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