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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is rendered using Carmack's Reverse technique, in which backfaces behind
11 zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail)
12 decrement the stencil, the result is a stencil value of zero where shadows
13 did not intersect the visible geometry, suitable as a stencil mask for
14 rendering lighting everywhere but shadow.
15
16 In our case we use a biased stencil clear of 128 to avoid requiring the
17 stencil wrap extension (but probably should support it), and to address
18 Creative's patent on this sort of technology we also draw the frontfaces
19 first, and backfaces second (decrement, increment).
20
21 Patent warning:
22 This algorithm may be covered by Creative's patent (US Patent #6384822)
23 on Carmack's Reverse paper (which I have not read), however that patent
24 seems to be about drawing a stencil shadow from a model in an otherwise
25 unshadowed scene, where as realtime lighting technology draws light where
26 shadows do not lie.
27
28
29
30 Terminology: Stencil Light Volume (sometimes called Light Volumes)
31 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
32 areas in shadow it contanis the areas in light, this can only be built
33 quickly for certain limited cases (such as portal visibility from a point),
34 but is quite useful for some effects (sunlight coming from sky polygons is
35 one possible example, translucent occluders is another example).
36
37
38
39 Terminology: Optimized Stencil Shadow Volume
40 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
41 no duplicate coverage of areas (no need to shadow an area twice), often this
42 greatly improves performance but is an operation too costly to use on moving
43 lights (however completely optimal Stencil Light Volumes can be constructed
44 in some ideal cases).
45
46
47
48 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
49 Per pixel evaluation of lighting equations, at a bare minimum this involves
50 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
51 vector and surface normal, using a texture of the surface bumps, called a
52 NormalMap) if supported by hardware; in our case there is support for cards
53 which are incapable of DOT3, the quality is quite poor however.  Additionally
54 it is desirable to have specular evaluation per pixel, per vertex
55 normalization of specular halfangle vectors causes noticable distortion but
56 is unavoidable on hardware without GL_ARB_fragment_program.
57
58
59
60 Terminology: Normalization CubeMap
61 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
62 encoded as RGB colors) for any possible direction, this technique allows per
63 pixel calculation of incidence vector for per pixel lighting purposes, which
64 would not otherwise be possible per pixel without GL_ARB_fragment_program.
65
66
67
68 Terminology: 2D Attenuation Texturing
69 A very crude approximation of light attenuation with distance which results
70 in cylindrical light shapes which fade vertically as a streak (some games
71 such as Doom3 allow this to be rotated to be less noticable in specific
72 cases), the technique is simply modulating lighting by two 2D textures (which
73 can be the same) on different axes of projection (XY and Z, typically), this
74 is the best technique available without 3D Attenuation Texturing or
75 GL_ARB_fragment_program technology.
76
77
78
79 Terminology: 3D Attenuation Texturing
80 A slightly crude approximation of light attenuation with distance, its flaws
81 are limited radius and resolution (performance tradeoffs).
82
83
84
85 Terminology: 3D Attenuation-Normalization Texturing
86 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
87 vectors shorter the lighting becomes darker, a very effective optimization of
88 diffuse lighting if 3D Attenuation Textures are already used.
89
90
91
92 Terminology: Light Cubemap Filtering
93 A technique for modeling non-uniform light distribution according to
94 direction, for example projecting a stained glass window image onto a wall,
95 this is done by texturing the lighting with a cubemap.
96
97
98
99 Terminology: Light Projection Filtering
100 A technique for modeling shadowing of light passing through translucent
101 surfaces, allowing stained glass windows and other effects to be done more
102 elegantly than possible with Light Cubemap Filtering by applying an occluder
103 texture to the lighting combined with a stencil light volume to limit the lit
104 area (this allows evaluating multiple translucent occluders in a scene).
105
106
107
108 Terminology: Doom3 Lighting
109 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
110 CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by
111 the (currently upcoming) game Doom3.
112 */
113
114 #include "quakedef.h"
115 #include "r_shadow.h"
116 #include "cl_collision.h"
117 #include "portals.h"
118 #include "image.h"
119
120 extern void R_Shadow_EditLights_Init(void);
121
122 #define SHADOWSTAGE_NONE 0
123 #define SHADOWSTAGE_STENCIL 1
124 #define SHADOWSTAGE_LIGHT 2
125 #define SHADOWSTAGE_ERASESTENCIL 3
126
127 int r_shadowstage = SHADOWSTAGE_NONE;
128 int r_shadow_reloadlights = false;
129
130 mempool_t *r_shadow_mempool;
131
132 int maxshadowelements;
133 int *shadowelements;
134
135 int maxshadowmark;
136 int numshadowmark;
137 int *shadowmark;
138 int *shadowmarklist;
139 int shadowmarkcount;
140
141 int maxvertexupdate;
142 int *vertexupdate;
143 int *vertexremap;
144 int vertexupdatenum;
145
146 rtexturepool_t *r_shadow_texturepool;
147 rtexture_t *r_shadow_normalcubetexture;
148 rtexture_t *r_shadow_attenuation2dtexture;
149 rtexture_t *r_shadow_attenuation3dtexture;
150 rtexture_t *r_shadow_blankbumptexture;
151 rtexture_t *r_shadow_blankglosstexture;
152 rtexture_t *r_shadow_blankwhitetexture;
153
154 // used only for light filters (cubemaps)
155 rtexturepool_t *r_shadow_filters_texturepool;
156
157 cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
158 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
159 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
160 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
161 cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
162 cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
163 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
164 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
165 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
166 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
167 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
168 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
169 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
170 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
171 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"};
172 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"};
173 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
174 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
175 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
176 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
177 cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
178 cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
179 cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
180 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
181 cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
182
183 int c_rt_lights, c_rt_clears, c_rt_scissored;
184 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
185 int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
186
187 void R_Shadow_ClearWorldLights(void);
188 void R_Shadow_SaveWorldLights(void);
189 void R_Shadow_LoadWorldLights(void);
190 void R_Shadow_LoadLightsFile(void);
191 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
192
193 void r_shadow_start(void)
194 {
195         // allocate vertex processing arrays
196         r_shadow_mempool = Mem_AllocPool("R_Shadow");
197         maxshadowelements = 0;
198         shadowelements = NULL;
199         maxvertexupdate = 0;
200         vertexupdate = NULL;
201         vertexremap = NULL;
202         vertexupdatenum = 0;
203         maxshadowmark = 0;
204         numshadowmark = 0;
205         shadowmark = NULL;
206         shadowmarklist = NULL;
207         shadowmarkcount = 0;
208         r_shadow_normalcubetexture = NULL;
209         r_shadow_attenuation2dtexture = NULL;
210         r_shadow_attenuation3dtexture = NULL;
211         r_shadow_blankbumptexture = NULL;
212         r_shadow_blankglosstexture = NULL;
213         r_shadow_blankwhitetexture = NULL;
214         r_shadow_texturepool = NULL;
215         r_shadow_filters_texturepool = NULL;
216         R_Shadow_ClearWorldLights();
217         r_shadow_reloadlights = true;
218 }
219
220 void r_shadow_shutdown(void)
221 {
222         R_Shadow_ClearWorldLights();
223         r_shadow_reloadlights = true;
224         r_shadow_normalcubetexture = NULL;
225         r_shadow_attenuation2dtexture = NULL;
226         r_shadow_attenuation3dtexture = NULL;
227         r_shadow_blankbumptexture = NULL;
228         r_shadow_blankglosstexture = NULL;
229         r_shadow_blankwhitetexture = NULL;
230         R_FreeTexturePool(&r_shadow_texturepool);
231         R_FreeTexturePool(&r_shadow_filters_texturepool);
232         maxshadowelements = 0;
233         shadowelements = NULL;
234         maxvertexupdate = 0;
235         vertexupdate = NULL;
236         vertexremap = NULL;
237         vertexupdatenum = 0;
238         maxshadowmark = 0;
239         numshadowmark = 0;
240         shadowmark = NULL;
241         shadowmarklist = NULL;
242         shadowmarkcount = 0;
243         Mem_FreePool(&r_shadow_mempool);
244 }
245
246 void r_shadow_newmap(void)
247 {
248         R_Shadow_ClearWorldLights();
249         r_shadow_reloadlights = true;
250 }
251
252 void R_Shadow_Help_f(void)
253 {
254         Con_Printf(
255 "Documentation on r_shadow system:\n"
256 "Settings:\n"
257 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
258 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
259 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
260 "r_shadow_realtime_world : use realtime world light rendering\n"
261 "r_shadow_realtime_dlight : use high quality dlight rendering\n"
262 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to rtlights\n"
263 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
264 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
265 "r_shadow_glossintensity : brightness of textured gloss\n"
266 "r_shadow_gloss2intensity : brightness of forced gloss\n"
267 "r_shadow_debuglight : render only this light number (-1 = all)\n"
268 "r_shadow_scissor : use scissor optimization\n"
269 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
270 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
271 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
272 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
273 "r_shadow_portallight : use portal visibility for static light precomputation\n"
274 "r_shadow_projectdistance : shadow volume projection distance\n"
275 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
276 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
277 "r_shadow_worldshadows : enable world shadows\n"
278 "r_shadow_dlightshadows : enable dlight shadows\n"
279 "Commands:\n"
280 "r_shadow_help : this help\n"
281         );
282 }
283
284 void R_Shadow_Init(void)
285 {
286         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
287         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
288         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
289         Cvar_RegisterVariable(&r_shadow_realtime_world);
290         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
291         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
292         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
293         Cvar_RegisterVariable(&r_shadow_gloss);
294         Cvar_RegisterVariable(&r_shadow_glossintensity);
295         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
296         Cvar_RegisterVariable(&r_shadow_debuglight);
297         Cvar_RegisterVariable(&r_shadow_scissor);
298         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
299         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
300         Cvar_RegisterVariable(&r_shadow_polygonfactor);
301         Cvar_RegisterVariable(&r_shadow_polygonoffset);
302         Cvar_RegisterVariable(&r_shadow_portallight);
303         Cvar_RegisterVariable(&r_shadow_projectdistance);
304         Cvar_RegisterVariable(&r_shadow_texture3d);
305         Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
306         Cvar_RegisterVariable(&r_shadow_worldshadows);
307         Cvar_RegisterVariable(&r_shadow_dlightshadows);
308         Cvar_RegisterVariable(&r_shadow_showtris);
309         Cvar_RegisterVariable(&r_shadow_staticworldlights);
310         Cvar_RegisterVariable(&r_shadow_cull);
311         if (gamemode == GAME_TENEBRAE)
312         {
313                 Cvar_SetValue("r_shadow_gloss", 2);
314                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
315         }
316         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
317         R_Shadow_EditLights_Init();
318         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
319 }
320
321 matrix4x4_t matrix_attenuationxyz =
322 {
323         {
324                 {0.5, 0.0, 0.0, 0.5},
325                 {0.0, 0.5, 0.0, 0.5},
326                 {0.0, 0.0, 0.5, 0.5},
327                 {0.0, 0.0, 0.0, 1.0}
328         }
329 };
330
331 matrix4x4_t matrix_attenuationz =
332 {
333         {
334                 {0.0, 0.0, 0.5, 0.5},
335                 {0.0, 0.0, 0.0, 0.0},
336                 {0.0, 0.0, 0.0, 0.0},
337                 {0.0, 0.0, 0.0, 1.0}
338         }
339 };
340
341 int *R_Shadow_ResizeShadowElements(int numtris)
342 {
343         // make sure shadowelements is big enough for this volume
344         if (maxshadowelements < numtris * 24)
345         {
346                 maxshadowelements = numtris * 24;
347                 if (shadowelements)
348                         Mem_Free(shadowelements);
349                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
350         }
351         return shadowelements;
352 }
353
354 void R_Shadow_PrepareShadowMark(int numtris)
355 {
356         // make sure shadowmark is big enough for this volume
357         if (maxshadowmark < numtris)
358         {
359                 maxshadowmark = numtris;
360                 if (shadowmark)
361                         Mem_Free(shadowmark);
362                 if (shadowmarklist)
363                         Mem_Free(shadowmarklist);
364                 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
365                 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
366                 shadowmarkcount = 0;
367         }
368         shadowmarkcount++;
369         // if shadowmarkcount wrapped we clear the array and adjust accordingly
370         if (shadowmarkcount == 0)
371         {
372                 shadowmarkcount = 1;
373                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
374         }
375         numshadowmark = 0;
376 }
377
378 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
379 {
380         int i, j, tris = 0, vr[3], t, outvertices = 0;
381         const int *e, *n;
382         float f, temp[3];
383
384         if (maxvertexupdate < innumvertices)
385         {
386                 maxvertexupdate = innumvertices;
387                 if (vertexupdate)
388                         Mem_Free(vertexupdate);
389                 if (vertexremap)
390                         Mem_Free(vertexremap);
391                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
392                 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
393                 vertexupdatenum = 0;
394         }
395         vertexupdatenum++;
396         if (vertexupdatenum == 0)
397         {
398                 vertexupdatenum = 1;
399                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
400                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
401         }
402         
403         for (i = 0;i < numshadowmarktris;i++)
404         {
405                 t = shadowmarktris[i];
406                 shadowmark[t] = shadowmarkcount;
407                 e = inelement3i + t * 3;
408                 // make sure the vertices are created
409                 for (j = 0;j < 3;j++)
410                 {
411                         if (vertexupdate[e[j]] != vertexupdatenum)
412                         {
413                                 vertexupdate[e[j]] = vertexupdatenum;
414                                 vertexremap[e[j]] = outvertices;
415                                 VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp);
416                                 f = projectdistance / VectorLength(temp);
417                                 VectorCopy(invertex3f + e[j] * 3, outvertex3f);
418                                 VectorMA(projectorigin, f, temp, (outvertex3f + 3));
419                                 outvertex3f += 6;
420                                 outvertices += 2;
421                         }
422                 }
423                 // output the front and back triangles
424                 outelement3i[0] = vertexremap[e[0]];
425                 outelement3i[1] = vertexremap[e[1]];
426                 outelement3i[2] = vertexremap[e[2]];
427                 outelement3i[3] = vertexremap[e[2]] + 1;
428                 outelement3i[4] = vertexremap[e[1]] + 1;
429                 outelement3i[5] = vertexremap[e[0]] + 1;
430                 outelement3i += 6;
431                 tris += 2;
432         }
433
434         for (i = 0;i < numshadowmarktris;i++)
435         {
436                 t = shadowmarktris[i];
437                 e = inelement3i + t * 3;
438                 n = inneighbor3i + t * 3;
439                 // output the sides (facing outward from this triangle)
440                 if (shadowmark[n[0]] != shadowmarkcount)
441                 {
442                         vr[0] = vertexremap[e[0]];
443                         vr[1] = vertexremap[e[1]];
444                         outelement3i[0] = vr[1];
445                         outelement3i[1] = vr[0];
446                         outelement3i[2] = vr[0] + 1;
447                         outelement3i[3] = vr[1];
448                         outelement3i[4] = vr[0] + 1;
449                         outelement3i[5] = vr[1] + 1;
450                         outelement3i += 6;
451                         tris += 2;
452                 }
453                 if (shadowmark[n[1]] != shadowmarkcount)
454                 {
455                         vr[1] = vertexremap[e[1]];
456                         vr[2] = vertexremap[e[2]];
457                         outelement3i[0] = vr[2];
458                         outelement3i[1] = vr[1];
459                         outelement3i[2] = vr[1] + 1;
460                         outelement3i[3] = vr[2];
461                         outelement3i[4] = vr[1] + 1;
462                         outelement3i[5] = vr[2] + 1;
463                         outelement3i += 6;
464                         tris += 2;
465                 }
466                 if (shadowmark[n[2]] != shadowmarkcount)
467                 {
468                         vr[0] = vertexremap[e[0]];
469                         vr[2] = vertexremap[e[2]];
470                         outelement3i[0] = vr[0];
471                         outelement3i[1] = vr[2];
472                         outelement3i[2] = vr[2] + 1;
473                         outelement3i[3] = vr[0];
474                         outelement3i[4] = vr[2] + 1;
475                         outelement3i[5] = vr[0] + 1;
476                         outelement3i += 6;
477                         tris += 2;
478                 }
479         }
480         if (outnumvertices)
481                 *outnumvertices = outvertices;
482         return tris;
483 }
484
485 float varray_vertex3f2[65536*3];
486
487 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
488 {
489         int tris, outverts;
490         if (projectdistance < 0.1)
491         {
492                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
493                 return;
494         }
495         if (!numverts || !nummarktris)
496                 return;
497         // make sure shadowelements is big enough for this volume
498         if (maxshadowelements < nummarktris * 24)
499                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
500         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
501         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
502 }
503
504 void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs)
505 {
506         int i;
507         const float *v[3];
508
509         // check which triangles are facing the , and then output
510         // triangle elements and vertices...  by clever use of elements we
511         // can construct the whole shadow from the unprojected vertices and
512         // the projected vertices
513
514         // identify lit faces within the bounding box
515         R_Shadow_PrepareShadowMark(numtris);
516         for (i = 0;i < numtris;i++)
517         {
518                 v[0] = invertex3f + elements[i*3+0] * 3;
519                 v[1] = invertex3f + elements[i*3+1] * 3;
520                 v[2] = invertex3f + elements[i*3+2] * 3;
521                 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && maxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && mins[0] < max(v[0][0], max(v[1][0], v[2][0])) && maxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && mins[1] < max(v[0][1], max(v[1][1], v[2][1])) && maxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && mins[2] < max(v[0][2], max(v[1][2], v[2][2])))
522                         shadowmarklist[numshadowmark++] = i;
523         }
524         R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist);
525 }
526
527 void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius)
528 {
529         vec3_t mins, maxs;
530         mins[0] = projectorigin[0] - radius;
531         mins[1] = projectorigin[1] - radius;
532         mins[2] = projectorigin[2] - radius;
533         maxs[0] = projectorigin[0] + radius;
534         maxs[1] = projectorigin[1] + radius;
535         maxs[2] = projectorigin[2] + radius;
536         R_Shadow_VolumeFromBox(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, mins, maxs);
537 }
538
539 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
540 {
541         GL_VertexPointer(vertex3f);
542         if (r_shadowstage == SHADOWSTAGE_STENCIL)
543         {
544                 // decrement stencil if frontface is behind depthbuffer
545                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
546                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
547                 R_Mesh_Draw(numvertices, numtriangles, element3i);
548                 c_rt_shadowmeshes++;
549                 c_rt_shadowtris += numtriangles;
550                 // increment stencil if backface is behind depthbuffer
551                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
552                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
553         }
554         R_Mesh_Draw(numvertices, numtriangles, element3i);
555         c_rt_shadowmeshes++;
556         c_rt_shadowtris += numtriangles;
557 }
558
559 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
560 {
561         shadowmesh_t *mesh;
562         if (r_shadowstage == SHADOWSTAGE_STENCIL)
563         {
564                 // decrement stencil if frontface is behind depthbuffer
565                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
566                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
567                 for (mesh = firstmesh;mesh;mesh = mesh->next)
568                 {
569                         GL_VertexPointer(mesh->vertex3f);
570                         R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
571                         c_rtcached_shadowmeshes++;
572                         c_rtcached_shadowtris += mesh->numtriangles;
573                 }
574                 // increment stencil if backface is behind depthbuffer
575                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
576                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
577         }
578         for (mesh = firstmesh;mesh;mesh = mesh->next)
579         {
580                 GL_VertexPointer(mesh->vertex3f);
581                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
582                 c_rtcached_shadowmeshes++;
583                 c_rtcached_shadowtris += mesh->numtriangles;
584         }
585 }
586
587 float r_shadow_attenpower, r_shadow_attenscale;
588 static void R_Shadow_MakeTextures(void)
589 {
590         int x, y, z, d, side;
591         float v[3], s, t, intensity;
592         qbyte *data;
593         R_FreeTexturePool(&r_shadow_texturepool);
594         r_shadow_texturepool = R_AllocTexturePool();
595         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
596         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
597 #define NORMSIZE 64
598 #define ATTEN2DSIZE 64
599 #define ATTEN3DSIZE 32
600         data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
601         data[0] = 128;
602         data[1] = 128;
603         data[2] = 255;
604         data[3] = 255;
605         r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
606         data[0] = 255;
607         data[1] = 255;
608         data[2] = 255;
609         data[3] = 255;
610         r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
611         data[0] = 255;
612         data[1] = 255;
613         data[2] = 255;
614         data[3] = 255;
615         r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
616         if (gl_texturecubemap)
617         {
618                 for (side = 0;side < 6;side++)
619                 {
620                         for (y = 0;y < NORMSIZE;y++)
621                         {
622                                 for (x = 0;x < NORMSIZE;x++)
623                                 {
624                                         s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
625                                         t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
626                                         switch(side)
627                                         {
628                                         case 0:
629                                                 v[0] = 1;
630                                                 v[1] = -t;
631                                                 v[2] = -s;
632                                                 break;
633                                         case 1:
634                                                 v[0] = -1;
635                                                 v[1] = -t;
636                                                 v[2] = s;
637                                                 break;
638                                         case 2:
639                                                 v[0] = s;
640                                                 v[1] = 1;
641                                                 v[2] = t;
642                                                 break;
643                                         case 3:
644                                                 v[0] = s;
645                                                 v[1] = -1;
646                                                 v[2] = -t;
647                                                 break;
648                                         case 4:
649                                                 v[0] = s;
650                                                 v[1] = -t;
651                                                 v[2] = 1;
652                                                 break;
653                                         case 5:
654                                                 v[0] = -s;
655                                                 v[1] = -t;
656                                                 v[2] = -1;
657                                                 break;
658                                         }
659                                         intensity = 127.0f / sqrt(DotProduct(v, v));
660                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
661                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
662                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
663                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
664                                 }
665                         }
666                 }
667                 r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
668         }
669         else
670                 r_shadow_normalcubetexture = NULL;
671         for (y = 0;y < ATTEN2DSIZE;y++)
672         {
673                 for (x = 0;x < ATTEN2DSIZE;x++)
674                 {
675                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
676                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
677                         v[2] = 0;
678                         intensity = 1.0f - sqrt(DotProduct(v, v));
679                         if (intensity > 0)
680                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
681                         d = bound(0, intensity, 255);
682                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
683                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
684                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
685                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
686                 }
687         }
688         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
689         if (r_shadow_texture3d.integer)
690         {
691                 for (z = 0;z < ATTEN3DSIZE;z++)
692                 {
693                         for (y = 0;y < ATTEN3DSIZE;y++)
694                         {
695                                 for (x = 0;x < ATTEN3DSIZE;x++)
696                                 {
697                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
698                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
699                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
700                                         intensity = 1.0f - sqrt(DotProduct(v, v));
701                                         if (intensity > 0)
702                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
703                                         d = bound(0, intensity, 255);
704                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
705                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
706                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
707                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
708                                 }
709                         }
710                 }
711                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
712         }
713         Mem_Free(data);
714 }
715
716 void R_Shadow_Stage_Begin(void)
717 {
718         rmeshstate_t m;
719
720         if (r_shadow_texture3d.integer && !gl_texture3d)
721                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
722
723         if (!r_shadow_attenuation2dtexture
724          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
725          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
726          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
727                 R_Shadow_MakeTextures();
728
729         memset(&m, 0, sizeof(m));
730         GL_BlendFunc(GL_ONE, GL_ZERO);
731         GL_DepthMask(false);
732         GL_DepthTest(true);
733         R_Mesh_State_Texture(&m);
734         GL_Color(0, 0, 0, 1);
735         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
736         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
737         r_shadowstage = SHADOWSTAGE_NONE;
738
739         c_rt_lights = c_rt_clears = c_rt_scissored = 0;
740         c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
741         c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
742 }
743
744 void R_Shadow_LoadWorldLightsIfNeeded(void)
745 {
746         if (r_shadow_reloadlights && cl.worldmodel)
747         {
748                 R_Shadow_ClearWorldLights();
749                 r_shadow_reloadlights = false;
750                 R_Shadow_LoadWorldLights();
751                 if (r_shadow_worldlightchain == NULL)
752                 {
753                         R_Shadow_LoadLightsFile();
754                         if (r_shadow_worldlightchain == NULL)
755                                 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
756                 }
757         }
758 }
759
760 void R_Shadow_Stage_ShadowVolumes(void)
761 {
762         rmeshstate_t m;
763         memset(&m, 0, sizeof(m));
764         R_Mesh_State_Texture(&m);
765         GL_Color(1, 1, 1, 1);
766         qglColorMask(0, 0, 0, 0);
767         GL_BlendFunc(GL_ONE, GL_ZERO);
768         GL_DepthMask(false);
769         GL_DepthTest(true);
770         qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
771         //if (r_shadow_polygonoffset.value != 0)
772         //{
773         //      qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
774         //      qglEnable(GL_POLYGON_OFFSET_FILL);
775         //}
776         //else
777         //      qglDisable(GL_POLYGON_OFFSET_FILL);
778         qglDepthFunc(GL_LESS);
779         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
780         qglEnable(GL_STENCIL_TEST);
781         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
782         qglStencilFunc(GL_ALWAYS, 128, 0xFF);
783         r_shadowstage = SHADOWSTAGE_STENCIL;
784         qglClear(GL_STENCIL_BUFFER_BIT);
785         c_rt_clears++;
786         // LordHavoc note: many shadow volumes reside entirely inside the world
787         // (that is to say they are entirely bounded by their lit surfaces),
788         // which can be optimized by handling things as an inverted light volume,
789         // with the shadow boundaries of the world being simulated by an altered
790         // (129) bias to stencil clearing on such lights
791         // FIXME: generate inverted light volumes for use as shadow volumes and
792         // optimize for them as noted above
793 }
794
795 void R_Shadow_Stage_LightWithoutShadows(void)
796 {
797         rmeshstate_t m;
798         memset(&m, 0, sizeof(m));
799         R_Mesh_State_Texture(&m);
800         GL_BlendFunc(GL_ONE, GL_ONE);
801         GL_DepthMask(false);
802         GL_DepthTest(true);
803         qglPolygonOffset(0, 0);
804         //qglDisable(GL_POLYGON_OFFSET_FILL);
805         GL_Color(1, 1, 1, 1);
806         qglColorMask(1, 1, 1, 1);
807         qglDepthFunc(GL_EQUAL);
808         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
809         qglDisable(GL_STENCIL_TEST);
810         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
811         qglStencilFunc(GL_EQUAL, 128, 0xFF);
812         r_shadowstage = SHADOWSTAGE_LIGHT;
813         c_rt_lights++;
814 }
815
816 void R_Shadow_Stage_LightWithShadows(void)
817 {
818         rmeshstate_t m;
819         memset(&m, 0, sizeof(m));
820         R_Mesh_State_Texture(&m);
821         GL_BlendFunc(GL_ONE, GL_ONE);
822         GL_DepthMask(false);
823         GL_DepthTest(true);
824         qglPolygonOffset(0, 0);
825         //qglDisable(GL_POLYGON_OFFSET_FILL);
826         GL_Color(1, 1, 1, 1);
827         qglColorMask(1, 1, 1, 1);
828         qglDepthFunc(GL_EQUAL);
829         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
830         qglEnable(GL_STENCIL_TEST);
831         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
832         // only draw light where this geometry was already rendered AND the
833         // stencil is 128 (values other than this mean shadow)
834         qglStencilFunc(GL_EQUAL, 128, 0xFF);
835         r_shadowstage = SHADOWSTAGE_LIGHT;
836         c_rt_lights++;
837 }
838
839 void R_Shadow_Stage_End(void)
840 {
841         rmeshstate_t m;
842         memset(&m, 0, sizeof(m));
843         R_Mesh_State_Texture(&m);
844         GL_BlendFunc(GL_ONE, GL_ZERO);
845         GL_DepthMask(true);
846         GL_DepthTest(true);
847         qglPolygonOffset(0, 0);
848         //qglDisable(GL_POLYGON_OFFSET_FILL);
849         GL_Color(1, 1, 1, 1);
850         qglColorMask(1, 1, 1, 1);
851         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
852         qglDepthFunc(GL_LEQUAL);
853         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
854         qglDisable(GL_STENCIL_TEST);
855         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
856         qglStencilFunc(GL_ALWAYS, 128, 0xFF);
857         r_shadowstage = SHADOWSTAGE_NONE;
858 }
859
860 int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
861 {
862         int i, ix1, iy1, ix2, iy2;
863         float x1, y1, x2, y2, x, y, f;
864         vec3_t smins, smaxs;
865         vec4_t v, v2;
866         if (!r_shadow_scissor.integer)
867                 return false;
868         // if view is inside the box, just say yes it's visible
869         // LordHavoc: for some odd reason scissor seems broken without stencil
870         // (?!?  seems like a driver bug) so abort if gl_stencil is false
871         if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
872         {
873                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
874                 return false;
875         }
876         for (i = 0;i < 3;i++)
877         {
878                 if (r_viewforward[i] >= 0)
879                 {
880                         v[i] = mins[i];
881                         v2[i] = maxs[i];
882                 }
883                 else
884                 {
885                         v[i] = maxs[i];
886                         v2[i] = mins[i];
887                 }
888         }
889         f = DotProduct(r_viewforward, r_vieworigin) + 1;
890         if (DotProduct(r_viewforward, v2) <= f)
891         {
892                 // entirely behind nearclip plane
893                 return true;
894         }
895         if (DotProduct(r_viewforward, v) >= f)
896         {
897                 // entirely infront of nearclip plane
898                 x1 = y1 = x2 = y2 = 0;
899                 for (i = 0;i < 8;i++)
900                 {
901                         v[0] = (i & 1) ? mins[0] : maxs[0];
902                         v[1] = (i & 2) ? mins[1] : maxs[1];
903                         v[2] = (i & 4) ? mins[2] : maxs[2];
904                         v[3] = 1.0f;
905                         GL_TransformToScreen(v, v2);
906                         //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]);
907                         x = v2[0];
908                         y = v2[1];
909                         if (i)
910                         {
911                                 if (x1 > x) x1 = x;
912                                 if (x2 < x) x2 = x;
913                                 if (y1 > y) y1 = y;
914                                 if (y2 < y) y2 = y;
915                         }
916                         else
917                         {
918                                 x1 = x2 = x;
919                                 y1 = y2 = y;
920                         }
921                 }
922         }
923         else
924         {
925                 // clipped by nearclip plane
926                 // this is nasty and crude...
927                 // create viewspace bbox
928                 for (i = 0;i < 8;i++)
929                 {
930                         v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0];
931                         v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1];
932                         v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2];
933                         v2[0] = -DotProduct(v, r_viewleft);
934                         v2[1] = DotProduct(v, r_viewup);
935                         v2[2] = DotProduct(v, r_viewforward);
936                         if (i)
937                         {
938                                 if (smins[0] > v2[0]) smins[0] = v2[0];
939                                 if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
940                                 if (smins[1] > v2[1]) smins[1] = v2[1];
941                                 if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
942                                 if (smins[2] > v2[2]) smins[2] = v2[2];
943                                 if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
944                         }
945                         else
946                         {
947                                 smins[0] = smaxs[0] = v2[0];
948                                 smins[1] = smaxs[1] = v2[1];
949                                 smins[2] = smaxs[2] = v2[2];
950                         }
951                 }
952                 // now we have a bbox in viewspace
953                 // clip it to the view plane
954                 if (smins[2] < 1)
955                         smins[2] = 1;
956                 // return true if that culled the box
957                 if (smins[2] >= smaxs[2])
958                         return true;
959                 // ok some of it is infront of the view, transform each corner back to
960                 // worldspace and then to screenspace and make screen rect
961                 // initialize these variables just to avoid compiler warnings
962                 x1 = y1 = x2 = y2 = 0;
963                 for (i = 0;i < 8;i++)
964                 {
965                         v2[0] = (i & 1) ? smins[0] : smaxs[0];
966                         v2[1] = (i & 2) ? smins[1] : smaxs[1];
967                         v2[2] = (i & 4) ? smins[2] : smaxs[2];
968                         v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0];
969                         v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1];
970                         v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2];
971                         v[3] = 1.0f;
972                         GL_TransformToScreen(v, v2);
973                         //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]);
974                         x = v2[0];
975                         y = v2[1];
976                         if (i)
977                         {
978                                 if (x1 > x) x1 = x;
979                                 if (x2 < x) x2 = x;
980                                 if (y1 > y) y1 = y;
981                                 if (y2 < y) y2 = y;
982                         }
983                         else
984                         {
985                                 x1 = x2 = x;
986                                 y1 = y2 = y;
987                         }
988                 }
989                 /*
990                 // this code doesn't handle boxes with any points behind view properly
991                 x1 = 1000;x2 = -1000;
992                 y1 = 1000;y2 = -1000;
993                 for (i = 0;i < 8;i++)
994                 {
995                         v[0] = (i & 1) ? mins[0] : maxs[0];
996                         v[1] = (i & 2) ? mins[1] : maxs[1];
997                         v[2] = (i & 4) ? mins[2] : maxs[2];
998                         v[3] = 1.0f;
999                         GL_TransformToScreen(v, v2);
1000                         //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]);
1001                         if (v2[2] > 0)
1002                         {
1003                                 x = v2[0];
1004                                 y = v2[1];
1005
1006                                 if (x1 > x) x1 = x;
1007                                 if (x2 < x) x2 = x;
1008                                 if (y1 > y) y1 = y;
1009                                 if (y2 < y) y2 = y;
1010                         }
1011                 }
1012                 */
1013         }
1014         ix1 = x1 - 1.0f;
1015         iy1 = y1 - 1.0f;
1016         ix2 = x2 + 1.0f;
1017         iy2 = y2 + 1.0f;
1018         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1019         if (ix1 < r_view_x) ix1 = r_view_x;
1020         if (iy1 < r_view_y) iy1 = r_view_y;
1021         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1022         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1023         if (ix2 <= ix1 || iy2 <= iy1)
1024                 return true;
1025         // set up the scissor rectangle
1026         GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
1027         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1028         //qglEnable(GL_SCISSOR_TEST);
1029         c_rt_scissored++;
1030         return false;
1031 }
1032
1033 void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1034 {
1035         float *color4f = varray_color4f;
1036         float dist, dot, intensity, v[3], n[3];
1037         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1038         {
1039                 Matrix4x4_Transform(m, vertex3f, v);
1040                 if ((dist = DotProduct(v, v)) < 1)
1041                 {
1042                         Matrix4x4_Transform3x3(m, normal3f, n);
1043                         if ((dot = DotProduct(n, v)) > 0)
1044                         {
1045                                 dist = sqrt(dist);
1046                                 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
1047                                 VectorScale(lightcolor, intensity, color4f);
1048                                 color4f[3] = 1;
1049                         }
1050                         else
1051                         {
1052                                 VectorClear(color4f);
1053                                 color4f[3] = 1;
1054                         }
1055                 }
1056                 else
1057                 {
1058                         VectorClear(color4f);
1059                         color4f[3] = 1;
1060                 }
1061         }
1062 }
1063
1064 void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1065 {
1066         float *color4f = varray_color4f;
1067         float dist, dot, intensity, v[3], n[3];
1068         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1069         {
1070                 Matrix4x4_Transform(m, vertex3f, v);
1071                 if ((dist = fabs(v[2])) < 1)
1072                 {
1073                         Matrix4x4_Transform3x3(m, normal3f, n);
1074                         if ((dot = DotProduct(n, v)) > 0)
1075                         {
1076                                 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
1077                                 VectorScale(lightcolor, intensity, color4f);
1078                                 color4f[3] = 1;
1079                         }
1080                         else
1081                         {
1082                                 VectorClear(color4f);
1083                                 color4f[3] = 1;
1084                         }
1085                 }
1086                 else
1087                 {
1088                         VectorClear(color4f);
1089                         color4f[3] = 1;
1090                 }
1091         }
1092 }
1093
1094 // FIXME: this should be done in a vertex program when possible
1095 // FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
1096 void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1097 {
1098         do
1099         {
1100                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1101                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1102                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1103                 vertex3f += 3;
1104                 tc3f += 3;
1105         }
1106         while (--numverts);
1107 }
1108
1109 void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1110 {
1111         do
1112         {
1113                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1114                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1115                 vertex3f += 3;
1116                 tc2f += 2;
1117         }
1118         while (--numverts);
1119 }
1120
1121 void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1122 {
1123         int i;
1124         float lightdir[3];
1125         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1126         {
1127                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1128                 // the cubemap normalizes this for us
1129                 out3f[0] = DotProduct(svector3f, lightdir);
1130                 out3f[1] = DotProduct(tvector3f, lightdir);
1131                 out3f[2] = DotProduct(normal3f, lightdir);
1132         }
1133 }
1134
1135 void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1136 {
1137         int i;
1138         float lightdir[3], eyedir[3], halfdir[3];
1139         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1140         {
1141                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1142                 VectorNormalizeFast(lightdir);
1143                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1144                 VectorNormalizeFast(eyedir);
1145                 VectorAdd(lightdir, eyedir, halfdir);
1146                 // the cubemap normalizes this for us
1147                 out3f[0] = DotProduct(svector3f, halfdir);
1148                 out3f[1] = DotProduct(tvector3f, halfdir);
1149                 out3f[2] = DotProduct(normal3f, halfdir);
1150         }
1151 }
1152
1153 void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1154 {
1155         int renders;
1156         float color[3], color2[3];
1157         rmeshstate_t m;
1158         GL_VertexPointer(vertex3f);
1159         if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
1160         {
1161                 if (!bumptexture)
1162                         bumptexture = r_shadow_blankbumptexture;
1163                 GL_Color(1,1,1,1);
1164                 // colorscale accounts for how much we multiply the brightness during combine
1165                 // mult is how many times the final pass of the lighting will be
1166                 // performed to get more brightness than otherwise possible
1167                 // limit mult to 64 for sanity sake
1168                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1169                 {
1170                         // 3/2 3D combine path (Geforce3, Radeon 8500)
1171                         memset(&m, 0, sizeof(m));
1172                         m.tex[0] = R_GetTexture(bumptexture);
1173                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1174                         m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1175                         m.texcombinergb[0] = GL_REPLACE;
1176                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1177                         m.pointer_texcoord[0] = texcoord2f;
1178                         m.pointer_texcoord[1] = varray_texcoord3f[1];
1179                         m.pointer_texcoord[2] = varray_texcoord3f[2];
1180                         R_Mesh_State_Texture(&m);
1181                         qglColorMask(0,0,0,1);
1182                         GL_BlendFunc(GL_ONE, GL_ZERO);
1183                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1184                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1185                         R_Mesh_Draw(numverts, numtriangles, elements);
1186                         c_rt_lightmeshes++;
1187                         c_rt_lighttris += numtriangles;
1188
1189                         memset(&m, 0, sizeof(m));
1190                         m.tex[0] = R_GetTexture(basetexture);
1191                         m.pointer_texcoord[0] = texcoord2f;
1192                         if (lightcubemap)
1193                         {
1194                                 m.texcubemap[1] = R_GetTexture(lightcubemap);
1195                                 m.pointer_texcoord[1] = varray_texcoord3f[1];
1196                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1197                         }
1198                         R_Mesh_State_Texture(&m);
1199                         qglColorMask(1,1,1,0);
1200                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1201                         VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1202                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1203                         {
1204                                 color[0] = bound(0, color2[0], 1);
1205                                 color[1] = bound(0, color2[1], 1);
1206                                 color[2] = bound(0, color2[2], 1);
1207                                 GL_Color(color[0], color[1], color[2], 1);
1208                                 R_Mesh_Draw(numverts, numtriangles, elements);
1209                                 c_rt_lightmeshes++;
1210                                 c_rt_lighttris += numtriangles;
1211                         }
1212                 }
1213                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
1214                 {
1215                         // 1/2/2 3D combine path (original Radeon)
1216                         memset(&m, 0, sizeof(m));
1217                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1218                         m.pointer_texcoord[0] = varray_texcoord3f[0];
1219                         R_Mesh_State_Texture(&m);
1220                         qglColorMask(0,0,0,1);
1221                         GL_BlendFunc(GL_ONE, GL_ZERO);
1222                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1223                         R_Mesh_Draw(numverts, numtriangles, elements);
1224                         c_rt_lightmeshes++;
1225                         c_rt_lighttris += numtriangles;
1226
1227                         memset(&m, 0, sizeof(m));
1228                         m.tex[0] = R_GetTexture(bumptexture);
1229                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1230                         m.texcombinergb[0] = GL_REPLACE;
1231                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1232                         m.pointer_texcoord[0] = texcoord2f;
1233                         m.pointer_texcoord[1] = varray_texcoord3f[1];
1234                         R_Mesh_State_Texture(&m);
1235                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1236                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1237                         R_Mesh_Draw(numverts, numtriangles, elements);
1238                         c_rt_lightmeshes++;
1239                         c_rt_lighttris += numtriangles;
1240
1241                         memset(&m, 0, sizeof(m));
1242                         m.tex[0] = R_GetTexture(basetexture);
1243                         m.pointer_texcoord[0] = texcoord2f;
1244                         if (lightcubemap)
1245                         {
1246                                 m.texcubemap[1] = R_GetTexture(lightcubemap);
1247                                 m.pointer_texcoord[1] = varray_texcoord3f[1];
1248                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1249                         }
1250                         R_Mesh_State_Texture(&m);
1251                         qglColorMask(1,1,1,0);
1252                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1253                         VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1254                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1255                         {
1256                                 color[0] = bound(0, color2[0], 1);
1257                                 color[1] = bound(0, color2[1], 1);
1258                                 color[2] = bound(0, color2[2], 1);
1259                                 GL_Color(color[0], color[1], color[2], 1);
1260                                 R_Mesh_Draw(numverts, numtriangles, elements);
1261                                 c_rt_lightmeshes++;
1262                                 c_rt_lighttris += numtriangles;
1263                         }
1264                 }
1265                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
1266                 {
1267                         // 2/2 3D combine path (original Radeon)
1268                         memset(&m, 0, sizeof(m));
1269                         m.tex[0] = R_GetTexture(bumptexture);
1270                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1271                         m.texcombinergb[0] = GL_REPLACE;
1272                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1273                         m.pointer_texcoord[0] = texcoord2f;
1274                         m.pointer_texcoord[1] = varray_texcoord3f[1];
1275                         R_Mesh_State_Texture(&m);
1276                         qglColorMask(0,0,0,1);
1277                         GL_BlendFunc(GL_ONE, GL_ZERO);
1278                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1279                         R_Mesh_Draw(numverts, numtriangles, elements);
1280                         c_rt_lightmeshes++;
1281                         c_rt_lighttris += numtriangles;
1282
1283                         memset(&m, 0, sizeof(m));
1284                         m.tex[0] = R_GetTexture(basetexture);
1285                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1286                         m.pointer_texcoord[0] = texcoord2f;
1287                         m.pointer_texcoord[1] = varray_texcoord3f[1];
1288                         R_Mesh_State_Texture(&m);
1289                         qglColorMask(1,1,1,0);
1290                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1291                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1292                         VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1293                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1294                         {
1295                                 color[0] = bound(0, color2[0], 1);
1296                                 color[1] = bound(0, color2[1], 1);
1297                                 color[2] = bound(0, color2[2], 1);
1298                                 GL_Color(color[0], color[1], color[2], 1);
1299                                 R_Mesh_Draw(numverts, numtriangles, elements);
1300                                 c_rt_lightmeshes++;
1301                                 c_rt_lighttris += numtriangles;
1302                         }
1303                 }
1304                 else if (r_textureunits.integer >= 4)
1305                 {
1306                         // 4/2 2D combine path (Geforce3, Radeon 8500)
1307                         memset(&m, 0, sizeof(m));
1308                         m.tex[0] = R_GetTexture(bumptexture);
1309                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1310                         m.texcombinergb[0] = GL_REPLACE;
1311                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1312                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1313                         m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1314                         m.pointer_texcoord[0] = texcoord2f;
1315                         m.pointer_texcoord[1] = varray_texcoord3f[1];
1316                         m.pointer_texcoord[2] = varray_texcoord2f[2];
1317                         m.pointer_texcoord[3] = varray_texcoord2f[3];
1318                         R_Mesh_State_Texture(&m);
1319                         qglColorMask(0,0,0,1);
1320                         GL_BlendFunc(GL_ONE, GL_ZERO);
1321                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1322                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1323                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
1324                         R_Mesh_Draw(numverts, numtriangles, elements);
1325                         c_rt_lightmeshes++;
1326                         c_rt_lighttris += numtriangles;
1327
1328                         memset(&m, 0, sizeof(m));
1329                         m.tex[0] = R_GetTexture(basetexture);
1330                         m.pointer_texcoord[0] = texcoord2f;
1331                         if (lightcubemap)
1332                         {
1333                                 m.texcubemap[1] = R_GetTexture(lightcubemap);
1334                                 m.pointer_texcoord[1] = varray_texcoord3f[1];
1335                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1336                         }
1337                         R_Mesh_State_Texture(&m);
1338                         qglColorMask(1,1,1,0);
1339                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1340                         VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1341                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1342                         {
1343                                 color[0] = bound(0, color2[0], 1);
1344                                 color[1] = bound(0, color2[1], 1);
1345                                 color[2] = bound(0, color2[2], 1);
1346                                 GL_Color(color[0], color[1], color[2], 1);
1347                                 R_Mesh_Draw(numverts, numtriangles, elements);
1348                                 c_rt_lightmeshes++;
1349                                 c_rt_lighttris += numtriangles;
1350                         }
1351                 }
1352                 else
1353                 {
1354                         // 2/2/2 2D combine path (any dot3 card)
1355                         memset(&m, 0, sizeof(m));
1356                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1357                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1358                         m.pointer_texcoord[0] = varray_texcoord2f[0];
1359                         m.pointer_texcoord[1] = varray_texcoord2f[1];
1360                         R_Mesh_State_Texture(&m);
1361                         qglColorMask(0,0,0,1);
1362                         GL_BlendFunc(GL_ONE, GL_ZERO);
1363                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1364                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1365                         R_Mesh_Draw(numverts, numtriangles, elements);
1366                         c_rt_lightmeshes++;
1367                         c_rt_lighttris += numtriangles;
1368
1369                         memset(&m, 0, sizeof(m));
1370                         m.tex[0] = R_GetTexture(bumptexture);
1371                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1372                         m.texcombinergb[0] = GL_REPLACE;
1373                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1374                         m.pointer_texcoord[0] = texcoord2f;
1375                         m.pointer_texcoord[1] = varray_texcoord3f[1];
1376                         R_Mesh_State_Texture(&m);
1377                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1378                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1379                         R_Mesh_Draw(numverts, numtriangles, elements);
1380                         c_rt_lightmeshes++;
1381                         c_rt_lighttris += numtriangles;
1382
1383                         memset(&m, 0, sizeof(m));
1384                         m.tex[0] = R_GetTexture(basetexture);
1385                         m.pointer_texcoord[0] = texcoord2f;
1386                         if (lightcubemap)
1387                         {
1388                                 m.texcubemap[1] = R_GetTexture(lightcubemap);
1389                                 m.pointer_texcoord[1] = varray_texcoord3f[1];
1390                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1391                         }
1392                         R_Mesh_State_Texture(&m);
1393                         qglColorMask(1,1,1,0);
1394                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1395                         VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1396                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1397                         {
1398                                 color[0] = bound(0, color2[0], 1);
1399                                 color[1] = bound(0, color2[1], 1);
1400                                 color[2] = bound(0, color2[2], 1);
1401                                 GL_Color(color[0], color[1], color[2], 1);
1402                                 R_Mesh_Draw(numverts, numtriangles, elements);
1403                                 c_rt_lightmeshes++;
1404                                 c_rt_lighttris += numtriangles;
1405                         }
1406                 }
1407         }
1408         else
1409         {
1410                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1411                 GL_DepthMask(false);
1412                 GL_DepthTest(true);
1413                 GL_ColorPointer(varray_color4f);
1414                 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1415                 memset(&m, 0, sizeof(m));
1416                 m.tex[0] = R_GetTexture(basetexture);
1417                 m.pointer_texcoord[0] = texcoord2f;
1418                 if (r_textureunits.integer >= 2)
1419                 {
1420                         // voodoo2
1421                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1422                         m.pointer_texcoord[1] = varray_texcoord2f[1];
1423                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1424                 }
1425                 R_Mesh_State_Texture(&m);
1426                 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1427                 {
1428                         color[0] = bound(0, color2[0], 1);
1429                         color[1] = bound(0, color2[1], 1);
1430                         color[2] = bound(0, color2[2], 1);
1431                         if (r_textureunits.integer >= 2)
1432                                 R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
1433                         else
1434                                 R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
1435                         R_Mesh_Draw(numverts, numtriangles, elements);
1436                         c_rt_lightmeshes++;
1437                         c_rt_lighttris += numtriangles;
1438                 }
1439         }
1440 }
1441
1442 void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1443 {
1444         int renders;
1445         float color[3], color2[3], colorscale;
1446         rmeshstate_t m;
1447         if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
1448                 return;
1449         if (!glosstexture)
1450                 glosstexture = r_shadow_blankglosstexture;
1451         if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
1452         {
1453                 colorscale = r_shadow_glossintensity.value;
1454                 if (!bumptexture)
1455                         bumptexture = r_shadow_blankbumptexture;
1456                 if (glosstexture == r_shadow_blankglosstexture)
1457                         colorscale *= r_shadow_gloss2intensity.value;
1458                 GL_VertexPointer(vertex3f);
1459                 GL_Color(1,1,1,1);
1460                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1461                 {
1462                         // 2/0/0/1/2 3D combine blendsquare path
1463                         memset(&m, 0, sizeof(m));
1464                         m.tex[0] = R_GetTexture(bumptexture);
1465                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1466                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1467                         m.pointer_texcoord[0] = texcoord2f;
1468                         m.pointer_texcoord[1] = varray_texcoord3f[1];
1469                         R_Mesh_State_Texture(&m);
1470                         qglColorMask(0,0,0,1);
1471                         // this squares the result
1472                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1473                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1474                         R_Mesh_Draw(numverts, numtriangles, elements);
1475                         c_rt_lightmeshes++;
1476                         c_rt_lighttris += numtriangles;
1477
1478                         memset(&m, 0, sizeof(m));
1479                         R_Mesh_State_Texture(&m);
1480                         // square alpha in framebuffer a few times to make it shiny
1481                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1482                         // these comments are a test run through this math for intensity 0.5
1483                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1484                         // 0.25 * 0.25 = 0.0625 (this is another pass)
1485                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1486                         R_Mesh_Draw(numverts, numtriangles, elements);
1487                         c_rt_lightmeshes++;
1488                         c_rt_lighttris += numtriangles;
1489                         R_Mesh_Draw(numverts, numtriangles, elements);
1490                         c_rt_lightmeshes++;
1491                         c_rt_lighttris += numtriangles;
1492
1493                         memset(&m, 0, sizeof(m));
1494                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1495                         m.pointer_texcoord[0] = varray_texcoord3f[0];
1496                         R_Mesh_State_Texture(&m);
1497                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1498                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1499                         R_Mesh_Draw(numverts, numtriangles, elements);
1500                         c_rt_lightmeshes++;
1501                         c_rt_lighttris += numtriangles;
1502
1503                         memset(&m, 0, sizeof(m));
1504                         m.tex[0] = R_GetTexture(glosstexture);
1505                         if (lightcubemap)
1506                         {
1507                                 m.texcubemap[1] = R_GetTexture(lightcubemap);
1508                                 m.pointer_texcoord[1] = varray_texcoord3f[1];
1509                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1510                         }
1511                         m.pointer_texcoord[0] = texcoord2f;
1512                         R_Mesh_State_Texture(&m);
1513                         qglColorMask(1,1,1,0);
1514                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1515                         VectorScale(lightcolor, colorscale, color2);
1516                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1517                         {
1518                                 color[0] = bound(0, color2[0], 1);
1519                                 color[1] = bound(0, color2[1], 1);
1520                                 color[2] = bound(0, color2[2], 1);
1521                                 GL_Color(color[0], color[1], color[2], 1);
1522                                 R_Mesh_Draw(numverts, numtriangles, elements);
1523                                 c_rt_lightmeshes++;
1524                                 c_rt_lighttris += numtriangles;
1525                         }
1526                 }
1527                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1528                 {
1529                         // 2/0/0/2 3D combine blendsquare path
1530                         memset(&m, 0, sizeof(m));
1531                         m.tex[0] = R_GetTexture(bumptexture);
1532                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1533                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1534                         m.pointer_texcoord[0] = texcoord2f;
1535                         m.pointer_texcoord[1] = varray_texcoord3f[1];
1536                         R_Mesh_State_Texture(&m);
1537                         qglColorMask(0,0,0,1);
1538                         // this squares the result
1539                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1540                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1541                         R_Mesh_Draw(numverts, numtriangles, elements);
1542                         c_rt_lightmeshes++;
1543                         c_rt_lighttris += numtriangles;
1544
1545                         memset(&m, 0, sizeof(m));
1546                         R_Mesh_State_Texture(&m);
1547                         // square alpha in framebuffer a few times to make it shiny
1548                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1549                         // these comments are a test run through this math for intensity 0.5
1550                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1551                         // 0.25 * 0.25 = 0.0625 (this is another pass)
1552                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1553                         R_Mesh_Draw(numverts, numtriangles, elements);
1554                         c_rt_lightmeshes++;
1555                         c_rt_lighttris += numtriangles;
1556                         R_Mesh_Draw(numverts, numtriangles, elements);
1557                         c_rt_lightmeshes++;
1558                         c_rt_lighttris += numtriangles;
1559
1560                         memset(&m, 0, sizeof(m));
1561                         m.tex[0] = R_GetTexture(glosstexture);
1562                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1563                         m.pointer_texcoord[0] = texcoord2f;
1564                         m.pointer_texcoord[1] = varray_texcoord3f[1];
1565                         R_Mesh_State_Texture(&m);
1566                         qglColorMask(1,1,1,0);
1567                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1568                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1569                         VectorScale(lightcolor, colorscale, color2);
1570                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1571                         {
1572                                 color[0] = bound(0, color2[0], 1);
1573                                 color[1] = bound(0, color2[1], 1);
1574                                 color[2] = bound(0, color2[2], 1);
1575                                 GL_Color(color[0], color[1], color[2], 1);
1576                                 R_Mesh_Draw(numverts, numtriangles, elements);
1577                                 c_rt_lightmeshes++;
1578                                 c_rt_lighttris += numtriangles;
1579                         }
1580                 }
1581                 else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1582                 {
1583                         // 2/0/0/2/2 2D combine blendsquare path
1584                         memset(&m, 0, sizeof(m));
1585                         m.tex[0] = R_GetTexture(bumptexture);
1586                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1587                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1588                         m.pointer_texcoord[0] = texcoord2f;
1589                         m.pointer_texcoord[1] = varray_texcoord3f[1];
1590                         R_Mesh_State_Texture(&m);
1591                         qglColorMask(0,0,0,1);
1592                         // this squares the result
1593                         GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1594                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1595                         R_Mesh_Draw(numverts, numtriangles, elements);
1596                         c_rt_lightmeshes++;
1597                         c_rt_lighttris += numtriangles;
1598
1599                         memset(&m, 0, sizeof(m));
1600                         R_Mesh_State_Texture(&m);
1601                         // square alpha in framebuffer a few times to make it shiny
1602                         GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1603                         // these comments are a test run through this math for intensity 0.5
1604                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1605                         // 0.25 * 0.25 = 0.0625 (this is another pass)
1606                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1607                         R_Mesh_Draw(numverts, numtriangles, elements);
1608                         c_rt_lightmeshes++;
1609                         c_rt_lighttris += numtriangles;
1610                         R_Mesh_Draw(numverts, numtriangles, elements);
1611                         c_rt_lightmeshes++;
1612                         c_rt_lighttris += numtriangles;
1613
1614                         memset(&m, 0, sizeof(m));
1615                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1616                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1617                         m.pointer_texcoord[0] = varray_texcoord2f[0];
1618                         m.pointer_texcoord[1] = varray_texcoord2f[1];
1619                         R_Mesh_State_Texture(&m);
1620                         GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1621                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1622                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1623                         R_Mesh_Draw(numverts, numtriangles, elements);
1624                         c_rt_lightmeshes++;
1625                         c_rt_lighttris += numtriangles;
1626
1627                         memset(&m, 0, sizeof(m));
1628                         m.tex[0] = R_GetTexture(glosstexture);
1629                         if (lightcubemap)
1630                         {
1631                                 m.texcubemap[1] = R_GetTexture(lightcubemap);
1632                                 m.pointer_texcoord[1] = varray_texcoord3f[1];
1633                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1634                         }
1635                         m.pointer_texcoord[0] = texcoord2f;
1636                         R_Mesh_State_Texture(&m);
1637                         qglColorMask(1,1,1,0);
1638                         GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1639                         VectorScale(lightcolor, colorscale, color2);
1640                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1641                         {
1642                                 color[0] = bound(0, color2[0], 1);
1643                                 color[1] = bound(0, color2[1], 1);
1644                                 color[2] = bound(0, color2[2], 1);
1645                                 GL_Color(color[0], color[1], color[2], 1);
1646                                 R_Mesh_Draw(numverts, numtriangles, elements);
1647                                 c_rt_lightmeshes++;
1648                                 c_rt_lighttris += numtriangles;
1649                         }
1650                 }
1651         }
1652 }
1653
1654 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
1655 {
1656         int j, k;
1657         float scale;
1658         R_RTLight_Uncompile(rtlight);
1659         memset(rtlight, 0, sizeof(*rtlight));
1660
1661         VectorCopy(light->origin, rtlight->shadoworigin);
1662         VectorCopy(light->color, rtlight->color);
1663         rtlight->radius = light->radius;
1664         rtlight->cullradius = rtlight->radius;
1665         rtlight->cullradius2 = rtlight->cullradius * rtlight->cullradius;
1666         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->cullradius;
1667         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->cullradius;
1668         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->cullradius;
1669         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->cullradius;
1670         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->cullradius;
1671         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->cullradius;
1672         rtlight->cubemapname[0] = 0;
1673         if (light->cubemapname[0])
1674                 strcpy(rtlight->cubemapname, light->cubemapname);
1675         else if (light->cubemapnum > 0)
1676                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
1677         rtlight->shadow = light->shadow;
1678         rtlight->corona = light->corona;
1679         rtlight->style = light->style;
1680         rtlight->isstatic = isstatic;
1681         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
1682         // ConcatScale won't work here because this needs to scale rotate and
1683         // translate, not just rotate
1684         scale = 1.0f / rtlight->radius;
1685         for (k = 0;k < 3;k++)
1686                 for (j = 0;j < 4;j++)
1687                         rtlight->matrix_worldtolight.m[k][j] *= scale;
1688         Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
1689         Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
1690
1691         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
1692         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
1693         VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.25f, rtlight->lightmap_light);
1694         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
1695 }
1696
1697 // compiles rtlight geometry
1698 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
1699 void R_RTLight_Compile(rtlight_t *rtlight)
1700 {
1701 #if 0
1702         int i, j, k, l, maxverts = 256, tris;
1703         float *vertex3f = NULL, mins[3], maxs[3];
1704         shadowmesh_t *mesh, *castmesh = NULL;
1705         int lightpvsbytes;
1706         qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
1707         qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
1708
1709         // compile the light
1710         rtlight->compiled = true;
1711         VectorCopy(rtlight->cullmins, mins);
1712         VectorCopy(rtlight->cullmaxs, maxs);
1713         if (rtlight->shadow)
1714                 castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1715         rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
1716         if (cl.worldmodel)
1717         {
1718                 lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, rtlight->shadoworigin, 0, lightfullpvs, sizeof(lightfullpvs));
1719                 memset(lightpvs, 0, lightpvsbytes);
1720                 if (cl.worldmodel->brushq3.num_leafs)
1721                 {
1722                         q3mleaf_t *leaf;
1723                         q3mface_t *face;
1724
1725                         // make a pvs that only includes things within the box
1726                         for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
1727                                 if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
1728                                         SETPVSBIT(lightpvs, leaf->clusterindex);
1729
1730                         // make a cluster list for fast visibility checking during rendering
1731                         for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1732                                 if (CHECKPVSBIT(lightpvs, i))
1733                                         rtlight->static_numclusters++;
1734                         rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
1735                         for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1736                                 if (CHECKPVSBIT(lightpvs, i))
1737                                         rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
1738
1739                         VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
1740                         VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
1741                         for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
1742                                 face->lighttemp_castshadow = false;
1743                         for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
1744                         {
1745                                 if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
1746                                 {
1747                                         for (k = 0;k < 3;k++)
1748                                         {
1749                                                 if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
1750                                                 if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
1751                                         }
1752                                         for (j = 0;j < leaf->numleaffaces;j++)
1753                                         {
1754                                                 face = leaf->firstleafface[j];
1755                                                 if (BoxesOverlap(face->mins, face->maxs, mins, maxs))
1756                                                         face->lighttemp_castshadow = true;
1757                                         }
1758                                 }
1759                         }
1760
1761                         // add surfaces to shadow casting mesh and light mesh
1762                         for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
1763                         {
1764                                 if (face->lighttemp_castshadow)
1765                                 {
1766                                         face->lighttemp_castshadow = false;
1767                                         if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
1768                                         {
1769                                                 if (rtlight->shadow)
1770                                                         if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
1771                                                                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
1772                                                 if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
1773                                                         Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
1774                                         }
1775                                 }
1776                         }
1777                 }
1778                 else if (cl.worldmodel->brushq1.num_leafs)
1779                 {
1780                         mleaf_t *leaf;
1781                         msurface_t *surf;
1782                         VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
1783                         VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
1784                         i = CL_PointQ1Contents(rtlight->shadoworigin);
1785
1786                         for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
1787                                 surf->lighttemp_castshadow = false;
1788
1789                         if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
1790                         {
1791                                 qbyte *byteleafpvs;
1792                                 qbyte *bytesurfacepvs;
1793
1794                                 byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs);
1795                                 bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
1796
1797                                 Portal_Visibility(cl.worldmodel, rtlight->shadoworigin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, rtlight->cullmins, rtlight->cullmaxs);
1798
1799                                 // make a pvs that only includes things within the box
1800                                 for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
1801                                 {
1802                                         if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
1803                                         {
1804                                                 SETPVSBIT(lightpvs, leaf->clusterindex);
1805                                                 for (k = 0;k < 3;k++)
1806                                                 {
1807                                                         if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
1808                                                         if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
1809                                                 }
1810                                         }
1811                                 }
1812         
1813                                 for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
1814                                         if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
1815                                                 surf->lighttemp_castshadow = true;
1816
1817                                 Mem_Free(byteleafpvs);
1818                                 Mem_Free(bytesurfacepvs);
1819         
1820                                 // make a cluster list for fast visibility checking during rendering
1821                                 for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1822                                         if (CHECKPVSBIT(lightpvs, i))
1823                                                 rtlight->static_numclusters++;
1824                                 rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
1825                                 for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1826                                         if (CHECKPVSBIT(lightpvs, i))
1827                                                 rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
1828                         }
1829                         else
1830                         {
1831                                 for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
1832                                 {
1833                                         if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
1834                                         {
1835                                                 // make a pvs that only includes things within the box
1836                                                 SETPVSBIT(lightpvs, leaf->clusterindex);
1837                                                 for (k = 0;k < 3;k++)
1838                                                 {
1839                                                         if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
1840                                                         if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
1841                                                 }
1842                                                 for (j = 0;j < leaf->nummarksurfaces;j++)
1843                                                 {
1844                                                         surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j];
1845                                                         if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
1846                                                                 surf->lighttemp_castshadow = true;
1847                                                 }
1848                                         }
1849                                 }
1850
1851                                 // make a pvs that only includes things within the box
1852                                 for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
1853                                         if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
1854                                                 SETPVSBIT(lightpvs, leaf->clusterindex);
1855
1856                                 // make a cluster list for fast visibility checking during rendering
1857                                 for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1858                                         if (CHECKPVSBIT(lightpvs, i))
1859                                                 rtlight->static_numclusters++;
1860                                 rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
1861                                 for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1862                                         if (CHECKPVSBIT(lightpvs, i))
1863                                                 rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
1864                         }
1865
1866                         // add surfaces to shadow casting mesh and light mesh
1867                         for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
1868                         {
1869                                 if (surf->lighttemp_castshadow)
1870                                 {
1871                                         surf->lighttemp_castshadow = false;
1872                                         if (rtlight->shadow && (surf->flags & SURF_SHADOWCAST))
1873                                                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
1874                                         if (!(surf->flags & SURF_DRAWSKY))
1875                                                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
1876                                 }
1877                         }
1878                 }
1879         }
1880
1881         // limit box to light bounds (in case it grew larger)
1882         for (k = 0;k < 3;k++)
1883         {
1884                 if (rtlight->cullmins[k] < rtlight->shadoworigin[k] - rtlight->radius) rtlight->cullmins[k] = rtlight->shadoworigin[k] - rtlight->radius;
1885                 if (rtlight->cullmaxs[k] > rtlight->shadoworigin[k] + rtlight->radius) rtlight->cullmaxs[k] = rtlight->shadoworigin[k] + rtlight->radius;
1886         }
1887         rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
1888         rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
1889
1890         // cast shadow volume from castmesh
1891         castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
1892         if (castmesh)
1893         {
1894                 maxverts = 0;
1895                 for (mesh = castmesh;mesh;mesh = mesh->next)
1896                 {
1897                         R_Shadow_ResizeShadowElements(mesh->numtriangles);
1898                         maxverts = max(maxverts, mesh->numverts * 2);
1899                 }
1900
1901                 if (maxverts > 0)
1902                 {
1903                         vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
1904                         // now that we have the buffers big enough, construct and add
1905                         // the shadow volume mesh
1906                         if (rtlight->shadow)
1907                                 rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1908                         for (mesh = castmesh;mesh;mesh = mesh->next)
1909                         {
1910                                 Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
1911                                 if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value)))
1912                                         Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1913                         }
1914                         Mem_Free(vertex3f);
1915                         vertex3f = NULL;
1916                 }
1917                 // we're done with castmesh now
1918                 Mod_ShadowMesh_Free(castmesh);
1919         }
1920
1921         rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
1922         rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
1923
1924         k = 0;
1925         if (rtlight->static_meshchain_shadow)
1926                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
1927                         k += mesh->numtriangles;
1928         l = 0;
1929         if (rtlight->static_meshchain_light)
1930                 for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
1931                         l += mesh->numtriangles;
1932         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], k, l);
1933 #endif
1934 }
1935
1936 void R_RTLight_Uncompile(rtlight_t *rtlight)
1937 {
1938         if (rtlight->compiled)
1939         {
1940                 if (rtlight->static_meshchain_shadow)
1941                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
1942                 rtlight->static_meshchain_shadow = NULL;
1943                 if (rtlight->static_meshchain_light)
1944                         Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
1945                 rtlight->static_meshchain_light = NULL;
1946                 if (rtlight->static_clusterindices)
1947                         Mem_Free(rtlight->static_clusterindices);
1948                 rtlight->static_clusterindices = NULL;
1949                 rtlight->static_numclusters = 0;
1950                 rtlight->compiled = false;
1951         }
1952 }
1953
1954 int shadowframecount = 0;
1955
1956 void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t shadoworigin, vec_t shadowradius, vec3_t cullmins, vec3_t cullmaxs)
1957 {
1958         // rough checks
1959         if ((BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) || !r_shadow_cull.integer) && (ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume)
1960         {
1961                 vec3_t relativeshadoworigin;
1962                 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativeshadoworigin);
1963                 ent->model->DrawShadowVolume (ent, relativeshadoworigin, shadowradius);
1964         }
1965 }
1966
1967 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
1968
1969 void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
1970 {
1971         int i, shadow;
1972         entity_render_t *ent;
1973         float f;
1974         vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
1975         rtexture_t *cubemaptexture;
1976         matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
1977
1978         if (d_lightstylevalue[rtlight->style] <= 0)
1979                 return;
1980         if (rtlight->compiled)
1981         {
1982                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
1983                         return;
1984                 for (i = 0;i < rtlight->static_numclusters;i++)
1985                         if (CHECKPVSBIT(r_pvsbits, rtlight->static_clusterindices[i]))
1986                                 break;
1987                 if (i == rtlight->static_numclusters)
1988                         return;
1989         }
1990         else if (VIS_CullBox(rtlight->cullmins, rtlight->cullmaxs))
1991                 return;
1992         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
1993                 return;
1994
1995         if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
1996                 R_RTLight_Compile(rtlight);
1997         
1998         f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
1999         VectorScale(rtlight->color, f, lightcolor);
2000         /*
2001         if (rtlight->selected)
2002         {
2003                 f = 2 + sin(realtime * M_PI * 4.0);
2004                 VectorScale(lightcolor, f, lightcolor);
2005         }
2006         */
2007
2008         if (rtlight->cubemapname[0])
2009                 cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
2010         else
2011                 cubemaptexture = NULL;
2012
2013         shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_worldshadows.integer : r_shadow_dlightshadows.integer);
2014         if (shadow && (gl_stencil || visiblevolumes))
2015         {
2016                 if (!visiblevolumes)
2017                         R_Shadow_Stage_ShadowVolumes();
2018                 ent = &cl_entities[0].render;
2019                 if (r_shadow_staticworldlights.integer && rtlight->compiled)
2020                 {
2021                         R_Mesh_Matrix(&ent->matrix);
2022                         if (r_shadow_showtris.integer)
2023                         {
2024                                 shadowmesh_t *mesh;
2025                                 rmeshstate_t m;
2026                                 int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
2027                                 int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
2028                                 qglDisable(GL_DEPTH_TEST);
2029                                 qglDisable(GL_STENCIL_TEST);
2030                                 //qglDisable(GL_CULL_FACE);
2031                                 qglColorMask(1,1,1,1);
2032                                 memset(&m, 0, sizeof(m));
2033                                 R_Mesh_State_Texture(&m);
2034                                 GL_Color(0,0.1,0,1);
2035                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2036                                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2037                                 {
2038                                         GL_VertexPointer(mesh->vertex3f);
2039                                         R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
2040                                 }
2041                                 //qglEnable(GL_CULL_FACE);
2042                                 if (depthenabled)
2043                                         qglEnable(GL_DEPTH_TEST);
2044                                 if (stencilenabled)
2045                                 {
2046                                         qglEnable(GL_STENCIL_TEST);
2047                                         qglColorMask(0,0,0,0);
2048                                 }
2049                         }
2050                         R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
2051                 }
2052                 else
2053                         R_TestAndDrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
2054                 if (r_drawentities.integer)
2055                         for (i = 0;i < r_refdef.numentities;i++)
2056                                 if (r_refdef.entities[i]->flags & RENDER_SHADOW)
2057                                         R_TestAndDrawShadowVolume(r_refdef.entities[i], rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
2058         }
2059
2060         if (!visiblevolumes)
2061         {
2062                 if (shadow && gl_stencil)
2063                         R_Shadow_Stage_LightWithShadows();
2064                 else
2065                         R_Shadow_Stage_LightWithoutShadows();
2066
2067                 ent = &cl_entities[0].render;
2068                 if (ent->model && ent->model->DrawLight)
2069                 {
2070                         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2071                         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
2072                         Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
2073                         Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
2074                         Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
2075                         if (r_shadow_staticworldlights.integer && rtlight->compiled)
2076                         {
2077                                 //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
2078                                 shadowmesh_t *mesh;
2079                                 R_Mesh_Matrix(&ent->matrix);
2080                                 if (r_shadow_showtris.integer)
2081                                 {
2082                                         rmeshstate_t m;
2083                                         int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
2084                                         int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
2085                                         qglDisable(GL_DEPTH_TEST);
2086                                         qglDisable(GL_STENCIL_TEST);
2087                                         //qglDisable(GL_CULL_FACE);
2088                                         memset(&m, 0, sizeof(m));
2089                                         R_Mesh_State_Texture(&m);
2090                                         GL_Color(0.2,0,0,1);
2091                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2092                                         for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
2093                                         {
2094                                                 GL_VertexPointer(mesh->vertex3f);
2095                                                 R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
2096                                         }
2097                                         //qglEnable(GL_CULL_FACE);
2098                                         if (depthenabled)
2099                                                 qglEnable(GL_DEPTH_TEST);
2100                                         if (stencilenabled)
2101                                                 qglEnable(GL_STENCIL_TEST);
2102                                 }
2103                                 for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
2104                                 {
2105                                         R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture);
2106                                         R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, cubemaptexture);
2107                                 }
2108                         }
2109                         else
2110                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
2111                 }
2112                 if (r_drawentities.integer)
2113                 {
2114                         for (i = 0;i < r_refdef.numentities;i++)
2115                         {
2116                                 ent = r_refdef.entities[i];
2117                                 if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
2118                                  && BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2119                                  && (ent->flags & RENDER_LIGHT))
2120                                 {
2121                                         Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2122                                         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
2123                                         Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
2124                                         Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
2125                                         Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
2126                                         ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
2127                                 }
2128                         }
2129                 }
2130         }
2131 }
2132
2133 void R_ShadowVolumeLighting(int visiblevolumes)
2134 {
2135         int lnum;
2136         dlight_t *light;
2137         rmeshstate_t m;
2138
2139         if (visiblevolumes)
2140         {
2141                 memset(&m, 0, sizeof(m));
2142                 R_Mesh_State_Texture(&m);
2143
2144                 GL_BlendFunc(GL_ONE, GL_ONE);
2145                 GL_DepthMask(false);
2146                 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
2147                 qglDisable(GL_CULL_FACE);
2148                 GL_Color(0.0, 0.0125, 0.1, 1);
2149         }
2150         else
2151                 R_Shadow_Stage_Begin();
2152         shadowframecount++;
2153         if (r_shadow_realtime_world.integer)
2154         {
2155                 R_Shadow_LoadWorldLightsIfNeeded();
2156                 if (r_shadow_debuglight.integer >= 0)
2157                 {
2158                         for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2159                                 if (lnum == r_shadow_debuglight.integer)
2160                                         R_DrawRTLight(&light->rtlight, visiblevolumes);
2161                 }
2162                 else
2163                         for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2164                                 R_DrawRTLight(&light->rtlight, visiblevolumes);
2165         }
2166         if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
2167                 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2168                         R_DrawRTLight(&light->rtlight, visiblevolumes);
2169
2170         if (visiblevolumes)
2171         {
2172                 qglEnable(GL_CULL_FACE);
2173                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
2174         }
2175         else
2176                 R_Shadow_Stage_End();
2177 }
2178
2179 cvar_t r_editlights = {0, "r_editlights", "0"};
2180 cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
2181 cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
2182 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
2183 cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
2184 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
2185 cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
2186 cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
2187 dlight_t *r_shadow_worldlightchain;
2188 dlight_t *r_shadow_selectedlight;
2189 vec3_t r_editlights_cursorlocation;
2190
2191 typedef struct cubemapinfo_s
2192 {
2193         char basename[64];
2194         rtexture_t *texture;
2195 }
2196 cubemapinfo_t;
2197
2198 #define MAX_CUBEMAPS 128
2199 static int numcubemaps;
2200 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
2201
2202 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2203 typedef struct suffixinfo_s
2204 {
2205         char *suffix;
2206         int flipx, flipy, flipdiagonal;
2207 }
2208 suffixinfo_t;
2209 static suffixinfo_t suffix[3][6] =
2210 {
2211         {
2212                 {"posx", false, false, false},
2213                 {"negx", false, false, false},
2214                 {"posy", false, false, false},
2215                 {"negy", false, false, false},
2216                 {"posz", false, false, false},
2217                 {"negz", false, false, false}
2218         },
2219         {
2220                 {"px", false, false, false},
2221                 {"nx", false, false, false},
2222                 {"py", false, false, false},
2223                 {"ny", false, false, false},
2224                 {"pz", false, false, false},
2225                 {"nz", false, false, false}
2226         },
2227         {
2228                 {"ft", true, false, true},
2229                 {"bk", false, true, true},
2230                 {"lf", true, true, false},
2231                 {"rt", false, false, false},
2232                 {"up", false, false, false},
2233                 {"dn", false, false, false}
2234         }
2235 };
2236
2237 static int componentorder[4] = {0, 1, 2, 3};
2238
2239 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2240 {
2241         int i, j, cubemapsize;
2242         qbyte *cubemappixels, *image_rgba;
2243         rtexture_t *cubemaptexture;
2244         char name[256];
2245         // must start 0 so the first loadimagepixels has no requested width/height
2246         cubemapsize = 0;
2247         cubemappixels = NULL;
2248         cubemaptexture = NULL;
2249         for (j = 0;j < 3 && !cubemappixels;j++)
2250         {
2251                 for (i = 0;i < 6;i++)
2252                 {
2253                         snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2254                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2255                         {
2256                                 if (image_width == image_height)
2257                                 {
2258                                         if (!cubemappixels && image_width >= 1)
2259                                         {
2260                                                 cubemapsize = image_width;
2261                                                 // note this clears to black, so unavailable sizes are black
2262                                                 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2263                                         }
2264                                         if (cubemappixels)
2265                                                 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);
2266                                 }
2267                                 else
2268                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2269                                 Mem_Free(image_rgba);
2270                         }
2271                 }
2272         }
2273         if (cubemappixels)
2274         {
2275                 if (!r_shadow_filters_texturepool)
2276                         r_shadow_filters_texturepool = R_AllocTexturePool();
2277                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2278                 Mem_Free(cubemappixels);
2279         }
2280         else
2281         {
2282                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2283                 for (j = 0;j < 3;j++)
2284                         for (i = 0;i < 6;i++)
2285                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2286                 Con_Printf(" and was unable to find any of them.\n");
2287         }
2288         return cubemaptexture;
2289 }
2290
2291 rtexture_t *R_Shadow_Cubemap(const char *basename)
2292 {
2293         int i;
2294         for (i = 0;i < numcubemaps;i++)
2295                 if (!strcasecmp(cubemaps[i].basename, basename))
2296                         return cubemaps[i].texture;
2297         if (i >= MAX_CUBEMAPS)
2298                 return NULL;
2299         numcubemaps++;
2300         strcpy(cubemaps[i].basename, basename);
2301         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2302         return cubemaps[i].texture;
2303 }
2304
2305 void R_Shadow_FreeCubemaps(void)
2306 {
2307         numcubemaps = 0;
2308         R_FreeTexturePool(&r_shadow_filters_texturepool);
2309 }
2310
2311 void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
2312 {
2313         dlight_t *light;
2314
2315         if (radius < 15 || DotProduct(color, color) < 0.03)
2316         {
2317                 Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
2318                 return;
2319         }
2320
2321         light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
2322         VectorCopy(origin, light->origin);
2323         VectorCopy(angles, light->angles);
2324         VectorCopy(color, light->color);
2325         light->radius = radius;
2326         light->style = style;
2327         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2328         {
2329                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2330                 light->style = 0;
2331         }
2332         light->shadow = shadowenable;
2333         light->corona = corona;
2334         if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
2335                 strcpy(light->cubemapname, cubemapname);
2336         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2337         light->next = r_shadow_worldlightchain;
2338         r_shadow_worldlightchain = light;
2339
2340         R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
2341         if (r_shadow_staticworldlights.integer)
2342                 R_RTLight_Compile(&light->rtlight);
2343 }
2344
2345 void R_Shadow_FreeWorldLight(dlight_t *light)
2346 {
2347         dlight_t **lightpointer;
2348         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2349         if (*lightpointer != light)
2350                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
2351         *lightpointer = light->next;
2352         R_RTLight_Uncompile(&light->rtlight);
2353         Mem_Free(light);
2354 }
2355
2356 void R_Shadow_ClearWorldLights(void)
2357 {
2358         while (r_shadow_worldlightchain)
2359                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2360         r_shadow_selectedlight = NULL;
2361         R_Shadow_FreeCubemaps();
2362 }
2363
2364 void R_Shadow_SelectLight(dlight_t *light)
2365 {
2366         if (r_shadow_selectedlight)
2367                 r_shadow_selectedlight->selected = false;
2368         r_shadow_selectedlight = light;
2369         if (r_shadow_selectedlight)
2370                 r_shadow_selectedlight->selected = true;
2371 }
2372
2373 rtexture_t *lighttextures[5];
2374
2375 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
2376 {
2377         float scale = r_editlights_cursorgrid.value * 0.5f;
2378         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2379 }
2380
2381 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
2382 {
2383         float intensity;
2384         const dlight_t *light;
2385         light = calldata1;
2386         intensity = 0.5;
2387         if (light->selected)
2388                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2389         if (!light->shadow)
2390                 intensity *= 0.5f;
2391         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2392 }
2393
2394 void R_Shadow_DrawLightSprites(void)
2395 {
2396         int i;
2397         cachepic_t *pic;
2398         dlight_t *light;
2399
2400         for (i = 0;i < 5;i++)
2401         {
2402                 lighttextures[i] = NULL;
2403                 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
2404                         lighttextures[i] = pic->tex;
2405         }
2406
2407         for (light = r_shadow_worldlightchain;light;light = light->next)
2408                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
2409         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
2410 }
2411
2412 void R_Shadow_SelectLightInView(void)
2413 {
2414         float bestrating, rating, temp[3];
2415         dlight_t *best, *light;
2416         best = NULL;
2417         bestrating = 0;
2418         for (light = r_shadow_worldlightchain;light;light = light->next)
2419         {
2420                 VectorSubtract(light->origin, r_vieworigin, temp);
2421                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
2422                 if (rating >= 0.95)
2423                 {
2424                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2425                         if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
2426                         {
2427                                 bestrating = rating;
2428                                 best = light;
2429                         }
2430                 }
2431         }
2432         R_Shadow_SelectLight(best);
2433 }
2434
2435 void R_Shadow_LoadWorldLights(void)
2436 {
2437         int n, a, style, shadow;
2438         char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
2439         float origin[3], radius, color[3], angles[3], corona;
2440         if (cl.worldmodel == NULL)
2441         {
2442                 Con_Printf("No map loaded.\n");
2443                 return;
2444         }
2445         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2446         strlcat (name, ".rtlights", sizeof (name));
2447         lightsstring = FS_LoadFile(name, false);
2448         if (lightsstring)
2449         {
2450                 s = lightsstring;
2451                 n = 0;
2452                 while (*s)
2453                 {
2454                         t = s;
2455                         while (*s && *s != '\n')
2456                                 s++;
2457                         if (!*s)
2458                                 break;
2459                         *s = 0;
2460                         shadow = true;
2461                         // check for modifier flags
2462                         if (*t == '!')
2463                         {
2464                                 shadow = false;
2465                                 t++;
2466                         }
2467                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
2468                         if (a < 13)
2469                                 VectorClear(angles);
2470                         if (a < 10)
2471                                 corona = 0;
2472                         if (a < 9 || !strcmp(cubemapname, "\"\""))
2473                                 cubemapname[0] = 0;
2474                         *s = '\n';
2475                         if (a < 8)
2476                         {
2477                                 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])\n", a, n + 1);
2478                                 break;
2479                         }
2480                         VectorScale(color, r_editlights_rtlightscolorscale.value, color);
2481                         radius *= r_editlights_rtlightssizescale.value;
2482                         R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
2483                         s++;
2484                         n++;
2485                 }
2486                 if (*s)
2487                         Con_Printf("invalid rtlights file \"%s\"\n", name);
2488                 Mem_Free(lightsstring);
2489         }
2490 }
2491
2492 void R_Shadow_SaveWorldLights(void)
2493 {
2494         dlight_t *light;
2495         int bufchars, bufmaxchars;
2496         char *buf, *oldbuf;
2497         char name[MAX_QPATH];
2498         char line[1024];
2499         if (!r_shadow_worldlightchain)
2500                 return;
2501         if (cl.worldmodel == NULL)
2502         {
2503                 Con_Printf("No map loaded.\n");
2504                 return;
2505         }
2506         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2507         strlcat (name, ".rtlights", sizeof (name));
2508         bufchars = bufmaxchars = 0;
2509         buf = NULL;
2510         for (light = r_shadow_worldlightchain;light;light = light->next)
2511         {
2512                 sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
2513                 if (bufchars + (int) strlen(line) > bufmaxchars)
2514                 {
2515                         bufmaxchars = bufchars + strlen(line) + 2048;
2516                         oldbuf = buf;
2517                         buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
2518                         if (oldbuf)
2519                         {
2520                                 if (bufchars)
2521                                         memcpy(buf, oldbuf, bufchars);
2522                                 Mem_Free(oldbuf);
2523                         }
2524                 }
2525                 if (strlen(line))
2526                 {
2527                         memcpy(buf + bufchars, line, strlen(line));
2528                         bufchars += strlen(line);
2529                 }
2530         }
2531         if (bufchars)
2532                 FS_WriteFile(name, buf, bufchars);
2533         if (buf)
2534                 Mem_Free(buf);
2535 }
2536
2537 void R_Shadow_LoadLightsFile(void)
2538 {
2539         int n, a, style;
2540         char name[MAX_QPATH], *lightsstring, *s, *t;
2541         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2542         if (cl.worldmodel == NULL)
2543         {
2544                 Con_Printf("No map loaded.\n");
2545                 return;
2546         }
2547         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2548         strlcat (name, ".lights", sizeof (name));
2549         lightsstring = FS_LoadFile(name, false);
2550         if (lightsstring)
2551         {
2552                 s = lightsstring;
2553                 n = 0;
2554                 while (*s)
2555                 {
2556                         t = s;
2557                         while (*s && *s != '\n')
2558                                 s++;
2559                         if (!*s)
2560                                 break;
2561                         *s = 0;
2562                         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);
2563                         *s = '\n';
2564                         if (a < 14)
2565                         {
2566                                 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);
2567                                 break;
2568                         }
2569                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2570                         radius = bound(15, radius, 4096);
2571                         VectorScale(color, (2.0f / (8388608.0f)), color);
2572                         R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
2573                         s++;
2574                         n++;
2575                 }
2576                 if (*s)
2577                         Con_Printf("invalid lights file \"%s\"\n", name);
2578                 Mem_Free(lightsstring);
2579         }
2580 }
2581
2582 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2583 {
2584         int entnum, style, islight, skin, pflags, effects;
2585         char key[256], value[1024];
2586         float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
2587         const char *data;
2588
2589         if (cl.worldmodel == NULL)
2590         {
2591                 Con_Printf("No map loaded.\n");
2592                 return;
2593         }
2594         data = cl.worldmodel->brush.entities;
2595         if (!data)
2596                 return;
2597         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
2598         {
2599                 light = 0;
2600                 origin[0] = origin[1] = origin[2] = 0;
2601                 originhack[0] = originhack[1] = originhack[2] = 0;
2602                 angles[0] = angles[1] = angles[2] = 0;
2603                 color[0] = color[1] = color[2] = 1;
2604                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2605                 fadescale = 1;
2606                 lightscale = 1;
2607                 style = 0;
2608                 skin = 0;
2609                 pflags = 0;
2610                 effects = 0;
2611                 islight = false;
2612                 while (1)
2613                 {
2614                         if (!COM_ParseToken(&data, false))
2615                                 break; // error
2616                         if (com_token[0] == '}')
2617                                 break; // end of entity
2618                         if (com_token[0] == '_')
2619                                 strcpy(key, com_token + 1);
2620                         else
2621                                 strcpy(key, com_token);
2622                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
2623                                 key[strlen(key)-1] = 0;
2624                         if (!COM_ParseToken(&data, false))
2625                                 break; // error
2626                         strcpy(value, com_token);
2627
2628                         // now that we have the key pair worked out...
2629                         if (!strcmp("light", key))
2630                                 light = atof(value);
2631                         else if (!strcmp("origin", key))
2632                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2633                         else if (!strcmp("angle", key))
2634                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2635                         else if (!strcmp("angles", key))
2636                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2637                         else if (!strcmp("color", key))
2638                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2639                         else if (!strcmp("wait", key))
2640                                 fadescale = atof(value);
2641                         else if (!strcmp("classname", key))
2642                         {
2643                                 if (!strncmp(value, "light", 5))
2644                                 {
2645                                         islight = true;
2646                                         if (!strcmp(value, "light_fluoro"))
2647                                         {
2648                                                 originhack[0] = 0;
2649                                                 originhack[1] = 0;
2650                                                 originhack[2] = 0;
2651                                                 overridecolor[0] = 1;
2652                                                 overridecolor[1] = 1;
2653                                                 overridecolor[2] = 1;
2654                                         }
2655                                         if (!strcmp(value, "light_fluorospark"))
2656                                         {
2657                                                 originhack[0] = 0;
2658                                                 originhack[1] = 0;
2659                                                 originhack[2] = 0;
2660                                                 overridecolor[0] = 1;
2661                                                 overridecolor[1] = 1;
2662                                                 overridecolor[2] = 1;
2663                                         }
2664                                         if (!strcmp(value, "light_globe"))
2665                                         {
2666                                                 originhack[0] = 0;
2667                                                 originhack[1] = 0;
2668                                                 originhack[2] = 0;
2669                                                 overridecolor[0] = 1;
2670                                                 overridecolor[1] = 0.8;
2671                                                 overridecolor[2] = 0.4;
2672                                         }
2673                                         if (!strcmp(value, "light_flame_large_yellow"))
2674                                         {
2675                                                 originhack[0] = 0;
2676                                                 originhack[1] = 0;
2677                                                 originhack[2] = 48;
2678                                                 overridecolor[0] = 1;
2679                                                 overridecolor[1] = 0.5;
2680                                                 overridecolor[2] = 0.1;
2681                                         }
2682                                         if (!strcmp(value, "light_flame_small_yellow"))
2683                                         {
2684                                                 originhack[0] = 0;
2685                                                 originhack[1] = 0;
2686                                                 originhack[2] = 40;
2687                                                 overridecolor[0] = 1;
2688                                                 overridecolor[1] = 0.5;
2689                                                 overridecolor[2] = 0.1;
2690                                         }
2691                                         if (!strcmp(value, "light_torch_small_white"))
2692                                         {
2693                                                 originhack[0] = 0;
2694                                                 originhack[1] = 0;
2695                                                 originhack[2] = 40;
2696                                                 overridecolor[0] = 1;
2697                                                 overridecolor[1] = 0.5;
2698                                                 overridecolor[2] = 0.1;
2699                                         }
2700                                         if (!strcmp(value, "light_torch_small_walltorch"))
2701                                         {
2702                                                 originhack[0] = 0;
2703                                                 originhack[1] = 0;
2704                                                 originhack[2] = 40;
2705                                                 overridecolor[0] = 1;
2706                                                 overridecolor[1] = 0.5;
2707                                                 overridecolor[2] = 0.1;
2708                                         }
2709                                 }
2710                         }
2711                         else if (!strcmp("style", key))
2712                                 style = atoi(value);
2713                         else if (cl.worldmodel->type == mod_brushq3)
2714                         {
2715                                 if (!strcmp("scale", key))
2716                                         lightscale = atof(value);
2717                                 if (!strcmp("fade", key))
2718                                         fadescale = atof(value);
2719                         }
2720                         else if (!strcmp("skin", key))
2721                                 skin = (int)atof(value);
2722                         else if (!strcmp("pflags", key))
2723                                 pflags = (int)atof(value);
2724                         else if (!strcmp("effects", key))
2725                                 effects = (int)atof(value);
2726                 }
2727                 if (light <= 0 && islight)
2728                         light = 300;
2729                 if (lightscale <= 0)
2730                         lightscale = 1;
2731                 if (fadescale <= 0)
2732                         fadescale = 1;
2733                 if (gamemode == GAME_TENEBRAE)
2734                 {
2735                         if (effects & EF_NODRAW)
2736                         {
2737                                 pflags |= PFLAGS_FULLDYNAMIC;
2738                                 effects &= ~EF_NODRAW;
2739                         }
2740                 }
2741                 radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
2742                 light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
2743                 if (color[0] == 1 && color[1] == 1 && color[2] == 1)
2744                         VectorCopy(overridecolor, color);
2745                 VectorScale(color, light, color);
2746                 VectorAdd(origin, originhack, origin);
2747                 if (radius >= 15 && !(pflags & PFLAGS_FULLDYNAMIC))
2748                         R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
2749         }
2750 }
2751
2752
2753 void R_Shadow_SetCursorLocationForView(void)
2754 {
2755         vec_t dist, push, frac;
2756         vec3_t dest, endpos, normal;
2757         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
2758         frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
2759         if (frac < 1)
2760         {
2761                 dist = frac * r_editlights_cursordistance.value;
2762                 push = r_editlights_cursorpushback.value;
2763                 if (push > dist)
2764                         push = dist;
2765                 push = -push;
2766                 VectorMA(endpos, push, r_viewforward, endpos);
2767                 VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
2768         }
2769         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2770         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2771         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2772 }
2773
2774 void R_Shadow_UpdateWorldLightSelection(void)
2775 {
2776         if (r_editlights.integer)
2777         {
2778                 R_Shadow_SetCursorLocationForView();
2779                 R_Shadow_SelectLightInView();
2780                 R_Shadow_DrawLightSprites();
2781         }
2782         else
2783                 R_Shadow_SelectLight(NULL);
2784 }
2785
2786 void R_Shadow_EditLights_Clear_f(void)
2787 {
2788         R_Shadow_ClearWorldLights();
2789 }
2790
2791 void R_Shadow_EditLights_Reload_f(void)
2792 {
2793         r_shadow_reloadlights = true;
2794 }
2795
2796 void R_Shadow_EditLights_Save_f(void)
2797 {
2798         if (cl.worldmodel)
2799                 R_Shadow_SaveWorldLights();
2800 }
2801
2802 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
2803 {
2804         R_Shadow_ClearWorldLights();
2805         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
2806 }
2807
2808 void R_Shadow_EditLights_ImportLightsFile_f(void)
2809 {
2810         R_Shadow_ClearWorldLights();
2811         R_Shadow_LoadLightsFile();
2812 }
2813
2814 void R_Shadow_EditLights_Spawn_f(void)
2815 {
2816         vec3_t color;
2817         if (!r_editlights.integer)
2818         {
2819                 Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
2820                 return;
2821         }
2822         if (Cmd_Argc() != 1)
2823         {
2824                 Con_Printf("r_editlights_spawn does not take parameters\n");
2825                 return;
2826         }
2827         color[0] = color[1] = color[2] = 1;
2828         R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
2829 }
2830
2831 void R_Shadow_EditLights_Edit_f(void)
2832 {
2833         vec3_t origin, angles, color;
2834         vec_t radius, corona;
2835         int style, shadows;
2836         char cubemapname[1024];
2837         if (!r_editlights.integer)
2838         {
2839                 Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
2840                 return;
2841         }
2842         if (!r_shadow_selectedlight)
2843         {
2844                 Con_Printf("No selected light.\n");
2845                 return;
2846         }
2847         VectorCopy(r_shadow_selectedlight->origin, origin);
2848         VectorCopy(r_shadow_selectedlight->angles, angles);
2849         VectorCopy(r_shadow_selectedlight->color, color);
2850         radius = r_shadow_selectedlight->radius;
2851         style = r_shadow_selectedlight->style;
2852         if (r_shadow_selectedlight->cubemapname)
2853                 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
2854         else
2855                 cubemapname[0] = 0;
2856         shadows = r_shadow_selectedlight->shadow;
2857         corona = r_shadow_selectedlight->corona;
2858         if (!strcmp(Cmd_Argv(1), "origin"))
2859         {
2860                 if (Cmd_Argc() != 5)
2861                 {
2862                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
2863                         return;
2864                 }
2865                 origin[0] = atof(Cmd_Argv(2));
2866                 origin[1] = atof(Cmd_Argv(3));
2867                 origin[2] = atof(Cmd_Argv(4));
2868         }
2869         else if (!strcmp(Cmd_Argv(1), "originx"))
2870         {
2871                 if (Cmd_Argc() != 3)
2872                 {
2873                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2874                         return;
2875                 }
2876                 origin[0] = atof(Cmd_Argv(2));
2877         }
2878         else if (!strcmp(Cmd_Argv(1), "originy"))
2879         {
2880                 if (Cmd_Argc() != 3)
2881                 {
2882                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2883                         return;
2884                 }
2885                 origin[1] = atof(Cmd_Argv(2));
2886         }
2887         else if (!strcmp(Cmd_Argv(1), "originz"))
2888         {
2889                 if (Cmd_Argc() != 3)
2890                 {
2891                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2892                         return;
2893                 }
2894                 origin[2] = atof(Cmd_Argv(2));
2895         }
2896         else if (!strcmp(Cmd_Argv(1), "move"))
2897         {
2898                 if (Cmd_Argc() != 5)
2899                 {
2900                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
2901                         return;
2902                 }
2903                 origin[0] += atof(Cmd_Argv(2));
2904                 origin[1] += atof(Cmd_Argv(3));
2905                 origin[2] += atof(Cmd_Argv(4));
2906         }
2907         else if (!strcmp(Cmd_Argv(1), "movex"))
2908         {
2909                 if (Cmd_Argc() != 3)
2910                 {
2911                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2912                         return;
2913                 }
2914                 origin[0] += atof(Cmd_Argv(2));
2915         }
2916         else if (!strcmp(Cmd_Argv(1), "movey"))
2917         {
2918                 if (Cmd_Argc() != 3)
2919                 {
2920                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2921                         return;
2922                 }
2923                 origin[1] += atof(Cmd_Argv(2));
2924         }
2925         else if (!strcmp(Cmd_Argv(1), "movez"))
2926         {
2927                 if (Cmd_Argc() != 3)
2928                 {
2929                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2930                         return;
2931                 }
2932                 origin[2] += atof(Cmd_Argv(2));
2933         }
2934         if (!strcmp(Cmd_Argv(1), "angles"))
2935         {
2936                 if (Cmd_Argc() != 5)
2937                 {
2938                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
2939                         return;
2940                 }
2941                 angles[0] = atof(Cmd_Argv(2));
2942                 angles[1] = atof(Cmd_Argv(3));
2943                 angles[2] = atof(Cmd_Argv(4));
2944         }
2945         else if (!strcmp(Cmd_Argv(1), "anglesx"))
2946         {
2947                 if (Cmd_Argc() != 3)
2948                 {
2949                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2950                         return;
2951                 }
2952                 angles[0] = atof(Cmd_Argv(2));
2953         }
2954         else if (!strcmp(Cmd_Argv(1), "anglesy"))
2955         {
2956                 if (Cmd_Argc() != 3)
2957                 {
2958                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2959                         return;
2960                 }
2961                 angles[1] = atof(Cmd_Argv(2));
2962         }
2963         else if (!strcmp(Cmd_Argv(1), "anglesz"))
2964         {
2965                 if (Cmd_Argc() != 3)
2966                 {
2967                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2968                         return;
2969                 }
2970                 angles[2] = atof(Cmd_Argv(2));
2971         }
2972         else if (!strcmp(Cmd_Argv(1), "color"))
2973         {
2974                 if (Cmd_Argc() != 5)
2975                 {
2976                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
2977                         return;
2978                 }
2979                 color[0] = atof(Cmd_Argv(2));
2980                 color[1] = atof(Cmd_Argv(3));
2981                 color[2] = atof(Cmd_Argv(4));
2982         }
2983         else if (!strcmp(Cmd_Argv(1), "radius"))
2984         {
2985                 if (Cmd_Argc() != 3)
2986                 {
2987                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2988                         return;
2989                 }
2990                 radius = atof(Cmd_Argv(2));
2991         }
2992         else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
2993         {
2994                 if (Cmd_Argc() != 3)
2995                 {
2996                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2997                         return;
2998                 }
2999                 style = atoi(Cmd_Argv(2));
3000         }
3001         else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
3002         {
3003                 if (Cmd_Argc() > 3)
3004                 {
3005                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3006                         return;
3007                 }
3008                 if (Cmd_Argc() == 3)
3009                         strcpy(cubemapname, Cmd_Argv(2));
3010                 else
3011                         cubemapname[0] = 0;
3012         }
3013         else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
3014         {
3015                 if (Cmd_Argc() != 3)
3016                 {
3017                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3018                         return;
3019                 }
3020                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3021         }
3022         else if (!strcmp(Cmd_Argv(1), "corona"))
3023         {
3024                 if (Cmd_Argc() != 3)
3025                 {
3026                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3027                         return;
3028                 }
3029                 corona = atof(Cmd_Argv(2));
3030         }
3031         else
3032         {
3033                 Con_Printf("usage: r_editlights_edit [property] [value]\n");
3034                 Con_Printf("Selected light's properties:\n");
3035                 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3036                 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3037                 Con_Printf("Color  : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3038                 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3039                 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3040                 Con_Printf("Style  : %i\n", r_shadow_selectedlight->style);
3041                 Con_Printf("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3042                 Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
3043                 return;
3044         }
3045         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3046         r_shadow_selectedlight = NULL;
3047         R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
3048 }
3049
3050 extern int con_vislines;
3051 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3052 {
3053         float x, y;
3054         char temp[256];
3055         if (r_shadow_selectedlight == NULL)
3056                 return;
3057         x = 0;
3058         y = con_vislines;
3059         sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3060         sprintf(temp, "Origin  %f %f %f", 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;
3061         sprintf(temp, "Angles  %f %f %f", 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;
3062         sprintf(temp, "Color   %f %f %f", 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;
3063         sprintf(temp, "Radius  %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3064         sprintf(temp, "Corona  %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3065         sprintf(temp, "Style   %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3066         sprintf(temp, "Shadows %s", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3067         sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3068 }
3069
3070 void R_Shadow_EditLights_ToggleShadow_f(void)
3071 {
3072         if (!r_editlights.integer)
3073         {
3074                 Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3075                 return;
3076         }
3077         if (!r_shadow_selectedlight)
3078         {
3079                 Con_Printf("No selected light.\n");
3080                 return;
3081         }
3082         R_Shadow_NewWorldLight(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);
3083         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3084         r_shadow_selectedlight = NULL;
3085 }
3086
3087 void R_Shadow_EditLights_ToggleCorona_f(void)
3088 {
3089         if (!r_editlights.integer)
3090         {
3091                 Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3092                 return;
3093         }
3094         if (!r_shadow_selectedlight)
3095         {
3096                 Con_Printf("No selected light.\n");
3097                 return;
3098         }
3099         R_Shadow_NewWorldLight(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);
3100         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3101         r_shadow_selectedlight = NULL;
3102 }
3103
3104 void R_Shadow_EditLights_Remove_f(void)
3105 {
3106         if (!r_editlights.integer)
3107         {
3108                 Con_Printf("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
3109                 return;
3110         }
3111         if (!r_shadow_selectedlight)
3112         {
3113                 Con_Printf("No selected light.\n");
3114                 return;
3115         }
3116         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3117         r_shadow_selectedlight = NULL;
3118 }
3119
3120 void R_Shadow_EditLights_Help_f(void)
3121 {
3122         Con_Printf(
3123 "Documentation on r_editlights system:\n"
3124 "Settings:\n"
3125 "r_editlights : enable/disable editing mode\n"
3126 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3127 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3128 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3129 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3130 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3131 "r_editlights_rtlightssizescale : imported rtlight size scaling\n"
3132 "r_editlights_rtlightscolorscale : imported rtlight color scaling\n"
3133 "Commands:\n"
3134 "r_editlights_help : this help\n"
3135 "r_editlights_clear : remove all lights\n"
3136 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3137 "r_editlights_save : save to .rtlights file\n"
3138 "r_editlights_spawn : create a light with default settings\n"
3139 "r_editlights_edit command : edit selected light - more documentation below\n"
3140 "r_editlights_remove : remove selected light\n"
3141 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3142 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3143 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3144 "Edit commands:\n"
3145 "origin x y z : set light location\n"
3146 "originx x: set x component of light location\n"
3147 "originy y: set y component of light location\n"
3148 "originz z: set z component of light location\n"
3149 "move x y z : adjust light location\n"
3150 "movex x: adjust x component of light location\n"
3151 "movey y: adjust y component of light location\n"
3152 "movez z: adjust z component of light location\n"
3153 "angles x y z : set light angles\n"
3154 "anglesx x: set x component of light angles\n"
3155 "anglesy y: set y component of light angles\n"
3156 "anglesz z: set z component of light angles\n"
3157 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3158 "radius radius : set radius (size) of light\n"
3159 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3160 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3161 "shadows 1/0 : turn on/off shadows\n"
3162 "corona n : set corona intensity\n"
3163 "<nothing> : print light properties to console\n"
3164         );
3165 }
3166
3167 void R_Shadow_EditLights_Init(void)
3168 {
3169         Cvar_RegisterVariable(&r_editlights);
3170         Cvar_RegisterVariable(&r_editlights_cursordistance);
3171         Cvar_RegisterVariable(&r_editlights_cursorpushback);
3172         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3173         Cvar_RegisterVariable(&r_editlights_cursorgrid);
3174         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3175         Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
3176         Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
3177         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
3178         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
3179         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
3180         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
3181         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
3182         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
3183         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
3184         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
3185         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
3186         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
3187         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
3188 }
3189