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
2028 #endif
2029                                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2030 #ifdef USETEXMATRIX
2031                                 m.pointer_texcoord3f[3] = vertex3f;
2032                                 m.texmatrix[3] = *matrix_modeltoattenuationz;
2033 #else
2034                                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2035                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
2036 #endif
2037                                 R_Mesh_State(&m);
2038                                 GL_ColorMask(0,0,0,1);
2039                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2040                                 GL_LockArrays(0, numverts);
2041                                 R_Mesh_Draw(numverts, numtriangles, elements);
2042                                 GL_LockArrays(0, 0);
2043                                 c_rt_lightmeshes++;
2044                                 c_rt_lighttris += numtriangles;
2045
2046                                 memset(&m, 0, sizeof(m));
2047                                 m.pointer_vertex = vertex3f;
2048                                 m.tex[0] = R_GetTexture(basetexture);
2049                                 m.pointer_texcoord[0] = texcoord2f;
2050                                 if (lightcubemap)
2051                                 {
2052                                         m.texcubemap[1] = R_GetTexture(lightcubemap);
2053 #ifdef USETEXMATRIX
2054                                         m.pointer_texcoord3f[1] = vertex3f;
2055                                         m.texmatrix[1] = *matrix_modeltolight;
2056 #else
2057                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2058                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
2059 #endif
2060                                 }
2061                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2062                         }
2063                         else
2064                         {
2065                                 // 2/2/2 2D combine path (any dot3 card)
2066                                 memset(&m, 0, sizeof(m));
2067                                 m.pointer_vertex = vertex3f;
2068                                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2069 #ifdef USETEXMATRIX
2070                                 m.pointer_texcoord3f[0] = vertex3f;
2071                                 m.texmatrix[0] = *matrix_modeltoattenuationxyz;
2072 #else
2073                                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2074                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
2075 #endif
2076                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2077 #ifdef USETEXMATRIX
2078                                 m.pointer_texcoord3f[1] = vertex3f;
2079                                 m.texmatrix[1] = *matrix_modeltoattenuationz;
2080 #else
2081                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2082                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
2083 #endif
2084                                 R_Mesh_State(&m);
2085                                 GL_ColorMask(0,0,0,1);
2086                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2087                                 GL_LockArrays(0, numverts);
2088                                 R_Mesh_Draw(numverts, numtriangles, elements);
2089                                 GL_LockArrays(0, 0);
2090                                 c_rt_lightmeshes++;
2091                                 c_rt_lighttris += numtriangles;
2092
2093                                 memset(&m, 0, sizeof(m));
2094                                 m.pointer_vertex = vertex3f;
2095                                 m.tex[0] = R_GetTexture(bumptexture);
2096                                 m.texcombinergb[0] = GL_REPLACE;
2097                                 m.pointer_texcoord[0] = texcoord2f;
2098                                 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
2099                                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2100                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2101                                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
2102                                 R_Mesh_State(&m);
2103                                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2104                                 GL_LockArrays(0, numverts);
2105                                 R_Mesh_Draw(numverts, numtriangles, elements);
2106                                 GL_LockArrays(0, 0);
2107                                 c_rt_lightmeshes++;
2108                                 c_rt_lighttris += numtriangles;
2109
2110                                 memset(&m, 0, sizeof(m));
2111                                 m.pointer_vertex = vertex3f;
2112                                 m.tex[0] = R_GetTexture(basetexture);
2113                                 m.pointer_texcoord[0] = texcoord2f;
2114                                 if (lightcubemap)
2115                                 {
2116                                         m.texcubemap[1] = R_GetTexture(lightcubemap);
2117 #ifdef USETEXMATRIX
2118                                         m.pointer_texcoord3f[1] = vertex3f;
2119                                         m.texmatrix[1] = *matrix_modeltolight;
2120 #else
2121                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2122                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
2123 #endif
2124                                 }
2125                                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2126                         }
2127                         // this final code is shared
2128                         R_Mesh_State(&m);
2129                         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2130                         VectorScale(lightcolor, colorscale, color2);
2131                         GL_LockArrays(0, numverts);
2132                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2133                         {
2134                                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2135                                 R_Mesh_Draw(numverts, numtriangles, elements);
2136                                 c_rt_lightmeshes++;
2137                                 c_rt_lighttris += numtriangles;
2138                         }
2139                         GL_LockArrays(0, 0);
2140                 }
2141                 if (specularscale && glosstexture != r_shadow_blankblacktexture)
2142                 {
2143                         // FIXME: detect blendsquare!
2144                         //if (gl_support_blendsquare)
2145                         {
2146                                 colorscale = specularscale;
2147                                 GL_Color(1,1,1,1);
2148                                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
2149                                 {
2150                                         // 2/0/0/1/2 3D combine blendsquare path
2151                                         memset(&m, 0, sizeof(m));
2152                                         m.pointer_vertex = vertex3f;
2153                                         m.tex[0] = R_GetTexture(bumptexture);
2154                                         m.pointer_texcoord[0] = texcoord2f;
2155                                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
2156                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2157                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2158                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
2159                                         R_Mesh_State(&m);
2160                                         GL_ColorMask(0,0,0,1);
2161                                         // this squares the result
2162                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2163                                         GL_LockArrays(0, numverts);
2164                                         R_Mesh_Draw(numverts, numtriangles, elements);
2165                                         GL_LockArrays(0, 0);
2166                                         c_rt_lightmeshes++;
2167                                         c_rt_lighttris += numtriangles;
2168
2169                                         memset(&m, 0, sizeof(m));
2170                                         m.pointer_vertex = vertex3f;
2171                                         R_Mesh_State(&m);
2172                                         GL_LockArrays(0, numverts);
2173                                         // square alpha in framebuffer a few times to make it shiny
2174                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2175                                         // these comments are a test run through this math for intensity 0.5
2176                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2177                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2178                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2179                                         R_Mesh_Draw(numverts, numtriangles, elements);
2180                                         c_rt_lightmeshes++;
2181                                         c_rt_lighttris += numtriangles;
2182                                         R_Mesh_Draw(numverts, numtriangles, elements);
2183                                         c_rt_lightmeshes++;
2184                                         c_rt_lighttris += numtriangles;
2185                                         GL_LockArrays(0, 0);
2186
2187                                         memset(&m, 0, sizeof(m));
2188                                         m.pointer_vertex = vertex3f;
2189                                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2190 #ifdef USETEXMATRIX
2191                                         m.pointer_texcoord3f[0] = vertex3f;
2192                                         m.texmatrix[0] = *matrix_modeltoattenuationxyz;
2193 #else
2194                                         m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2195                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
2196 #endif
2197                                         R_Mesh_State(&m);
2198                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2199                                         GL_LockArrays(0, numverts);
2200                                         R_Mesh_Draw(numverts, numtriangles, elements);
2201                                         GL_LockArrays(0, 0);
2202                                         c_rt_lightmeshes++;
2203                                         c_rt_lighttris += numtriangles;
2204
2205                                         memset(&m, 0, sizeof(m));
2206                                         m.pointer_vertex = vertex3f;
2207                                         m.tex[0] = R_GetTexture(glosstexture);
2208                                         m.pointer_texcoord[0] = texcoord2f;
2209                                         if (lightcubemap)
2210                                         {
2211                                                 m.texcubemap[1] = R_GetTexture(lightcubemap);
2212 #ifdef USETEXMATRIX
2213                                                 m.pointer_texcoord3f[1] = vertex3f;
2214                                                 m.texmatrix[1] = *matrix_modeltolight;
2215 #else
2216                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2217                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
2218 #endif
2219                                         }
2220                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2221                                 }
2222                                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
2223                                 {
2224                                         // 2/0/0/2 3D combine blendsquare path
2225                                         memset(&m, 0, sizeof(m));
2226                                         m.pointer_vertex = vertex3f;
2227                                         m.tex[0] = R_GetTexture(bumptexture);
2228                                         m.pointer_texcoord[0] = texcoord2f;
2229                                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
2230                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2231                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2232                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
2233                                         R_Mesh_State(&m);
2234                                         GL_ColorMask(0,0,0,1);
2235                                         // this squares the result
2236                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2237                                         GL_LockArrays(0, numverts);
2238                                         R_Mesh_Draw(numverts, numtriangles, elements);
2239                                         GL_LockArrays(0, 0);
2240                                         c_rt_lightmeshes++;
2241                                         c_rt_lighttris += numtriangles;
2242
2243                                         memset(&m, 0, sizeof(m));
2244                                         m.pointer_vertex = vertex3f;
2245                                         R_Mesh_State(&m);
2246                                         GL_LockArrays(0, numverts);
2247                                         // square alpha in framebuffer a few times to make it shiny
2248                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2249                                         // these comments are a test run through this math for intensity 0.5
2250                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2251                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2252                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2253                                         R_Mesh_Draw(numverts, numtriangles, elements);
2254                                         c_rt_lightmeshes++;
2255                                         c_rt_lighttris += numtriangles;
2256                                         R_Mesh_Draw(numverts, numtriangles, elements);
2257                                         c_rt_lightmeshes++;
2258                                         c_rt_lighttris += numtriangles;
2259                                         GL_LockArrays(0, 0);
2260
2261                                         memset(&m, 0, sizeof(m));
2262                                         m.pointer_vertex = vertex3f;
2263                                         m.tex[0] = R_GetTexture(glosstexture);
2264                                         m.pointer_texcoord[0] = texcoord2f;
2265                                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2266 #ifdef USETEXMATRIX
2267                                         m.pointer_texcoord3f[1] = vertex3f;
2268                                         m.texmatrix[1] = *matrix_modeltoattenuationxyz;
2269 #else
2270                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2271                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
2272 #endif
2273                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2274                                 }
2275                                 else
2276                                 {
2277                                         // 2/0/0/2/2 2D combine blendsquare path
2278                                         memset(&m, 0, sizeof(m));
2279                                         m.pointer_vertex = vertex3f;
2280                                         m.tex[0] = R_GetTexture(bumptexture);
2281                                         m.pointer_texcoord[0] = texcoord2f;
2282                                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
2283                                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2284                                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2285                                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
2286                                         R_Mesh_State(&m);
2287                                         GL_ColorMask(0,0,0,1);
2288                                         // this squares the result
2289                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2290                                         GL_LockArrays(0, numverts);
2291                                         R_Mesh_Draw(numverts, numtriangles, elements);
2292                                         GL_LockArrays(0, 0);
2293                                         c_rt_lightmeshes++;
2294                                         c_rt_lighttris += numtriangles;
2295
2296                                         memset(&m, 0, sizeof(m));
2297                                         m.pointer_vertex = vertex3f;
2298                                         R_Mesh_State(&m);
2299                                         GL_LockArrays(0, numverts);
2300                                         // square alpha in framebuffer a few times to make it shiny
2301                                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2302                                         // these comments are a test run through this math for intensity 0.5
2303                                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2304                                         // 0.25 * 0.25 = 0.0625 (this is another pass)
2305                                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2306                                         R_Mesh_Draw(numverts, numtriangles, elements);
2307                                         c_rt_lightmeshes++;
2308                                         c_rt_lighttris += numtriangles;
2309                                         R_Mesh_Draw(numverts, numtriangles, elements);
2310                                         c_rt_lightmeshes++;
2311                                         c_rt_lighttris += numtriangles;
2312                                         GL_LockArrays(0, 0);
2313
2314                                         memset(&m, 0, sizeof(m));
2315                                         m.pointer_vertex = vertex3f;
2316                                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2317 #ifdef USETEXMATRIX
2318                                         m.pointer_texcoord3f[0] = vertex3f;
2319                                         m.texmatrix[0] = *matrix_modeltoattenuationxyz;
2320 #else
2321                                         m.pointer_texcoord[0] = varray_texcoord2f[0];
2322                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
2323 #endif
2324                                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2325 #ifdef USETEXMATRIX
2326                                         m.pointer_texcoord3f[1] = vertex3f;
2327                                         m.texmatrix[1] = *matrix_modeltoattenuationz;
2328 #else
2329                                         m.pointer_texcoord[1] = varray_texcoord2f[1];
2330                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
2331 #endif
2332                                         R_Mesh_State(&m);
2333                                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2334                                         GL_LockArrays(0, numverts);
2335                                         R_Mesh_Draw(numverts, numtriangles, elements);
2336                                         GL_LockArrays(0, 0);
2337                                         c_rt_lightmeshes++;
2338                                         c_rt_lighttris += numtriangles;
2339
2340                                         memset(&m, 0, sizeof(m));
2341                                         m.pointer_vertex = vertex3f;
2342                                         m.tex[0] = R_GetTexture(glosstexture);
2343                                         m.pointer_texcoord[0] = texcoord2f;
2344                                         if (lightcubemap)
2345                                         {
2346                                                 m.texcubemap[1] = R_GetTexture(lightcubemap);
2347 #ifdef USETEXMATRIX
2348                                                 m.pointer_texcoord3f[1] = vertex3f;
2349                                                 m.texmatrix[1] = *matrix_modeltolight;
2350 #else
2351                                                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2352                                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
2353 #endif
2354                                         }
2355                                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2356                                 }
2357                                 R_Mesh_State(&m);
2358                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2359                                 VectorScale(lightcolor, colorscale, color2);
2360                                 GL_LockArrays(0, numverts);
2361                                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2362                                 {
2363                                         GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2364                                         R_Mesh_Draw(numverts, numtriangles, elements);
2365                                         c_rt_lightmeshes++;
2366                                         c_rt_lighttris += numtriangles;
2367                                 }
2368                                 GL_LockArrays(0, 0);
2369                         }
2370                 }
2371         }
2372         else
2373         {
2374                 if (ambientscale)
2375                 {
2376                         GL_BlendFunc(GL_ONE, GL_ONE);
2377                         VectorScale(lightcolor, ambientscale, color2);
2378                         memset(&m, 0, sizeof(m));
2379                         m.pointer_vertex = vertex3f;
2380                         m.tex[0] = R_GetTexture(basetexture);
2381                         m.pointer_texcoord[0] = texcoord2f;
2382                         if (r_textureunits.integer >= 2)
2383                         {
2384                                 // voodoo2
2385                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2386 #ifdef USETEXMATRIX
2387                                 m.pointer_texcoord3f[1] = vertex3f;
2388                                 m.texmatrix[1] = *matrix_modeltoattenuationxyz;
2389 #else
2390                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2391                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
2392 #endif
2393                                 if (r_textureunits.integer >= 3)
2394                                 {
2395                                         // Geforce3/Radeon class but not using dot3
2396                                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2397 #ifdef USETEXMATRIX
2398                                         m.pointer_texcoord3f[2] = vertex3f;
2399                                         m.texmatrix[2] = *matrix_modeltoattenuationz;
2400 #else
2401                                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2402                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz);
2403 #endif
2404                                 }
2405                         }
2406                         if (r_textureunits.integer >= 3)
2407                                 m.pointer_color = NULL;
2408                         else
2409                                 m.pointer_color = varray_color4f;
2410                         R_Mesh_State(&m);
2411                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2412                         {
2413                                 color[0] = bound(0, color2[0], 1);
2414                                 color[1] = bound(0, color2[1], 1);
2415                                 color[2] = bound(0, color2[2], 1);
2416                                 if (r_textureunits.integer >= 3)
2417                                         GL_Color(color[0], color[1], color[2], 1);
2418                                 else if (r_textureunits.integer >= 2)
2419                                         R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
2420                                 else
2421                                         R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
2422                                 GL_LockArrays(0, numverts);
2423                                 R_Mesh_Draw(numverts, numtriangles, elements);
2424                                 GL_LockArrays(0, 0);
2425                                 c_rt_lightmeshes++;
2426                                 c_rt_lighttris += numtriangles;
2427                         }
2428                 }
2429                 if (diffusescale)
2430                 {
2431                         GL_BlendFunc(GL_ONE, GL_ONE);
2432                         VectorScale(lightcolor, diffusescale, color2);
2433                         memset(&m, 0, sizeof(m));
2434                         m.pointer_vertex = vertex3f;
2435                         m.pointer_color = varray_color4f;
2436                         m.tex[0] = R_GetTexture(basetexture);
2437                         m.pointer_texcoord[0] = texcoord2f;
2438                         if (r_textureunits.integer >= 2)
2439                         {
2440                                 // voodoo2
2441                                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2442 #ifdef USETEXMATRIX
2443                                 m.pointer_texcoord3f[1] = vertex3f;
2444                                 m.texmatrix[1] = *matrix_modeltoattenuationxyz;
2445 #else
2446                                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2447                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
2448 #endif
2449                                 if (r_textureunits.integer >= 3)
2450                                 {
2451                                         // Geforce3/Radeon class but not using dot3
2452                                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2453 #ifdef USETEXMATRIX
2454                                         m.pointer_texcoord3f[2] = vertex3f;
2455                                         m.texmatrix[2] = *matrix_modeltoattenuationz;
2456 #else
2457                                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2458                                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz);
2459 #endif
2460                                 }
2461                         }
2462                         R_Mesh_State(&m);
2463                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2464                         {
2465                                 color[0] = bound(0, color2[0], 1);
2466                                 color[1] = bound(0, color2[1], 1);
2467                                 color[2] = bound(0, color2[2], 1);
2468                                 if (r_textureunits.integer >= 3)
2469                                         R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight);
2470                                 else if (r_textureunits.integer >= 2)
2471                                         R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
2472                                 else
2473                                         R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
2474                                 GL_LockArrays(0, numverts);
2475                                 R_Mesh_Draw(numverts, numtriangles, elements);
2476                                 GL_LockArrays(0, 0);
2477                                 c_rt_lightmeshes++;
2478                                 c_rt_lighttris += numtriangles;
2479                         }
2480                 }
2481         }
2482 }
2483
2484 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2485 {
2486         int j, k;
2487         float scale;
2488         R_RTLight_Uncompile(rtlight);
2489         memset(rtlight, 0, sizeof(*rtlight));
2490
2491         VectorCopy(light->origin, rtlight->shadoworigin);
2492         VectorCopy(light->color, rtlight->color);
2493         rtlight->radius = light->radius;
2494         //rtlight->cullradius = rtlight->radius;
2495         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2496         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2497         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2498         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2499         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2500         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2501         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2502         rtlight->cubemapname[0] = 0;
2503         if (light->cubemapname[0])
2504                 strcpy(rtlight->cubemapname, light->cubemapname);
2505         else if (light->cubemapnum > 0)
2506                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2507         rtlight->shadow = light->shadow;
2508         rtlight->corona = light->corona;
2509         rtlight->style = light->style;
2510         rtlight->isstatic = isstatic;
2511         rtlight->coronasizescale = light->coronasizescale;
2512         rtlight->ambientscale = light->ambientscale;
2513         rtlight->diffusescale = light->diffusescale;
2514         rtlight->specularscale = light->specularscale;
2515         rtlight->flags = light->flags;
2516         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2517         // ConcatScale won't work here because this needs to scale rotate and
2518         // translate, not just rotate
2519         scale = 1.0f / rtlight->radius;
2520         for (k = 0;k < 3;k++)
2521                 for (j = 0;j < 4;j++)
2522                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2523         Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
2524         Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
2525
2526         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2527         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2528         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2529         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2530 }
2531
2532 // compiles rtlight geometry
2533 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2534 void R_RTLight_Compile(rtlight_t *rtlight)
2535 {
2536         int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
2537         entity_render_t *ent = &cl_entities[0].render;
2538         model_t *model = ent->model;
2539
2540         // compile the light
2541         rtlight->compiled = true;
2542         rtlight->static_numclusters = 0;
2543         rtlight->static_numclusterpvsbytes = 0;
2544         rtlight->static_clusterlist = NULL;
2545         rtlight->static_clusterpvs = NULL;
2546         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2547         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2548         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2549         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2550         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2551         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2552
2553         if (model && model->GetLightInfo)
2554         {
2555                 // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
2556                 r_shadow_compilingrtlight = rtlight;
2557                 R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
2558                 R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces);
2559                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2560                 rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
2561                 rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
2562                 if (numclusters)
2563                 {
2564                         rtlight->static_numclusters = numclusters;
2565                         rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
2566                         memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
2567                         memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes);
2568                 }
2569                 if (model->DrawShadowVolume && rtlight->shadow)
2570                 {
2571                         rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
2572                         model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2573                         rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
2574                 }
2575                 if (model->DrawLight)
2576                 {
2577                         rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
2578                         model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist);
2579                         rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
2580                 }
2581                 // switch back to rendering when DrawShadowVolume or DrawLight is called
2582                 r_shadow_compilingrtlight = NULL;
2583         }
2584
2585
2586         // use smallest available cullradius - box radius or light radius
2587         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2588         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2589
2590         shadowmeshes = 0;
2591         shadowtris = 0;
2592         if (rtlight->static_meshchain_shadow)
2593         {
2594                 shadowmesh_t *mesh;
2595                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2596                 {
2597                         shadowmeshes++;
2598                         shadowtris += mesh->numtriangles;
2599                 }
2600         }
2601
2602         lightmeshes = 0;
2603         lighttris = 0;
2604         if (rtlight->static_meshchain_light)
2605         {
2606                 shadowmesh_t *mesh;
2607                 for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
2608                 {
2609                         lightmeshes++;
2610                         lighttris += mesh->numtriangles;
2611                 }
2612         }
2613
2614         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
2615 }
2616
2617 void R_RTLight_Uncompile(rtlight_t *rtlight)
2618 {
2619         if (rtlight->compiled)
2620         {
2621                 if (rtlight->static_meshchain_shadow)
2622                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2623                 rtlight->static_meshchain_shadow = NULL;
2624                 if (rtlight->static_meshchain_light)
2625                         Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
2626                 rtlight->static_meshchain_light = NULL;
2627                 if (rtlight->static_clusterlist)
2628                         Mem_Free(rtlight->static_clusterlist);
2629                 rtlight->static_clusterlist = NULL;
2630                 if (rtlight->static_clusterpvs)
2631                         Mem_Free(rtlight->static_clusterpvs);
2632                 rtlight->static_clusterpvs = NULL;
2633                 rtlight->static_numclusters = 0;
2634                 rtlight->static_numclusterpvsbytes = 0;
2635                 rtlight->compiled = false;
2636         }
2637 }
2638
2639 void R_Shadow_UncompileWorldLights(void)
2640 {
2641         dlight_t *light;
2642         for (light = r_shadow_worldlightchain;light;light = light->next)
2643                 R_RTLight_Uncompile(&light->rtlight);
2644 }
2645
2646 void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
2647 {
2648         int i, shadow, usestencil;
2649         entity_render_t *ent;
2650         float f;
2651         vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
2652         rtexture_t *cubemaptexture;
2653         matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
2654         int numclusters, numsurfaces;
2655         int *clusterlist, *surfacelist;
2656         qbyte *clusterpvs;
2657         vec3_t cullmins, cullmaxs;
2658         shadowmesh_t *mesh;
2659         rmeshstate_t m;
2660
2661         // skip lights that don't light (corona only lights)
2662         if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
2663                 return;
2664
2665         f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2666         VectorScale(rtlight->color, f, lightcolor);
2667         if (VectorLength2(lightcolor) < 0.01)
2668                 return;
2669         /*
2670         if (rtlight->selected)
2671         {
2672                 f = 2 + sin(realtime * M_PI * 4.0);
2673                 VectorScale(lightcolor, f, lightcolor);
2674         }
2675         */
2676
2677         // loading is done before visibility checks because loading should happen
2678         // all at once at the start of a level, not when it stalls gameplay.
2679         // (especially important to benchmarks)
2680         if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
2681                 R_RTLight_Compile(rtlight);
2682         if (rtlight->cubemapname[0])
2683                 cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
2684         else
2685                 cubemaptexture = NULL;
2686
2687         cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2688         cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2689         cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2690         cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2691         cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2692         cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2693         if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
2694                 return;
2695         numclusters = 0;
2696         clusterlist = NULL;
2697         clusterpvs = NULL;
2698         numsurfaces = 0;
2699         surfacelist = NULL;
2700         if (rtlight->compiled && r_shadow_staticworldlights.integer)
2701         {
2702                 // compiled light, world available and can receive realtime lighting
2703                 // retrieve cluster information
2704                 numclusters = rtlight->static_numclusters;
2705                 clusterlist = rtlight->static_clusterlist;
2706                 clusterpvs = rtlight->static_clusterpvs;
2707                 VectorCopy(rtlight->cullmins, cullmins);
2708                 VectorCopy(rtlight->cullmaxs, cullmaxs);
2709         }
2710         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2711         {
2712                 // dynamic light, world available and can receive realtime lighting
2713                 // if the light box is offscreen, skip it right away
2714                 if (R_CullBox(cullmins, cullmaxs))
2715                         return;
2716                 // calculate lit surfaces and clusters
2717                 R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters);
2718                 R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces);
2719                 r_refdef.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2720                 clusterlist = r_shadow_buffer_clusterlist;
2721                 clusterpvs = r_shadow_buffer_clusterpvs;
2722                 surfacelist = r_shadow_buffer_surfacelist;
2723         }
2724         // if the reduced cluster bounds are offscreen, skip it
2725         if (R_CullBox(cullmins, cullmaxs))
2726                 return;
2727         // check if light is illuminating any visible clusters
2728         if (numclusters)
2729         {
2730                 for (i = 0;i < numclusters;i++)
2731                         if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
2732                                 break;
2733                 if (i == numclusters)
2734                         return;
2735         }
2736         // set up a scissor rectangle for this light
2737         if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
2738                 return;
2739
2740         shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
2741         usestencil = false;
2742
2743         if (shadow && (gl_stencil || visiblevolumes))
2744         {
2745                 if (!visiblevolumes)
2746                 {
2747                         R_Shadow_Stage_ShadowVolumes();
2748                         usestencil = true;
2749                 }
2750                 ent = &cl_entities[0].render;
2751                 if (r_shadow_staticworldlights.integer && rtlight->compiled)
2752                 {
2753                         memset(&m, 0, sizeof(m));
2754                         R_Mesh_Matrix(&ent->matrix);
2755                         for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2756                         {
2757                                 m.pointer_vertex = mesh->vertex3f;
2758                                 R_Mesh_State(&m);
2759                                 GL_LockArrays(0, mesh->numverts);
2760                                 if (r_shadowstage == SHADOWSTAGE_STENCIL)
2761                                 {
2762                                         // increment stencil if backface is behind depthbuffer
2763                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2764                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2765                                         R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
2766                                         c_rtcached_shadowmeshes++;
2767                                         c_rtcached_shadowtris += mesh->numtriangles;
2768                                         // decrement stencil if frontface is behind depthbuffer
2769                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2770                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2771                                 }
2772                                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
2773                                 c_rtcached_shadowmeshes++;
2774                                 c_rtcached_shadowtris += mesh->numtriangles;
2775                                 GL_LockArrays(0, 0);
2776                         }
2777                 }
2778                 else if (numsurfaces)
2779                 {
2780                         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2781                         ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist);
2782                 }
2783                 if (r_drawentities.integer)
2784                 {
2785                         for (i = 0;i < r_refdef.numentities;i++)
2786                         {
2787                                 ent = r_refdef.entities[i];
2788                                 // rough checks
2789                                 if (r_shadow_cull.integer)
2790                                 {
2791                                         if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
2792                                                 continue;
2793                                         if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs))
2794                                                 continue;
2795                                 }
2796                                 if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
2797                                         continue;
2798                                 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2799                                 // light emitting entities should not cast their own shadow
2800                                 if (VectorLength2(relativelightorigin) < 0.1)
2801                                         continue;
2802                                 ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist);
2803                         }
2804                 }
2805         }
2806
2807         if (!visiblevolumes)
2808         {
2809                 R_Shadow_Stage_Light(usestencil);
2810
2811                 ent = &cl_entities[0].render;
2812                 if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
2813                 {
2814                         lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2815                         lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2816                         lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2817                         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2818                         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
2819                         Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
2820                         Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
2821                         Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
2822                         if (r_shadow_staticworldlights.integer && rtlight->compiled)
2823                         {
2824                                 R_Mesh_Matrix(&ent->matrix);
2825                                 for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
2826                                         R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
2827                         }
2828                         else
2829                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
2830                 }
2831                 if (r_drawentities.integer)
2832                 {
2833                         for (i = 0;i < r_refdef.numentities;i++)
2834                         {
2835                                 ent = r_refdef.entities[i];
2836                                 // can't draw transparent entity lighting here because
2837                                 // transparent meshes are deferred for later
2838                                 if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
2839                                 {
2840                                         lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2841                                         lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2842                                         lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2843                                         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2844                                         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
2845                                         Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
2846                                         Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
2847                                         Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
2848                                         ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist);
2849                                 }
2850                         }
2851                 }
2852         }
2853 }
2854
2855 void R_ShadowVolumeLighting(int visiblevolumes)
2856 {
2857         int lnum, flag;
2858         dlight_t *light;
2859         rmeshstate_t m;
2860
2861         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2862                 R_Shadow_EditLights_Reload_f();
2863
2864         if (visiblevolumes)
2865         {
2866                 memset(&m, 0, sizeof(m));
2867                 R_Mesh_State(&m);
2868
2869                 GL_BlendFunc(GL_ONE, GL_ONE);
2870                 GL_DepthMask(false);
2871                 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
2872                 qglDisable(GL_CULL_FACE);
2873                 GL_Color(0.0, 0.0125, 0.1, 1);
2874         }
2875         else
2876                 R_Shadow_Stage_Begin();
2877         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2878         if (r_shadow_debuglight.integer >= 0)
2879         {
2880                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2881                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2882                                 R_DrawRTLight(&light->rtlight, visiblevolumes);
2883         }
2884         else
2885                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2886                         if (light->flags & flag)
2887                                 R_DrawRTLight(&light->rtlight, visiblevolumes);
2888         if (r_rtdlight)
2889                 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2890                         R_DrawRTLight(&light->rtlight, visiblevolumes);
2891
2892         if (visiblevolumes)
2893         {
2894                 qglEnable(GL_CULL_FACE);
2895                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
2896         }
2897         else
2898                 R_Shadow_Stage_End();
2899 }
2900
2901 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2902 typedef struct suffixinfo_s
2903 {
2904         char *suffix;
2905         qboolean flipx, flipy, flipdiagonal;
2906 }
2907 suffixinfo_t;
2908 static suffixinfo_t suffix[3][6] =
2909 {
2910         {
2911                 {"px",   false, false, false},
2912                 {"nx",   false, false, false},
2913                 {"py",   false, false, false},
2914                 {"ny",   false, false, false},
2915                 {"pz",   false, false, false},
2916                 {"nz",   false, false, false}
2917         },
2918         {
2919                 {"posx", false, false, false},
2920                 {"negx", false, false, false},
2921                 {"posy", false, false, false},
2922                 {"negy", false, false, false},
2923                 {"posz", false, false, false},
2924                 {"negz", false, false, false}
2925         },
2926         {
2927                 {"rt",    true, false,  true},
2928                 {"lf",   false,  true,  true},
2929                 {"ft",    true,  true, false},
2930                 {"bk",   false, false, false},
2931                 {"up",    true, false,  true},
2932                 {"dn",    true, false,  true}
2933         }
2934 };
2935
2936 static int componentorder[4] = {0, 1, 2, 3};
2937
2938 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2939 {
2940         int i, j, cubemapsize;
2941         qbyte *cubemappixels, *image_rgba;
2942         rtexture_t *cubemaptexture;
2943         char name[256];
2944         // must start 0 so the first loadimagepixels has no requested width/height
2945         cubemapsize = 0;
2946         cubemappixels = NULL;
2947         cubemaptexture = NULL;
2948         // keep trying different suffix groups (posx, px, rt) until one loads
2949         for (j = 0;j < 3 && !cubemappixels;j++)
2950         {
2951                 // load the 6 images in the suffix group
2952                 for (i = 0;i < 6;i++)
2953                 {
2954                         // generate an image name based on the base and and suffix
2955                         snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2956                         // load it
2957                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2958                         {
2959                                 // an image loaded, make sure width and height are equal
2960                                 if (image_width == image_height)
2961                                 {
2962                                         // if this is the first image to load successfully, allocate the cubemap memory
2963                                         if (!cubemappixels && image_width >= 1)
2964                                         {
2965                                                 cubemapsize = image_width;
2966                                                 // note this clears to black, so unavailable sides are black
2967                                                 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2968                                         }
2969                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2970                                         if (cubemappixels)
2971                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2972                                 }
2973                                 else
2974                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2975                                 // free the image
2976                                 Mem_Free(image_rgba);
2977                         }
2978                 }
2979         }
2980         // if a cubemap loaded, upload it
2981         if (cubemappixels)
2982         {
2983                 if (!r_shadow_filters_texturepool)
2984                         r_shadow_filters_texturepool = R_AllocTexturePool();
2985                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2986                 Mem_Free(cubemappixels);
2987         }
2988         else
2989         {
2990                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2991                 for (j = 0;j < 3;j++)
2992                         for (i = 0;i < 6;i++)
2993                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2994                 Con_Print(" and was unable to find any of them.\n");
2995         }
2996         return cubemaptexture;
2997 }
2998
2999 rtexture_t *R_Shadow_Cubemap(const char *basename)
3000 {
3001         int i;
3002         for (i = 0;i < numcubemaps;i++)
3003                 if (!strcasecmp(cubemaps[i].basename, basename))
3004                         return cubemaps[i].texture;
3005         if (i >= MAX_CUBEMAPS)
3006                 return NULL;
3007         numcubemaps++;
3008         strcpy(cubemaps[i].basename, basename);
3009         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3010         return cubemaps[i].texture;
3011 }
3012
3013 void R_Shadow_FreeCubemaps(void)
3014 {
3015         numcubemaps = 0;
3016         R_FreeTexturePool(&r_shadow_filters_texturepool);
3017 }
3018
3019 dlight_t *R_Shadow_NewWorldLight(void)
3020 {
3021         dlight_t *light;
3022         light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3023         light->next = r_shadow_worldlightchain;
3024         r_shadow_worldlightchain = light;
3025         return light;
3026 }
3027
3028 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)
3029 {
3030         VectorCopy(origin, light->origin);
3031         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3032         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3033         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3034         light->color[0] = max(color[0], 0);
3035         light->color[1] = max(color[1], 0);
3036         light->color[2] = max(color[2], 0);
3037         light->radius = max(radius, 0);
3038         light->style = style;
3039         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3040         {
3041                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3042                 light->style = 0;
3043         }
3044         light->shadow = shadowenable;
3045         light->corona = corona;
3046         if (!cubemapname)
3047                 cubemapname = "";
3048         strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname));
3049         light->coronasizescale = coronasizescale;
3050         light->ambientscale = ambientscale;
3051         light->diffusescale = diffusescale;
3052         light->specularscale = specularscale;
3053         light->flags = flags;
3054         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3055
3056         R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
3057 }
3058
3059 void R_Shadow_FreeWorldLight(dlight_t *light)
3060 {
3061         dlight_t **lightpointer;
3062         R_RTLight_Uncompile(&light->rtlight);
3063         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3064         if (*lightpointer != light)
3065                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3066         *lightpointer = light->next;
3067         Mem_Free(light);
3068 }
3069
3070 void R_Shadow_ClearWorldLights(void)
3071 {
3072         while (r_shadow_worldlightchain)
3073                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3074         r_shadow_selectedlight = NULL;
3075         R_Shadow_FreeCubemaps();
3076 }
3077
3078 void R_Shadow_SelectLight(dlight_t *light)
3079 {
3080         if (r_shadow_selectedlight)
3081                 r_shadow_selectedlight->selected = false;
3082         r_shadow_selectedlight = light;
3083         if (r_shadow_selectedlight)
3084                 r_shadow_selectedlight->selected = true;
3085 }
3086
3087 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3088 {
3089         float scale = r_editlights_cursorgrid.value * 0.5f;
3090         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3091 }
3092
3093 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3094 {
3095         float intensity;
3096         const dlight_t *light;
3097         light = calldata1;
3098         intensity = 0.5;
3099         if (light->selected)
3100                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3101         if (!light->shadow)
3102                 intensity *= 0.5f;
3103         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3104 }
3105
3106 void R_Shadow_DrawLightSprites(void)
3107 {
3108         int i;
3109         cachepic_t *pic;
3110         dlight_t *light;
3111
3112         for (i = 0;i < 5;i++)
3113         {
3114                 lighttextures[i] = NULL;
3115                 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
3116                         lighttextures[i] = pic->tex;
3117         }
3118
3119         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3120                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3121         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3122 }
3123
3124 void R_Shadow_SelectLightInView(void)
3125 {
3126         float bestrating, rating, temp[3];
3127         dlight_t *best, *light;
3128         best = NULL;
3129         bestrating = 0;
3130         for (light = r_shadow_worldlightchain;light;light = light->next)
3131         {
3132                 VectorSubtract(light->origin, r_vieworigin, temp);
3133                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3134                 if (rating >= 0.95)
3135                 {
3136                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3137                         if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
3138                         {
3139                                 bestrating = rating;
3140                                 best = light;
3141                         }
3142                 }
3143         }
3144         R_Shadow_SelectLight(best);
3145 }
3146
3147 void R_Shadow_LoadWorldLights(void)
3148 {
3149         int n, a, style, shadow, flags;
3150         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3151         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3152         if (r_refdef.worldmodel == NULL)
3153         {
3154                 Con_Print("No map loaded.\n");
3155                 return;
3156         }
3157         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3158         strlcat (name, ".rtlights", sizeof (name));
3159         lightsstring = FS_LoadFile(name, tempmempool, false);
3160         if (lightsstring)
3161         {
3162                 s = lightsstring;
3163                 n = 0;
3164                 while (*s)
3165                 {
3166                         t = s;
3167                         /*
3168                         shadow = true;
3169                         for (;COM_Parse(t, true) && strcmp(
3170                         if (COM_Parse(t, true))
3171                         {
3172                                 if (com_token[0] == '!')
3173                                 {
3174                                         shadow = false;
3175                                         origin[0] = atof(com_token+1);
3176                                 }
3177                                 else
3178                                         origin[0] = atof(com_token);
3179                                 if (Com_Parse(t
3180                         }
3181                         */
3182                         t = s;
3183                         while (*s && *s != '\n' && *s != '\r')
3184                                 s++;
3185                         if (!*s)
3186                                 break;
3187                         tempchar = *s;
3188                         shadow = true;
3189                         // check for modifier flags
3190                         if (*t == '!')
3191                         {
3192                                 shadow = false;
3193                                 t++;
3194                         }
3195                         *s = 0;
3196                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3197                         *s = tempchar;
3198                         if (a < 18)
3199                                 flags = LIGHTFLAG_REALTIMEMODE;
3200                         if (a < 17)
3201                                 specularscale = 1;
3202                         if (a < 16)
3203                                 diffusescale = 1;
3204                         if (a < 15)
3205                                 ambientscale = 0;
3206                         if (a < 14)
3207                                 coronasizescale = 0.25f;
3208                         if (a < 13)
3209                                 VectorClear(angles);
3210                         if (a < 10)
3211                                 corona = 0;
3212                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3213                                 cubemapname[0] = 0;
3214                         // remove quotes on cubemapname
3215                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3216                         {
3217                                 cubemapname[strlen(cubemapname)-1] = 0;
3218                                 strcpy(cubemapname, cubemapname + 1);
3219                         }
3220                         if (a < 8)
3221                         {
3222                                 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);
3223                                 break;
3224                         }
3225                         VectorScale(color, r_editlights_rtlightscolorscale.value, color);
3226                         radius *= r_editlights_rtlightssizescale.value;
3227                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3228                         if (*s == '\r')
3229                                 s++;
3230                         if (*s == '\n')
3231                                 s++;
3232                         n++;
3233                 }
3234                 if (*s)
3235                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3236                 Mem_Free(lightsstring);
3237         }
3238 }
3239
3240 void R_Shadow_SaveWorldLights(void)
3241 {
3242         dlight_t *light;
3243         int bufchars, bufmaxchars;
3244         char *buf, *oldbuf;
3245         char name[MAX_QPATH];
3246         char line[1024];
3247         if (!r_shadow_worldlightchain)
3248                 return;
3249         if (r_refdef.worldmodel == NULL)
3250         {
3251                 Con_Print("No map loaded.\n");
3252                 return;
3253         }
3254         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3255         strlcat (name, ".rtlights", sizeof (name));
3256         bufchars = bufmaxchars = 0;
3257         buf = NULL;
3258         for (light = r_shadow_worldlightchain;light;light = light->next)
3259         {
3260                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3261                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, 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);
3262                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3263                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3264                 else
3265                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style);
3266                 if (bufchars + (int) strlen(line) > bufmaxchars)
3267                 {
3268                         bufmaxchars = bufchars + strlen(line) + 2048;
3269                         oldbuf = buf;
3270                         buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
3271                         if (oldbuf)
3272                         {
3273                                 if (bufchars)
3274                                         memcpy(buf, oldbuf, bufchars);
3275                                 Mem_Free(oldbuf);
3276                         }
3277                 }
3278                 if (strlen(line))
3279                 {
3280                         memcpy(buf + bufchars, line, strlen(line));
3281                         bufchars += strlen(line);
3282                 }
3283         }
3284         if (bufchars)
3285                 FS_WriteFile(name, buf, bufchars);
3286         if (buf)
3287                 Mem_Free(buf);
3288 }
3289
3290 void R_Shadow_LoadLightsFile(void)
3291 {
3292         int n, a, style;
3293         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3294         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3295         if (r_refdef.worldmodel == NULL)
3296         {
3297                 Con_Print("No map loaded.\n");
3298                 return;
3299         }
3300         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3301         strlcat (name, ".lights", sizeof (name));
3302         lightsstring = FS_LoadFile(name, tempmempool, false);
3303         if (lightsstring)
3304         {
3305                 s = lightsstring;
3306                 n = 0;
3307                 while (*s)
3308                 {
3309                         t = s;
3310                         while (*s && *s != '\n' && *s != '\r')
3311                                 s++;
3312                         if (!*s)
3313                                 break;
3314                         tempchar = *s;
3315                         *s = 0;
3316                         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);
3317                         *s = tempchar;
3318                         if (a < 14)
3319                         {
3320                                 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);
3321                                 break;
3322                         }
3323                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3324                         radius = bound(15, radius, 4096);
3325                         VectorScale(color, (2.0f / (8388608.0f)), color);
3326                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3327                         if (*s == '\r')
3328                                 s++;
3329                         if (*s == '\n')
3330                                 s++;
3331                         n++;
3332                 }
3333                 if (*s)
3334                         Con_Printf("invalid lights file \"%s\"\n", name);
3335                 Mem_Free(lightsstring);
3336         }
3337 }
3338
3339 // tyrlite/hmap2 light types in the delay field
3340 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3341
3342 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3343 {
3344         int entnum, style, islight, skin, pflags, effects, type, n;
3345         char *entfiledata;
3346         const char *data;
3347         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3348         char key[256], value[1024];
3349
3350         if (r_refdef.worldmodel == NULL)
3351         {
3352                 Con_Print("No map loaded.\n");
3353                 return;
3354         }
3355         // try to load a .ent file first
3356         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3357         strlcat (key, ".ent", sizeof (key));
3358         data = entfiledata = FS_LoadFile(key, tempmempool, true);
3359         // and if that is not found, fall back to the bsp file entity string
3360         if (!data)
3361                 data = r_refdef.worldmodel->brush.entities;
3362         if (!data)
3363                 return;
3364         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3365         {
3366                 type = LIGHTTYPE_MINUSX;
3367                 origin[0] = origin[1] = origin[2] = 0;
3368                 originhack[0] = originhack[1] = originhack[2] = 0;
3369                 angles[0] = angles[1] = angles[2] = 0;
3370                 color[0] = color[1] = color[2] = 1;
3371                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3372                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3373                 fadescale = 1;
3374                 lightscale = 1;
3375                 style = 0;
3376                 skin = 0;
3377                 pflags = 0;
3378                 effects = 0;
3379                 islight = false;
3380                 while (1)
3381                 {
3382                         if (!COM_ParseToken(&data, false))
3383                                 break; // error
3384                         if (com_token[0] == '}')
3385                                 break; // end of entity
3386                         if (com_token[0] == '_')
3387                                 strcpy(key, com_token + 1);
3388                         else
3389                                 strcpy(key, com_token);
3390                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3391                                 key[strlen(key)-1] = 0;
3392                         if (!COM_ParseToken(&data, false))
3393                                 break; // error
3394                         strcpy(value, com_token);
3395
3396                         // now that we have the key pair worked out...
3397                         if (!strcmp("light", key))
3398                         {
3399                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3400                                 if (n == 1)
3401                                 {
3402                                         // quake
3403                                         light[0] = vec[0] * (1.0f / 256.0f);
3404                                         light[1] = vec[0] * (1.0f / 256.0f);
3405                                         light[2] = vec[0] * (1.0f / 256.0f);
3406                                         light[3] = vec[0];
3407                                 }
3408                                 else if (n == 4)
3409                                 {
3410                                         // halflife
3411                                         light[0] = vec[0] * (1.0f / 255.0f);
3412                                         light[1] = vec[1] * (1.0f / 255.0f);
3413                                         light[2] = vec[2] * (1.0f / 255.0f);
3414                                         light[3] = vec[3];
3415                                 }
3416                         }
3417                         else if (!strcmp("delay", key))
3418                                 type = atoi(value);
3419                         else if (!strcmp("origin", key))
3420                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3421                         else if (!strcmp("angle", key))
3422                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3423                         else if (!strcmp("angles", key))
3424                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3425                         else if (!strcmp("color", key))
3426                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3427                         else if (!strcmp("wait", key))
3428                                 fadescale = atof(value);
3429                         else if (!strcmp("classname", key))
3430                         {
3431                                 if (!strncmp(value, "light", 5))
3432                                 {
3433                                         islight = true;
3434                                         if (!strcmp(value, "light_fluoro"))
3435                                         {
3436                                                 originhack[0] = 0;
3437                                                 originhack[1] = 0;
3438                                                 originhack[2] = 0;
3439                                                 overridecolor[0] = 1;
3440                                                 overridecolor[1] = 1;
3441                                                 overridecolor[2] = 1;
3442                                         }
3443                                         if (!strcmp(value, "light_fluorospark"))
3444                                         {
3445                                                 originhack[0] = 0;
3446                                                 originhack[1] = 0;
3447                                                 originhack[2] = 0;
3448                                                 overridecolor[0] = 1;
3449                                                 overridecolor[1] = 1;
3450                                                 overridecolor[2] = 1;
3451                                         }
3452                                         if (!strcmp(value, "light_globe"))
3453                                         {
3454                                                 originhack[0] = 0;
3455                                                 originhack[1] = 0;
3456                                                 originhack[2] = 0;
3457                                                 overridecolor[0] = 1;
3458                                                 overridecolor[1] = 0.8;
3459                                                 overridecolor[2] = 0.4;
3460                                         }
3461                                         if (!strcmp(value, "light_flame_large_yellow"))
3462                                         {
3463                                                 originhack[0] = 0;
3464                                                 originhack[1] = 0;
3465                                                 originhack[2] = 48;
3466                                                 overridecolor[0] = 1;
3467                                                 overridecolor[1] = 0.5;
3468                                                 overridecolor[2] = 0.1;
3469                                         }
3470                                         if (!strcmp(value, "light_flame_small_yellow"))
3471                                         {
3472                                                 originhack[0] = 0;
3473                                                 originhack[1] = 0;
3474                                                 originhack[2] = 40;
3475                                                 overridecolor[0] = 1;
3476                                                 overridecolor[1] = 0.5;
3477                                                 overridecolor[2] = 0.1;
3478                                         }
3479                                         if (!strcmp(value, "light_torch_small_white"))
3480                                         {
3481                                                 originhack[0] = 0;
3482                                                 originhack[1] = 0;
3483                                                 originhack[2] = 40;
3484                                                 overridecolor[0] = 1;
3485                                                 overridecolor[1] = 0.5;
3486                                                 overridecolor[2] = 0.1;
3487                                         }
3488                                         if (!strcmp(value, "light_torch_small_walltorch"))
3489                                         {
3490                                                 originhack[0] = 0;
3491                                                 originhack[1] = 0;
3492                                                 originhack[2] = 40;
3493                                                 overridecolor[0] = 1;
3494                                                 overridecolor[1] = 0.5;
3495                                                 overridecolor[2] = 0.1;
3496                                         }
3497                                 }
3498                         }
3499                         else if (!strcmp("style", key))
3500                                 style = atoi(value);
3501                         else if (r_refdef.worldmodel->type == mod_brushq3)
3502                         {
3503                                 if (!strcmp("scale", key))
3504                                         lightscale = atof(value);
3505                                 if (!strcmp("fade", key))
3506                                         fadescale = atof(value);
3507                         }
3508                         else if (!strcmp("skin", key))
3509                                 skin = (int)atof(value);
3510                         else if (!strcmp("pflags", key))
3511                                 pflags = (int)atof(value);
3512                         else if (!strcmp("effects", key))
3513                                 effects = (int)atof(value);
3514                 }
3515                 if (!islight)
3516                         continue;
3517                 if (lightscale <= 0)
3518                         lightscale = 1;
3519                 if (fadescale <= 0)
3520                         fadescale = 1;
3521                 if (color[0] == color[1] && color[0] == color[2])
3522                 {
3523                         color[0] *= overridecolor[0];
3524                         color[1] *= overridecolor[1];
3525                         color[2] *= overridecolor[2];
3526                 }
3527                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3528                 color[0] = color[0] * light[0];
3529                 color[1] = color[1] * light[1];
3530                 color[2] = color[2] * light[2];
3531                 switch (type)
3532                 {
3533                 case LIGHTTYPE_MINUSX:
3534                         break;
3535                 case LIGHTTYPE_RECIPX:
3536                         radius *= 2;
3537                         VectorScale(color, (1.0f / 16.0f), color);
3538                         break;
3539                 case LIGHTTYPE_RECIPXX:
3540                         radius *= 2;
3541                         VectorScale(color, (1.0f / 16.0f), color);
3542                         break;
3543                 default:
3544                 case LIGHTTYPE_NONE:
3545                         break;
3546                 case LIGHTTYPE_SUN:
3547                         break;
3548                 case LIGHTTYPE_MINUSXX:
3549                         break;
3550                 }
3551                 VectorAdd(origin, originhack, origin);
3552                 if (radius >= 1)
3553                         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);
3554         }
3555         if (entfiledata)
3556                 Mem_Free(entfiledata);
3557 }
3558
3559
3560 void R_Shadow_SetCursorLocationForView(void)
3561 {
3562         vec_t dist, push, frac;
3563         vec3_t dest, endpos, normal;
3564         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3565         frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
3566         if (frac < 1)
3567         {
3568                 dist = frac * r_editlights_cursordistance.value;
3569                 push = r_editlights_cursorpushback.value;
3570                 if (push > dist)
3571                         push = dist;
3572                 push = -push;
3573                 VectorMA(endpos, push, r_viewforward, endpos);
3574                 VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
3575         }
3576         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3577         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3578         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3579 }
3580
3581 void R_Shadow_UpdateWorldLightSelection(void)
3582 {
3583         if (r_editlights.integer)
3584         {
3585                 R_Shadow_SetCursorLocationForView();
3586                 R_Shadow_SelectLightInView();
3587                 R_Shadow_DrawLightSprites();
3588         }
3589         else
3590                 R_Shadow_SelectLight(NULL);
3591 }
3592
3593 void R_Shadow_EditLights_Clear_f(void)
3594 {
3595         R_Shadow_ClearWorldLights();
3596 }
3597
3598 void R_Shadow_EditLights_Reload_f(void)
3599 {
3600         if (!r_refdef.worldmodel)
3601                 return;
3602         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3603         R_Shadow_ClearWorldLights();
3604         R_Shadow_LoadWorldLights();
3605         if (r_shadow_worldlightchain == NULL)
3606         {
3607                 R_Shadow_LoadLightsFile();
3608                 if (r_shadow_worldlightchain == NULL)
3609                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3610         }
3611 }
3612
3613 void R_Shadow_EditLights_Save_f(void)
3614 {
3615         if (!r_refdef.worldmodel)
3616                 return;
3617         R_Shadow_SaveWorldLights();
3618 }
3619
3620 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3621 {
3622         R_Shadow_ClearWorldLights();
3623         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3624 }
3625
3626 void R_Shadow_EditLights_ImportLightsFile_f(void)
3627 {
3628         R_Shadow_ClearWorldLights();
3629         R_Shadow_LoadLightsFile();
3630 }
3631
3632 void R_Shadow_EditLights_Spawn_f(void)
3633 {
3634         vec3_t color;
3635         if (!r_editlights.integer)
3636         {
3637                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3638                 return;
3639         }
3640         if (Cmd_Argc() != 1)
3641         {
3642                 Con_Print("r_editlights_spawn does not take parameters\n");
3643                 return;
3644         }
3645         color[0] = color[1] = color[2] = 1;
3646         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3647 }
3648
3649 void R_Shadow_EditLights_Edit_f(void)
3650 {
3651         vec3_t origin, angles, color;
3652         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3653         int style, shadows, flags, normalmode, realtimemode;
3654         char cubemapname[1024];
3655         if (!r_editlights.integer)
3656         {
3657                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3658                 return;
3659         }
3660         if (!r_shadow_selectedlight)
3661         {
3662                 Con_Print("No selected light.\n");
3663                 return;
3664         }
3665         VectorCopy(r_shadow_selectedlight->origin, origin);
3666         VectorCopy(r_shadow_selectedlight->angles, angles);
3667         VectorCopy(r_shadow_selectedlight->color, color);
3668         radius = r_shadow_selectedlight->radius;
3669         style = r_shadow_selectedlight->style;
3670         if (r_shadow_selectedlight->cubemapname)
3671                 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3672         else
3673                 cubemapname[0] = 0;
3674         shadows = r_shadow_selectedlight->shadow;
3675         corona = r_shadow_selectedlight->corona;
3676         coronasizescale = r_shadow_selectedlight->coronasizescale;
3677         ambientscale = r_shadow_selectedlight->ambientscale;
3678         diffusescale = r_shadow_selectedlight->diffusescale;
3679         specularscale = r_shadow_selectedlight->specularscale;
3680         flags = r_shadow_selectedlight->flags;
3681         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3682         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3683         if (!strcmp(Cmd_Argv(1), "origin"))
3684         {
3685                 if (Cmd_Argc() != 5)
3686                 {
3687                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3688                         return;
3689                 }
3690                 origin[0] = atof(Cmd_Argv(2));
3691                 origin[1] = atof(Cmd_Argv(3));
3692                 origin[2] = atof(Cmd_Argv(4));
3693         }
3694         else if (!strcmp(Cmd_Argv(1), "originx"))
3695         {
3696                 if (Cmd_Argc() != 3)
3697                 {
3698                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3699                         return;
3700                 }
3701                 origin[0] = atof(Cmd_Argv(2));
3702         }
3703         else if (!strcmp(Cmd_Argv(1), "originy"))
3704         {
3705                 if (Cmd_Argc() != 3)
3706                 {
3707                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3708                         return;
3709                 }
3710                 origin[1] = atof(Cmd_Argv(2));
3711         }
3712         else if (!strcmp(Cmd_Argv(1), "originz"))
3713         {
3714                 if (Cmd_Argc() != 3)
3715                 {
3716                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3717                         return;
3718                 }
3719                 origin[2] = atof(Cmd_Argv(2));
3720         }
3721         else if (!strcmp(Cmd_Argv(1), "move"))
3722         {
3723                 if (Cmd_Argc() != 5)
3724                 {
3725                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3726                         return;
3727                 }
3728                 origin[0] += atof(Cmd_Argv(2));
3729                 origin[1] += atof(Cmd_Argv(3));
3730                 origin[2] += atof(Cmd_Argv(4));
3731         }
3732         else if (!strcmp(Cmd_Argv(1), "movex"))
3733         {
3734                 if (Cmd_Argc() != 3)
3735                 {
3736                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3737                         return;
3738                 }
3739                 origin[0] += atof(Cmd_Argv(2));
3740         }
3741         else if (!strcmp(Cmd_Argv(1), "movey"))
3742         {
3743                 if (Cmd_Argc() != 3)
3744                 {
3745                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3746                         return;
3747                 }
3748                 origin[1] += atof(Cmd_Argv(2));
3749         }
3750         else if (!strcmp(Cmd_Argv(1), "movez"))
3751         {
3752                 if (Cmd_Argc() != 3)
3753                 {
3754                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3755                         return;
3756                 }
3757                 origin[2] += atof(Cmd_Argv(2));
3758         }
3759         else if (!strcmp(Cmd_Argv(1), "angles"))
3760         {
3761                 if (Cmd_Argc() != 5)
3762                 {
3763                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3764                         return;
3765                 }
3766                 angles[0] = atof(Cmd_Argv(2));
3767                 angles[1] = atof(Cmd_Argv(3));
3768                 angles[2] = atof(Cmd_Argv(4));
3769         }
3770         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3771         {
3772                 if (Cmd_Argc() != 3)
3773                 {
3774                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3775                         return;
3776                 }
3777                 angles[0] = atof(Cmd_Argv(2));
3778         }
3779         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3780         {
3781                 if (Cmd_Argc() != 3)
3782                 {
3783                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3784                         return;
3785                 }
3786                 angles[1] = atof(Cmd_Argv(2));
3787         }
3788         else if (!strcmp(Cmd_Argv(1), "anglesz"))
3789         {
3790                 if (Cmd_Argc() != 3)
3791                 {
3792                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3793                         return;
3794                 }
3795                 angles[2] = atof(Cmd_Argv(2));
3796         }
3797         else if (!strcmp(Cmd_Argv(1), "color"))
3798         {
3799                 if (Cmd_Argc() != 5)
3800                 {
3801                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3802                         return;
3803                 }
3804                 color[0] = atof(Cmd_Argv(2));
3805                 color[1] = atof(Cmd_Argv(3));
3806                 color[2] = atof(Cmd_Argv(4));
3807         }
3808         else if (!strcmp(Cmd_Argv(1), "radius"))
3809         {
3810                 if (Cmd_Argc() != 3)
3811                 {
3812                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3813                         return;
3814                 }
3815                 radius = atof(Cmd_Argv(2));
3816         }
3817         else if (!strcmp(Cmd_Argv(1), "style"))
3818         {
3819                 if (Cmd_Argc() != 3)
3820                 {
3821                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3822                         return;
3823                 }
3824                 style = atoi(Cmd_Argv(2));
3825         }
3826         else if (!strcmp(Cmd_Argv(1), "cubemap"))
3827         {
3828                 if (Cmd_Argc() > 3)
3829                 {
3830                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3831                         return;
3832                 }
3833                 if (Cmd_Argc() == 3)
3834                         strcpy(cubemapname, Cmd_Argv(2));
3835                 else
3836                         cubemapname[0] = 0;
3837         }
3838         else if (!strcmp(Cmd_Argv(1), "shadows"))
3839         {
3840                 if (Cmd_Argc() != 3)
3841                 {
3842                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3843                         return;
3844                 }
3845                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3846         }
3847         else if (!strcmp(Cmd_Argv(1), "corona"))
3848         {
3849                 if (Cmd_Argc() != 3)
3850                 {
3851                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3852                         return;
3853                 }
3854                 corona = atof(Cmd_Argv(2));
3855         }
3856         else if (!strcmp(Cmd_Argv(1), "coronasize"))
3857         {
3858                 if (Cmd_Argc() != 3)
3859                 {
3860                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3861                         return;
3862                 }
3863                 coronasizescale = atof(Cmd_Argv(2));
3864         }
3865         else if (!strcmp(Cmd_Argv(1), "ambient"))
3866         {
3867                 if (Cmd_Argc() != 3)
3868                 {
3869                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3870                         return;
3871                 }
3872                 ambientscale = atof(Cmd_Argv(2));
3873         }
3874         else if (!strcmp(Cmd_Argv(1), "diffuse"))
3875         {
3876                 if (Cmd_Argc() != 3)
3877                 {
3878                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3879                         return;
3880                 }
3881                 diffusescale = atof(Cmd_Argv(2));
3882         }
3883         else if (!strcmp(Cmd_Argv(1), "specular"))
3884         {
3885                 if (Cmd_Argc() != 3)
3886                 {
3887                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3888                         return;
3889                 }
3890                 specularscale = atof(Cmd_Argv(2));
3891         }
3892         else if (!strcmp(Cmd_Argv(1), "normalmode"))
3893         {
3894                 if (Cmd_Argc() != 3)
3895                 {
3896                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3897                         return;
3898                 }
3899                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3900         }
3901         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3902         {
3903                 if (Cmd_Argc() != 3)
3904                 {
3905                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3906                         return;
3907                 }
3908                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3909         }
3910         else
3911         {
3912                 Con_Print("usage: r_editlights_edit [property] [value]\n");
3913                 Con_Print("Selected light's properties:\n");
3914                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3915                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3916                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3917                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
3918                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
3919                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
3920                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3921                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
3922                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
3923                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
3924                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
3925                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
3926                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3927                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3928                 return;
3929         }
3930         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3931         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3932 }
3933
3934 void R_Shadow_EditLights_EditAll_f(void)
3935 {
3936         dlight_t *light;
3937
3938         if (!r_editlights.integer)
3939         {
3940                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3941                 return;
3942         }
3943
3944         for (light = r_shadow_worldlightchain;light;light = light->next)
3945         {
3946                 R_Shadow_SelectLight(light);
3947                 R_Shadow_EditLights_Edit_f();
3948         }
3949 }
3950
3951 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3952 {
3953         int lightnumber, lightcount;
3954         dlight_t *light;
3955         float x, y;
3956         char temp[256];
3957         if (!r_editlights.integer)
3958                 return;
3959         x = 0;
3960         y = con_vislines;
3961         lightnumber = -1;
3962         lightcount = 0;
3963         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3964                 if (light == r_shadow_selectedlight)
3965                         lightnumber = lightcount;
3966         sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3967         if (r_shadow_selectedlight == NULL)
3968                 return;
3969         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3970         sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3971         sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3972         sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3973         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3974         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3975         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3976         sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3977         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3978         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3979         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3980         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3981         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3982         sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3983         sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3984 }
3985
3986 void R_Shadow_EditLights_ToggleShadow_f(void)
3987 {
3988         if (!r_editlights.integer)
3989         {
3990                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3991                 return;
3992         }
3993         if (!r_shadow_selectedlight)
3994         {
3995                 Con_Print("No selected light.\n");
3996                 return;
3997         }
3998         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);
3999 }
4000
4001 void R_Shadow_EditLights_ToggleCorona_f(void)
4002 {
4003         if (!r_editlights.integer)
4004         {
4005                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4006                 return;
4007         }
4008         if (!r_shadow_selectedlight)
4009         {
4010                 Con_Print("No selected light.\n");
4011                 return;
4012         }
4013         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);
4014 }
4015
4016 void R_Shadow_EditLights_Remove_f(void)
4017 {
4018         if (!r_editlights.integer)
4019         {
4020                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4021                 return;
4022         }
4023         if (!r_shadow_selectedlight)
4024         {
4025                 Con_Print("No selected light.\n");
4026                 return;
4027         }
4028         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4029         r_shadow_selectedlight = NULL;
4030 }
4031
4032 void R_Shadow_EditLights_Help_f(void)
4033 {
4034         Con_Print(
4035 "Documentation on r_editlights system:\n"
4036 "Settings:\n"
4037 "r_editlights : enable/disable editing mode\n"
4038 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4039 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4040 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4041 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4042 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4043 "r_editlights_rtlightssizescale : imported rtlight size scaling\n"
4044 "r_editlights_rtlightscolorscale : imported rtlight color scaling\n"
4045 "Commands:\n"
4046 "r_editlights_help : this help\n"
4047 "r_editlights_clear : remove all lights\n"
4048 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4049 "r_editlights_save : save to .rtlights file\n"
4050 "r_editlights_spawn : create a light with default settings\n"
4051 "r_editlights_edit command : edit selected light - more documentation below\n"
4052 "r_editlights_remove : remove selected light\n"
4053 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4054 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4055 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4056 "Edit commands:\n"
4057 "origin x y z : set light location\n"
4058 "originx x: set x component of light location\n"
4059 "originy y: set y component of light location\n"
4060 "originz z: set z component of light location\n"
4061 "move x y z : adjust light location\n"
4062 "movex x: adjust x component of light location\n"
4063 "movey y: adjust y component of light location\n"
4064 "movez z: adjust z component of light location\n"
4065 "angles x y z : set light angles\n"
4066 "anglesx x: set x component of light angles\n"
4067 "anglesy y: set y component of light angles\n"
4068 "anglesz z: set z component of light angles\n"
4069 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4070 "radius radius : set radius (size) of light\n"
4071 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4072 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4073 "shadows 1/0 : turn on/off shadows\n"
4074 "corona n : set corona intensity\n"
4075 "coronasize n : set corona size (0-1)\n"
4076 "ambient n : set ambient intensity (0-1)\n"
4077 "diffuse n : set diffuse intensity (0-1)\n"
4078 "specular n : set specular intensity (0-1)\n"
4079 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4080 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4081 "<nothing> : print light properties to console\n"
4082         );
4083 }
4084
4085 void R_Shadow_EditLights_CopyInfo_f(void)
4086 {
4087         if (!r_editlights.integer)
4088         {
4089                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4090                 return;
4091         }
4092         if (!r_shadow_selectedlight)
4093         {
4094                 Con_Print("No selected light.\n");
4095                 return;
4096         }
4097         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4098         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4099         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4100         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4101         if (r_shadow_selectedlight->cubemapname)
4102                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4103         else
4104                 r_shadow_bufferlight.cubemapname[0] = 0;
4105         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4106         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4107         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4108         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4109         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4110         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4111         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4112 }
4113
4114 void R_Shadow_EditLights_PasteInfo_f(void)
4115 {
4116         if (!r_editlights.integer)
4117         {
4118                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4119                 return;
4120         }
4121         if (!r_shadow_selectedlight)
4122         {
4123                 Con_Print("No selected light.\n");
4124                 return;
4125         }
4126         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);
4127 }
4128
4129 void R_Shadow_EditLights_Init(void)
4130 {
4131         Cvar_RegisterVariable(&r_editlights);
4132         Cvar_RegisterVariable(&r_editlights_cursordistance);
4133         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4134         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4135         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4136         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4137         Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
4138         Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
4139         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4140         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4141         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4142         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4143         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4144         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4145         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4146         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4147         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4148         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4149         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4150         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4151         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4152         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
4153 }
4154