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[divverent/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadow_rendermode_e
146 {
147         R_SHADOW_RENDERMODE_NONE,
148         R_SHADOW_RENDERMODE_STENCIL,
149         R_SHADOW_RENDERMODE_SEPARATESTENCIL,
150         R_SHADOW_RENDERMODE_STENCILTWOSIDE,
151         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
152         R_SHADOW_RENDERMODE_LIGHT_DOT3,
153         R_SHADOW_RENDERMODE_LIGHT_GLSL,
154         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
155         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 }
157 r_shadow_rendermode_t;
158
159 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
161 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162
163 int maxshadowtriangles;
164 int *shadowelements;
165
166 int maxshadowvertices;
167 float *shadowvertex3f;
168
169 int maxshadowmark;
170 int numshadowmark;
171 int *shadowmark;
172 int *shadowmarklist;
173 int shadowmarkcount;
174
175 int maxvertexupdate;
176 int *vertexupdate;
177 int *vertexremap;
178 int vertexupdatenum;
179
180 int r_shadow_buffer_numleafpvsbytes;
181 unsigned char *r_shadow_buffer_leafpvs;
182 int *r_shadow_buffer_leaflist;
183
184 int r_shadow_buffer_numsurfacepvsbytes;
185 unsigned char *r_shadow_buffer_surfacepvs;
186 int *r_shadow_buffer_surfacelist;
187
188 int r_shadow_buffer_numshadowtrispvsbytes;
189 unsigned char *r_shadow_buffer_shadowtrispvs;
190 int r_shadow_buffer_numlighttrispvsbytes;
191 unsigned char *r_shadow_buffer_lighttrispvs;
192
193 rtexturepool_t *r_shadow_texturepool;
194 rtexture_t *r_shadow_attenuationgradienttexture;
195 rtexture_t *r_shadow_attenuation2dtexture;
196 rtexture_t *r_shadow_attenuation3dtexture;
197
198 // lights are reloaded when this changes
199 char r_shadow_mapname[MAX_QPATH];
200
201 // used only for light filters (cubemaps)
202 rtexturepool_t *r_shadow_filters_texturepool;
203
204 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
205 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
206 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
207 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
208 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
209 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
210 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
211 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
212 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
213 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
214 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
215 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
216 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
217 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
218 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
219 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
220 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
221 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
222 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
223 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
224 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
225 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
226 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
227 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
228 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
229 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
230 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
231 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
232 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
233 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
234 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
235 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
236 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
237 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
238 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
239 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
240 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
241 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
242 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
243
244 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
245 #define ATTENTABLESIZE 256
246 // 1D gradient, 2D circle and 3D sphere attenuation textures
247 #define ATTEN1DSIZE 32
248 #define ATTEN2DSIZE 64
249 #define ATTEN3DSIZE 32
250
251 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
252 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
253 static float r_shadow_attentable[ATTENTABLESIZE+1];
254
255 rtlight_t *r_shadow_compilingrtlight;
256 dlight_t *r_shadow_worldlightchain;
257 dlight_t *r_shadow_selectedlight;
258 dlight_t r_shadow_bufferlight;
259 vec3_t r_editlights_cursorlocation;
260
261 extern int con_vislines;
262
263 typedef struct cubemapinfo_s
264 {
265         char basename[64];
266         rtexture_t *texture;
267 }
268 cubemapinfo_t;
269
270 #define MAX_CUBEMAPS 256
271 static int numcubemaps;
272 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
273
274 void R_Shadow_UncompileWorldLights(void);
275 void R_Shadow_ClearWorldLights(void);
276 void R_Shadow_SaveWorldLights(void);
277 void R_Shadow_LoadWorldLights(void);
278 void R_Shadow_LoadLightsFile(void);
279 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
280 void R_Shadow_EditLights_Reload_f(void);
281 void R_Shadow_ValidateCvars(void);
282 static void R_Shadow_MakeTextures(void);
283
284 void r_shadow_start(void)
285 {
286         // allocate vertex processing arrays
287         numcubemaps = 0;
288         r_shadow_attenuationgradienttexture = NULL;
289         r_shadow_attenuation2dtexture = NULL;
290         r_shadow_attenuation3dtexture = NULL;
291         r_shadow_texturepool = NULL;
292         r_shadow_filters_texturepool = NULL;
293         R_Shadow_ValidateCvars();
294         R_Shadow_MakeTextures();
295         maxshadowtriangles = 0;
296         shadowelements = NULL;
297         maxshadowvertices = 0;
298         shadowvertex3f = NULL;
299         maxvertexupdate = 0;
300         vertexupdate = NULL;
301         vertexremap = NULL;
302         vertexupdatenum = 0;
303         maxshadowmark = 0;
304         numshadowmark = 0;
305         shadowmark = NULL;
306         shadowmarklist = NULL;
307         shadowmarkcount = 0;
308         r_shadow_buffer_numleafpvsbytes = 0;
309         r_shadow_buffer_leafpvs = NULL;
310         r_shadow_buffer_leaflist = NULL;
311         r_shadow_buffer_numsurfacepvsbytes = 0;
312         r_shadow_buffer_surfacepvs = NULL;
313         r_shadow_buffer_surfacelist = NULL;
314         r_shadow_buffer_numshadowtrispvsbytes = 0;
315         r_shadow_buffer_shadowtrispvs = NULL;
316         r_shadow_buffer_numlighttrispvsbytes = 0;
317         r_shadow_buffer_lighttrispvs = NULL;
318 }
319
320 void r_shadow_shutdown(void)
321 {
322         R_Shadow_UncompileWorldLights();
323         numcubemaps = 0;
324         r_shadow_attenuationgradienttexture = NULL;
325         r_shadow_attenuation2dtexture = NULL;
326         r_shadow_attenuation3dtexture = NULL;
327         R_FreeTexturePool(&r_shadow_texturepool);
328         R_FreeTexturePool(&r_shadow_filters_texturepool);
329         maxshadowtriangles = 0;
330         if (shadowelements)
331                 Mem_Free(shadowelements);
332         shadowelements = NULL;
333         if (shadowvertex3f)
334                 Mem_Free(shadowvertex3f);
335         shadowvertex3f = NULL;
336         maxvertexupdate = 0;
337         if (vertexupdate)
338                 Mem_Free(vertexupdate);
339         vertexupdate = NULL;
340         if (vertexremap)
341                 Mem_Free(vertexremap);
342         vertexremap = NULL;
343         vertexupdatenum = 0;
344         maxshadowmark = 0;
345         numshadowmark = 0;
346         if (shadowmark)
347                 Mem_Free(shadowmark);
348         shadowmark = NULL;
349         if (shadowmarklist)
350                 Mem_Free(shadowmarklist);
351         shadowmarklist = NULL;
352         shadowmarkcount = 0;
353         r_shadow_buffer_numleafpvsbytes = 0;
354         if (r_shadow_buffer_leafpvs)
355                 Mem_Free(r_shadow_buffer_leafpvs);
356         r_shadow_buffer_leafpvs = NULL;
357         if (r_shadow_buffer_leaflist)
358                 Mem_Free(r_shadow_buffer_leaflist);
359         r_shadow_buffer_leaflist = NULL;
360         r_shadow_buffer_numsurfacepvsbytes = 0;
361         if (r_shadow_buffer_surfacepvs)
362                 Mem_Free(r_shadow_buffer_surfacepvs);
363         r_shadow_buffer_surfacepvs = NULL;
364         if (r_shadow_buffer_surfacelist)
365                 Mem_Free(r_shadow_buffer_surfacelist);
366         r_shadow_buffer_surfacelist = NULL;
367         r_shadow_buffer_numshadowtrispvsbytes = 0;
368         if (r_shadow_buffer_shadowtrispvs)
369                 Mem_Free(r_shadow_buffer_shadowtrispvs);
370         r_shadow_buffer_numlighttrispvsbytes = 0;
371         if (r_shadow_buffer_lighttrispvs)
372                 Mem_Free(r_shadow_buffer_lighttrispvs);
373 }
374
375 void r_shadow_newmap(void)
376 {
377 }
378
379 void R_Shadow_Help_f(void)
380 {
381         Con_Printf(
382 "Documentation on r_shadow system:\n"
383 "Settings:\n"
384 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
385 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
386 "r_shadow_debuglight : render only this light number (-1 = all)\n"
387 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
388 "r_shadow_gloss2intensity : brightness of forced gloss\n"
389 "r_shadow_glossintensity : brightness of textured gloss\n"
390 "r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
391 "r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
392 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
393 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
394 "r_shadow_portallight : use portal visibility for static light precomputation\n"
395 "r_shadow_projectdistance : shadow volume projection distance\n"
396 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
397 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
398 "r_shadow_realtime_world : use high quality world lighting mode\n"
399 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
400 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
401 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
402 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
403 "r_shadow_scissor : use scissor optimization\n"
404 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
405 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
406 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
407 "r_showlighting : useful for performance testing; bright = slow!\n"
408 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
409 "Commands:\n"
410 "r_shadow_help : this help\n"
411         );
412 }
413
414 void R_Shadow_Init(void)
415 {
416         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
417         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
418         Cvar_RegisterVariable(&r_shadow_usenormalmap);
419         Cvar_RegisterVariable(&r_shadow_debuglight);
420         Cvar_RegisterVariable(&r_shadow_gloss);
421         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
422         Cvar_RegisterVariable(&r_shadow_glossintensity);
423         Cvar_RegisterVariable(&r_shadow_glossexponent);
424         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
425         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
426         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
427         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
428         Cvar_RegisterVariable(&r_shadow_portallight);
429         Cvar_RegisterVariable(&r_shadow_projectdistance);
430         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
431         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
432         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
433         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
434         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
435         Cvar_RegisterVariable(&r_shadow_realtime_world);
436         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
437         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
438         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
439         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
440         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
441         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
442         Cvar_RegisterVariable(&r_shadow_scissor);
443         Cvar_RegisterVariable(&r_shadow_culltriangles);
444         Cvar_RegisterVariable(&r_shadow_polygonfactor);
445         Cvar_RegisterVariable(&r_shadow_polygonoffset);
446         Cvar_RegisterVariable(&r_shadow_texture3d);
447         Cvar_RegisterVariable(&gl_ext_separatestencil);
448         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
449         if (gamemode == GAME_TENEBRAE)
450         {
451                 Cvar_SetValue("r_shadow_gloss", 2);
452                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
453         }
454         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
455         R_Shadow_EditLights_Init();
456         r_shadow_worldlightchain = NULL;
457         maxshadowtriangles = 0;
458         shadowelements = NULL;
459         maxshadowvertices = 0;
460         shadowvertex3f = NULL;
461         maxvertexupdate = 0;
462         vertexupdate = NULL;
463         vertexremap = NULL;
464         vertexupdatenum = 0;
465         maxshadowmark = 0;
466         numshadowmark = 0;
467         shadowmark = NULL;
468         shadowmarklist = NULL;
469         shadowmarkcount = 0;
470         r_shadow_buffer_numleafpvsbytes = 0;
471         r_shadow_buffer_leafpvs = NULL;
472         r_shadow_buffer_leaflist = NULL;
473         r_shadow_buffer_numsurfacepvsbytes = 0;
474         r_shadow_buffer_surfacepvs = NULL;
475         r_shadow_buffer_surfacelist = NULL;
476         r_shadow_buffer_shadowtrispvs = NULL;
477         r_shadow_buffer_lighttrispvs = NULL;
478         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
479 }
480
481 matrix4x4_t matrix_attenuationxyz =
482 {
483         {
484                 {0.5, 0.0, 0.0, 0.5},
485                 {0.0, 0.5, 0.0, 0.5},
486                 {0.0, 0.0, 0.5, 0.5},
487                 {0.0, 0.0, 0.0, 1.0}
488         }
489 };
490
491 matrix4x4_t matrix_attenuationz =
492 {
493         {
494                 {0.0, 0.0, 0.5, 0.5},
495                 {0.0, 0.0, 0.0, 0.5},
496                 {0.0, 0.0, 0.0, 0.5},
497                 {0.0, 0.0, 0.0, 1.0}
498         }
499 };
500
501 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
502 {
503         // make sure shadowelements is big enough for this volume
504         if (maxshadowtriangles < numtriangles)
505         {
506                 maxshadowtriangles = numtriangles;
507                 if (shadowelements)
508                         Mem_Free(shadowelements);
509                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
510         }
511         // make sure shadowvertex3f is big enough for this volume
512         if (maxshadowvertices < numvertices)
513         {
514                 maxshadowvertices = numvertices;
515                 if (shadowvertex3f)
516                         Mem_Free(shadowvertex3f);
517                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
518         }
519 }
520
521 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
522 {
523         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
524         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
525         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
526         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
527         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
528         {
529                 if (r_shadow_buffer_leafpvs)
530                         Mem_Free(r_shadow_buffer_leafpvs);
531                 if (r_shadow_buffer_leaflist)
532                         Mem_Free(r_shadow_buffer_leaflist);
533                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
534                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
535                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
536         }
537         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
538         {
539                 if (r_shadow_buffer_surfacepvs)
540                         Mem_Free(r_shadow_buffer_surfacepvs);
541                 if (r_shadow_buffer_surfacelist)
542                         Mem_Free(r_shadow_buffer_surfacelist);
543                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
544                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
545                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
546         }
547         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
548         {
549                 if (r_shadow_buffer_shadowtrispvs)
550                         Mem_Free(r_shadow_buffer_shadowtrispvs);
551                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
552                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
553         }
554         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
555         {
556                 if (r_shadow_buffer_lighttrispvs)
557                         Mem_Free(r_shadow_buffer_lighttrispvs);
558                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
559                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
560         }
561 }
562
563 void R_Shadow_PrepareShadowMark(int numtris)
564 {
565         // make sure shadowmark is big enough for this volume
566         if (maxshadowmark < numtris)
567         {
568                 maxshadowmark = numtris;
569                 if (shadowmark)
570                         Mem_Free(shadowmark);
571                 if (shadowmarklist)
572                         Mem_Free(shadowmarklist);
573                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
574                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
575                 shadowmarkcount = 0;
576         }
577         shadowmarkcount++;
578         // if shadowmarkcount wrapped we clear the array and adjust accordingly
579         if (shadowmarkcount == 0)
580         {
581                 shadowmarkcount = 1;
582                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
583         }
584         numshadowmark = 0;
585 }
586
587 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
588 {
589         int i, j;
590         int outtriangles = 0, outvertices = 0;
591         const int *element;
592         const float *vertex;
593         float ratio, direction[3], projectvector[3];
594
595         if (projectdirection)
596                 VectorScale(projectdirection, projectdistance, projectvector);
597         else
598                 VectorClear(projectvector);
599
600         if (maxvertexupdate < innumvertices)
601         {
602                 maxvertexupdate = innumvertices;
603                 if (vertexupdate)
604                         Mem_Free(vertexupdate);
605                 if (vertexremap)
606                         Mem_Free(vertexremap);
607                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
608                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
609                 vertexupdatenum = 0;
610         }
611         vertexupdatenum++;
612         if (vertexupdatenum == 0)
613         {
614                 vertexupdatenum = 1;
615                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
616                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
617         }
618
619         for (i = 0;i < numshadowmarktris;i++)
620                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
621
622         // create the vertices
623         if (projectdirection)
624         {
625                 for (i = 0;i < numshadowmarktris;i++)
626                 {
627                         element = inelement3i + shadowmarktris[i] * 3;
628                         for (j = 0;j < 3;j++)
629                         {
630                                 if (vertexupdate[element[j]] != vertexupdatenum)
631                                 {
632                                         vertexupdate[element[j]] = vertexupdatenum;
633                                         vertexremap[element[j]] = outvertices;
634                                         vertex = invertex3f + element[j] * 3;
635                                         // project one copy of the vertex according to projectvector
636                                         VectorCopy(vertex, outvertex3f);
637                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
638                                         outvertex3f += 6;
639                                         outvertices += 2;
640                                 }
641                         }
642                 }
643         }
644         else
645         {
646                 for (i = 0;i < numshadowmarktris;i++)
647                 {
648                         element = inelement3i + shadowmarktris[i] * 3;
649                         for (j = 0;j < 3;j++)
650                         {
651                                 if (vertexupdate[element[j]] != vertexupdatenum)
652                                 {
653                                         vertexupdate[element[j]] = vertexupdatenum;
654                                         vertexremap[element[j]] = outvertices;
655                                         vertex = invertex3f + element[j] * 3;
656                                         // project one copy of the vertex to the sphere radius of the light
657                                         // (FIXME: would projecting it to the light box be better?)
658                                         VectorSubtract(vertex, projectorigin, direction);
659                                         ratio = projectdistance / VectorLength(direction);
660                                         VectorCopy(vertex, outvertex3f);
661                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
662                                         outvertex3f += 6;
663                                         outvertices += 2;
664                                 }
665                         }
666                 }
667         }
668
669         if (r_shadow_frontsidecasting.integer)
670         {
671                 for (i = 0;i < numshadowmarktris;i++)
672                 {
673                         int remappedelement[3];
674                         int markindex;
675                         const int *neighbortriangle;
676
677                         markindex = shadowmarktris[i] * 3;
678                         element = inelement3i + markindex;
679                         neighbortriangle = inneighbor3i + markindex;
680                         // output the front and back triangles
681                         outelement3i[0] = vertexremap[element[0]];
682                         outelement3i[1] = vertexremap[element[1]];
683                         outelement3i[2] = vertexremap[element[2]];
684                         outelement3i[3] = vertexremap[element[2]] + 1;
685                         outelement3i[4] = vertexremap[element[1]] + 1;
686                         outelement3i[5] = vertexremap[element[0]] + 1;
687
688                         outelement3i += 6;
689                         outtriangles += 2;
690                         // output the sides (facing outward from this triangle)
691                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
692                         {
693                                 remappedelement[0] = vertexremap[element[0]];
694                                 remappedelement[1] = vertexremap[element[1]];
695                                 outelement3i[0] = remappedelement[1];
696                                 outelement3i[1] = remappedelement[0];
697                                 outelement3i[2] = remappedelement[0] + 1;
698                                 outelement3i[3] = remappedelement[1];
699                                 outelement3i[4] = remappedelement[0] + 1;
700                                 outelement3i[5] = remappedelement[1] + 1;
701
702                                 outelement3i += 6;
703                                 outtriangles += 2;
704                         }
705                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
706                         {
707                                 remappedelement[1] = vertexremap[element[1]];
708                                 remappedelement[2] = vertexremap[element[2]];
709                                 outelement3i[0] = remappedelement[2];
710                                 outelement3i[1] = remappedelement[1];
711                                 outelement3i[2] = remappedelement[1] + 1;
712                                 outelement3i[3] = remappedelement[2];
713                                 outelement3i[4] = remappedelement[1] + 1;
714                                 outelement3i[5] = remappedelement[2] + 1;
715
716                                 outelement3i += 6;
717                                 outtriangles += 2;
718                         }
719                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
720                         {
721                                 remappedelement[0] = vertexremap[element[0]];
722                                 remappedelement[2] = vertexremap[element[2]];
723                                 outelement3i[0] = remappedelement[0];
724                                 outelement3i[1] = remappedelement[2];
725                                 outelement3i[2] = remappedelement[2] + 1;
726                                 outelement3i[3] = remappedelement[0];
727                                 outelement3i[4] = remappedelement[2] + 1;
728                                 outelement3i[5] = remappedelement[0] + 1;
729
730                                 outelement3i += 6;
731                                 outtriangles += 2;
732                         }
733                 }
734         }
735         else
736         {
737                 for (i = 0;i < numshadowmarktris;i++)
738                 {
739                         int remappedelement[3];
740                         int markindex;
741                         const int *neighbortriangle;
742
743                         markindex = shadowmarktris[i] * 3;
744                         element = inelement3i + markindex;
745                         neighbortriangle = inneighbor3i + markindex;
746                         // output the front and back triangles
747                         outelement3i[0] = vertexremap[element[2]];
748                         outelement3i[1] = vertexremap[element[1]];
749                         outelement3i[2] = vertexremap[element[0]];
750                         outelement3i[3] = vertexremap[element[0]] + 1;
751                         outelement3i[4] = vertexremap[element[1]] + 1;
752                         outelement3i[5] = vertexremap[element[2]] + 1;
753
754                         outelement3i += 6;
755                         outtriangles += 2;
756                         // output the sides (facing outward from this triangle)
757                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
758                         {
759                                 remappedelement[0] = vertexremap[element[0]];
760                                 remappedelement[1] = vertexremap[element[1]];
761                                 outelement3i[0] = remappedelement[0];
762                                 outelement3i[1] = remappedelement[1];
763                                 outelement3i[2] = remappedelement[1] + 1;
764                                 outelement3i[3] = remappedelement[0];
765                                 outelement3i[4] = remappedelement[1] + 1;
766                                 outelement3i[5] = remappedelement[0] + 1;
767
768                                 outelement3i += 6;
769                                 outtriangles += 2;
770                         }
771                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
772                         {
773                                 remappedelement[1] = vertexremap[element[1]];
774                                 remappedelement[2] = vertexremap[element[2]];
775                                 outelement3i[0] = remappedelement[1];
776                                 outelement3i[1] = remappedelement[2];
777                                 outelement3i[2] = remappedelement[2] + 1;
778                                 outelement3i[3] = remappedelement[1];
779                                 outelement3i[4] = remappedelement[2] + 1;
780                                 outelement3i[5] = remappedelement[1] + 1;
781
782                                 outelement3i += 6;
783                                 outtriangles += 2;
784                         }
785                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
786                         {
787                                 remappedelement[0] = vertexremap[element[0]];
788                                 remappedelement[2] = vertexremap[element[2]];
789                                 outelement3i[0] = remappedelement[2];
790                                 outelement3i[1] = remappedelement[0];
791                                 outelement3i[2] = remappedelement[0] + 1;
792                                 outelement3i[3] = remappedelement[2];
793                                 outelement3i[4] = remappedelement[0] + 1;
794                                 outelement3i[5] = remappedelement[2] + 1;
795
796                                 outelement3i += 6;
797                                 outtriangles += 2;
798                         }
799                 }
800         }
801         if (outnumvertices)
802                 *outnumvertices = outvertices;
803         return outtriangles;
804 }
805
806 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris)
807 {
808         int tris, outverts;
809         if (projectdistance < 0.1)
810         {
811                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
812                 return;
813         }
814         if (!numverts || !nummarktris)
815                 return;
816         // make sure shadowelements is big enough for this volume
817         if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
818                 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
819         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
820         r_refdef.stats.lights_dynamicshadowtriangles += tris;
821         R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
822 }
823
824 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
825 {
826         int t, tend;
827         const int *e;
828         const float *v[3];
829         float normal[3];
830         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
831                 return;
832         tend = firsttriangle + numtris;
833         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
834         {
835                 // surface box entirely inside light box, no box cull
836                 if (projectdirection)
837                 {
838                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
839                         {
840                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
841                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
842                                         shadowmarklist[numshadowmark++] = t;
843                         }
844                 }
845                 else
846                 {
847                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
848                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
849                                         shadowmarklist[numshadowmark++] = t;
850                 }
851         }
852         else
853         {
854                 // surface box not entirely inside light box, cull each triangle
855                 if (projectdirection)
856                 {
857                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
858                         {
859                                 v[0] = invertex3f + e[0] * 3;
860                                 v[1] = invertex3f + e[1] * 3;
861                                 v[2] = invertex3f + e[2] * 3;
862                                 TriangleNormal(v[0], v[1], v[2], normal);
863                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
864                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
865                                         shadowmarklist[numshadowmark++] = t;
866                         }
867                 }
868                 else
869                 {
870                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
871                         {
872                                 v[0] = invertex3f + e[0] * 3;
873                                 v[1] = invertex3f + e[1] * 3;
874                                 v[2] = invertex3f + e[2] * 3;
875                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
876                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
877                                         shadowmarklist[numshadowmark++] = t;
878                         }
879                 }
880         }
881 }
882
883 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
884 {
885         if (r_shadow_compilingrtlight)
886         {
887                 // if we're compiling an rtlight, capture the mesh
888                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
889                 return;
890         }
891         r_refdef.stats.lights_shadowtriangles += numtriangles;
892         CHECKGLERROR
893         R_Mesh_VertexPointer(vertex3f, 0, 0);
894         GL_LockArrays(0, numvertices);
895         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
896         {
897                 // decrement stencil if backface is behind depthbuffer
898                 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
899                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
900                 R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
901                 // increment stencil if frontface is behind depthbuffer
902                 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
903                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
904         }
905         R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
906         GL_LockArrays(0, 0);
907         CHECKGLERROR
908 }
909
910 static unsigned char R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
911 {
912         float dist = sqrt(x*x+y*y+z*z);
913         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
914         return (unsigned char)bound(0, intensity * 256.0f, 255);
915 }
916
917 static void R_Shadow_MakeTextures(void)
918 {
919         int x, y, z;
920         float intensity, dist;
921         unsigned char *data;
922         unsigned int palette[256];
923         R_FreeTexturePool(&r_shadow_texturepool);
924         r_shadow_texturepool = R_AllocTexturePool();
925         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
926         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
927         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
928         for (x = 0;x < 256;x++)
929                 palette[x] = x * 0x01010101;
930         data = (unsigned char *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE));
931         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
932         for (x = 0;x <= ATTENTABLESIZE;x++)
933         {
934                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
935                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
936                 r_shadow_attentable[x] = bound(0, intensity, 1);
937         }
938         // 1D gradient texture
939         for (x = 0;x < ATTEN1DSIZE;x++)
940                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
941         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
942         // 2D circle texture
943         for (y = 0;y < ATTEN2DSIZE;y++)
944                 for (x = 0;x < ATTEN2DSIZE;x++)
945                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
946         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
947         // 3D sphere texture
948         if (r_shadow_texture3d.integer && gl_texture3d)
949         {
950                 for (z = 0;z < ATTEN3DSIZE;z++)
951                         for (y = 0;y < ATTEN3DSIZE;y++)
952                                 for (x = 0;x < ATTEN3DSIZE;x++)
953                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
954                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
955         }
956         else
957                 r_shadow_attenuation3dtexture = NULL;
958         Mem_Free(data);
959 }
960
961 void R_Shadow_ValidateCvars(void)
962 {
963         if (r_shadow_texture3d.integer && !gl_texture3d)
964                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
965         if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
966                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
967         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
968                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
969 }
970
971 void R_Shadow_RenderMode_Begin(void)
972 {
973         R_Shadow_ValidateCvars();
974
975         if (!r_shadow_attenuation2dtexture
976          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
977          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
978          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
979                 R_Shadow_MakeTextures();
980
981         CHECKGLERROR
982         R_Mesh_ColorPointer(NULL, 0, 0);
983         R_Mesh_ResetTextureState();
984         GL_BlendFunc(GL_ONE, GL_ZERO);
985         GL_DepthRange(0, 1);
986         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
987         GL_DepthTest(true);
988         GL_DepthMask(false);
989         GL_Color(0, 0, 0, 1);
990         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
991
992         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
993
994         if (gl_ext_separatestencil.integer)
995                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
996         else if (gl_ext_stenciltwoside.integer)
997                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
998         else
999                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1000
1001         if (r_glsl.integer && gl_support_fragment_shader)
1002                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1003         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1004                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1005         else
1006                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1007 }
1008
1009 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1010 {
1011         rsurface.rtlight = rtlight;
1012 }
1013
1014 void R_Shadow_RenderMode_Reset(void)
1015 {
1016         CHECKGLERROR
1017         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1018         {
1019                 qglUseProgramObjectARB(0);CHECKGLERROR
1020         }
1021         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1022         {
1023                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1024         }
1025         R_Mesh_ColorPointer(NULL, 0, 0);
1026         R_Mesh_ResetTextureState();
1027         GL_DepthRange(0, 1);
1028         GL_DepthTest(true);
1029         GL_DepthMask(false);
1030         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1031         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1032         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1033         qglStencilMask(~0);CHECKGLERROR
1034         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1035         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1036         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1037         GL_Color(1, 1, 1, 1);
1038         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1039         GL_BlendFunc(GL_ONE, GL_ZERO);
1040 }
1041
1042 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
1043 {
1044         CHECKGLERROR
1045         R_Shadow_RenderMode_Reset();
1046         GL_ColorMask(0, 0, 0, 0);
1047         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1048         qglDepthFunc(GL_LESS);CHECKGLERROR
1049         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1050         r_shadow_rendermode = r_shadow_shadowingrendermode;
1051         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
1052         {
1053                 GL_CullFace(GL_NONE);
1054                 qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
1055                 qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
1056         }
1057         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1058         {
1059                 GL_CullFace(GL_NONE);
1060                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1061                 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
1062                 qglStencilMask(~0);CHECKGLERROR
1063                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1064                 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
1065                 qglStencilMask(~0);CHECKGLERROR
1066                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1067         }
1068         if (clearstencil)
1069                 GL_Clear(GL_STENCIL_BUFFER_BIT);
1070         r_refdef.stats.lights_clears++;
1071 }
1072
1073 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1074 {
1075         CHECKGLERROR
1076         R_Shadow_RenderMode_Reset();
1077         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1078         if (!transparent)
1079         {
1080                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1081         }
1082         if (stenciltest)
1083         {
1084                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1085                 // only draw light where this geometry was already rendered AND the
1086                 // stencil is 128 (values other than this mean shadow)
1087                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1088         }
1089         r_shadow_rendermode = r_shadow_lightingrendermode;
1090         // do global setup needed for the chosen lighting mode
1091         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1092         {
1093                 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1094                 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1095                 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1096                 R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
1097                 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1098                 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1099                 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1100                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
1101                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
1102                 R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
1103                 //R_Mesh_TexMatrix(3, rsurface.entitytolight); // light filter matrix
1104                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1105                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1106                 CHECKGLERROR
1107         }
1108 }
1109
1110 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1111 {
1112         CHECKGLERROR
1113         R_Shadow_RenderMode_Reset();
1114         GL_BlendFunc(GL_ONE, GL_ONE);
1115         GL_DepthRange(0, 1);
1116         GL_DepthTest(r_showshadowvolumes.integer < 2);
1117         GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
1118         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1119         GL_CullFace(GL_NONE);
1120         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1121 }
1122
1123 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1124 {
1125         CHECKGLERROR
1126         R_Shadow_RenderMode_Reset();
1127         GL_BlendFunc(GL_ONE, GL_ONE);
1128         GL_DepthRange(0, 1);
1129         GL_DepthTest(r_showlighting.integer < 2);
1130         GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
1131         if (!transparent)
1132         {
1133                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1134         }
1135         if (stenciltest)
1136         {
1137                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1138                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1139         }
1140         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1141 }
1142
1143 void R_Shadow_RenderMode_End(void)
1144 {
1145         CHECKGLERROR
1146         R_Shadow_RenderMode_Reset();
1147         R_Shadow_RenderMode_ActiveLight(NULL);
1148         GL_DepthMask(true);
1149         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1150         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1151 }
1152
1153 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1154 {
1155         int i, ix1, iy1, ix2, iy2;
1156         float x1, y1, x2, y2;
1157         vec4_t v, v2;
1158         rmesh_t mesh;
1159         mplane_t planes[11];
1160         float vertex3f[256*3];
1161
1162         // if view is inside the light box, just say yes it's visible
1163         if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
1164         {
1165                 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1166                 return false;
1167         }
1168
1169         // create a temporary brush describing the area the light can affect in worldspace
1170         VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
1171         VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
1172         VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
1173         VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
1174         VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
1175         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1176         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1177         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1178         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1179         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1180         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1181
1182         // turn the brush into a mesh
1183         memset(&mesh, 0, sizeof(rmesh_t));
1184         mesh.maxvertices = 256;
1185         mesh.vertex3f = vertex3f;
1186         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1187         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1188
1189         // if that mesh is empty, the light is not visible at all
1190         if (!mesh.numvertices)
1191                 return true;
1192
1193         if (!r_shadow_scissor.integer)
1194                 return false;
1195
1196         // if that mesh is not empty, check what area of the screen it covers
1197         x1 = y1 = x2 = y2 = 0;
1198         v[3] = 1.0f;
1199         //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
1200         for (i = 0;i < mesh.numvertices;i++)
1201         {
1202                 VectorCopy(mesh.vertex3f + i * 3, v);
1203                 GL_TransformToScreen(v, v2);
1204                 //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]);
1205                 if (i)
1206                 {
1207                         if (x1 > v2[0]) x1 = v2[0];
1208                         if (x2 < v2[0]) x2 = v2[0];
1209                         if (y1 > v2[1]) y1 = v2[1];
1210                         if (y2 < v2[1]) y2 = v2[1];
1211                 }
1212                 else
1213                 {
1214                         x1 = x2 = v2[0];
1215                         y1 = y2 = v2[1];
1216                 }
1217         }
1218
1219         // now convert the scissor rectangle to integer screen coordinates
1220         ix1 = (int)(x1 - 1.0f);
1221         iy1 = (int)(y1 - 1.0f);
1222         ix2 = (int)(x2 + 1.0f);
1223         iy2 = (int)(y2 + 1.0f);
1224         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1225
1226         // clamp it to the screen
1227         if (ix1 < r_view.x) ix1 = r_view.x;
1228         if (iy1 < r_view.y) iy1 = r_view.y;
1229         if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
1230         if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
1231
1232         // if it is inside out, it's not visible
1233         if (ix2 <= ix1 || iy2 <= iy1)
1234                 return true;
1235
1236         // the light area is visible, set up the scissor rectangle
1237         GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1238         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1239         //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1240         r_refdef.stats.lights_scissored++;
1241         return false;
1242 }
1243
1244 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
1245 {
1246         float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
1247         float *normal3f = rsurface.normal3f + 3 * firstvertex;
1248         float *color4f = rsurface.array_color4f + 4 * firstvertex;
1249         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1250         if (r_textureunits.integer >= 3)
1251         {
1252                 if (VectorLength2(diffusecolor) > 0)
1253                 {
1254                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1255                         {
1256                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1257                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1258                                 if ((dot = DotProduct(n, v)) < 0)
1259                                 {
1260                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1261                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
1262                                 }
1263                                 else
1264                                         VectorCopy(ambientcolor, color4f);
1265                                 if (r_refdef.fogenabled)
1266                                 {
1267                                         float f;
1268                                         f = FogPoint_Model(vertex3f);
1269                                         VectorScale(color4f, f, color4f);
1270                                 }
1271                                 color4f[3] = 1;
1272                         }
1273                 }
1274                 else
1275                 {
1276                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1277                         {
1278                                 VectorCopy(ambientcolor, color4f);
1279                                 if (r_refdef.fogenabled)
1280                                 {
1281                                         float f;
1282                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1283                                         f = FogPoint_Model(vertex3f);
1284                                         VectorScale(color4f, f, color4f);
1285                                 }
1286                                 color4f[3] = 1;
1287                         }
1288                 }
1289         }
1290         else if (r_textureunits.integer >= 2)
1291         {
1292                 if (VectorLength2(diffusecolor) > 0)
1293                 {
1294                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1295                         {
1296                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1297                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1298                                 {
1299                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1300                                         if ((dot = DotProduct(n, v)) < 0)
1301                                         {
1302                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1303                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1304                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1305                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1306                                         }
1307                                         else
1308                                         {
1309                                                 color4f[0] = ambientcolor[0] * distintensity;
1310                                                 color4f[1] = ambientcolor[1] * distintensity;
1311                                                 color4f[2] = ambientcolor[2] * distintensity;
1312                                         }
1313                                         if (r_refdef.fogenabled)
1314                                         {
1315                                                 float f;
1316                                                 f = FogPoint_Model(vertex3f);
1317                                                 VectorScale(color4f, f, color4f);
1318                                         }
1319                                 }
1320                                 else
1321                                         VectorClear(color4f);
1322                                 color4f[3] = 1;
1323                         }
1324                 }
1325                 else
1326                 {
1327                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1328                         {
1329                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1330                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1331                                 {
1332                                         color4f[0] = ambientcolor[0] * distintensity;
1333                                         color4f[1] = ambientcolor[1] * distintensity;
1334                                         color4f[2] = ambientcolor[2] * distintensity;
1335                                         if (r_refdef.fogenabled)
1336                                         {
1337                                                 float f;
1338                                                 f = FogPoint_Model(vertex3f);
1339                                                 VectorScale(color4f, f, color4f);
1340                                         }
1341                                 }
1342                                 else
1343                                         VectorClear(color4f);
1344                                 color4f[3] = 1;
1345                         }
1346                 }
1347         }
1348         else
1349         {
1350                 if (VectorLength2(diffusecolor) > 0)
1351                 {
1352                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1353                         {
1354                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1355                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1356                                 {
1357                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1358                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1359                                         if ((dot = DotProduct(n, v)) < 0)
1360                                         {
1361                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1362                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1363                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1364                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1365                                         }
1366                                         else
1367                                         {
1368                                                 color4f[0] = ambientcolor[0] * distintensity;
1369                                                 color4f[1] = ambientcolor[1] * distintensity;
1370                                                 color4f[2] = ambientcolor[2] * distintensity;
1371                                         }
1372                                         if (r_refdef.fogenabled)
1373                                         {
1374                                                 float f;
1375                                                 f = FogPoint_Model(vertex3f);
1376                                                 VectorScale(color4f, f, color4f);
1377                                         }
1378                                 }
1379                                 else
1380                                         VectorClear(color4f);
1381                                 color4f[3] = 1;
1382                         }
1383                 }
1384                 else
1385                 {
1386                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1387                         {
1388                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1389                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1390                                 {
1391                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1392                                         color4f[0] = ambientcolor[0] * distintensity;
1393                                         color4f[1] = ambientcolor[1] * distintensity;
1394                                         color4f[2] = ambientcolor[2] * distintensity;
1395                                         if (r_refdef.fogenabled)
1396                                         {
1397                                                 float f;
1398                                                 f = FogPoint_Model(vertex3f);
1399                                                 VectorScale(color4f, f, color4f);
1400                                         }
1401                                 }
1402                                 else
1403                                         VectorClear(color4f);
1404                                 color4f[3] = 1;
1405                         }
1406                 }
1407         }
1408 }
1409
1410 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1411
1412 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1413 {
1414         int i;
1415         float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
1416         const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
1417         const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
1418         const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
1419         const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
1420         float lightdir[3];
1421         for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1422         {
1423                 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
1424                 // the cubemap normalizes this for us
1425                 out3f[0] = DotProduct(svector3f, lightdir);
1426                 out3f[1] = DotProduct(tvector3f, lightdir);
1427                 out3f[2] = DotProduct(normal3f, lightdir);
1428         }
1429 }
1430
1431 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1432 {
1433         int i;
1434         float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
1435         const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
1436         const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
1437         const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
1438         const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
1439         float lightdir[3], eyedir[3], halfdir[3];
1440         for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1441         {
1442                 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
1443                 VectorNormalize(lightdir);
1444                 VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
1445                 VectorNormalize(eyedir);
1446                 VectorAdd(lightdir, eyedir, halfdir);
1447                 // the cubemap normalizes this for us
1448                 out3f[0] = DotProduct(svector3f, halfdir);
1449                 out3f[1] = DotProduct(tvector3f, halfdir);
1450                 out3f[2] = DotProduct(normal3f, halfdir);
1451         }
1452 }
1453
1454 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1455 {
1456         // used to display how many times a surface is lit for level design purposes
1457         GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
1458         R_Mesh_ColorPointer(NULL, 0, 0);
1459         R_Mesh_ResetTextureState();
1460         R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1461 }
1462
1463 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1464 {
1465         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1466         R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
1467         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
1468         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
1469         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
1470         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
1471         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1472         {
1473                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1474         }
1475         R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1476         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1477         {
1478                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1479         }
1480 }
1481
1482 static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b)
1483 {
1484         // shared final code for all the dot3 layers
1485         int renders;
1486         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1487         for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1488         {
1489                 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1490                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1491         }
1492 }
1493
1494 static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1495 {
1496         rmeshstate_t m;
1497         // colorscale accounts for how much we multiply the brightness
1498         // during combine.
1499         //
1500         // mult is how many times the final pass of the lighting will be
1501         // performed to get more brightness than otherwise possible.
1502         //
1503         // Limit mult to 64 for sanity sake.
1504         GL_Color(1,1,1,1);
1505         if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1506         {
1507                 // 3 3D combine path (Geforce3, Radeon 8500)
1508                 memset(&m, 0, sizeof(m));
1509                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1510                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1511                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1512                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1513                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1514                 m.tex[1] = R_GetTexture(basetexture);
1515                 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
1516                 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
1517                 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
1518                 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
1519                 m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
1520                 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1521                 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1522                 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1523                 m.texmatrix[2] = rsurface.entitytolight;
1524                 GL_BlendFunc(GL_ONE, GL_ONE);
1525         }
1526         else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1527         {
1528                 // 2 3D combine path (Geforce3, original Radeon)
1529                 memset(&m, 0, sizeof(m));
1530                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1531                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1532                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1533                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1534                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1535                 m.tex[1] = R_GetTexture(basetexture);
1536                 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
1537                 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
1538                 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
1539                 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
1540                 GL_BlendFunc(GL_ONE, GL_ONE);
1541         }
1542         else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1543         {
1544                 // 4 2D combine path (Geforce3, Radeon 8500)
1545                 memset(&m, 0, sizeof(m));
1546                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1547                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1548                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1549                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1550                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1551                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1552                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1553                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1554                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1555                 m.texmatrix[1] = rsurface.entitytoattenuationz;
1556                 m.tex[2] = R_GetTexture(basetexture);
1557                 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
1558                 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
1559                 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
1560                 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
1561                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1562                 {
1563                         m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
1564                         m.pointer_texcoord3f[3] = rsurface.vertex3f;
1565                         m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
1566                         m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
1567                         m.texmatrix[3] = rsurface.entitytolight;
1568                 }
1569                 GL_BlendFunc(GL_ONE, GL_ONE);
1570         }
1571         else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
1572         {
1573                 // 3 2D combine path (Geforce3, original Radeon)
1574                 memset(&m, 0, sizeof(m));
1575                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1576                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1577                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1578                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1579                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1580                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1581                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1582                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1583                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1584                 m.texmatrix[1] = rsurface.entitytoattenuationz;
1585                 m.tex[2] = R_GetTexture(basetexture);
1586                 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
1587                 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
1588                 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
1589                 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
1590                 GL_BlendFunc(GL_ONE, GL_ONE);
1591         }
1592         else
1593         {
1594                 // 2/2/2 2D combine path (any dot3 card)
1595                 memset(&m, 0, sizeof(m));
1596                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1597                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1598                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1599                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1600                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1601                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1602                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1603                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1604                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1605                 m.texmatrix[1] = rsurface.entitytoattenuationz;
1606                 R_Mesh_TextureState(&m);
1607                 GL_ColorMask(0,0,0,1);
1608                 GL_BlendFunc(GL_ONE, GL_ZERO);
1609                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1610
1611                 // second pass
1612                 memset(&m, 0, sizeof(m));
1613                 m.tex[0] = R_GetTexture(basetexture);
1614                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1615                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1616                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1617                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1618                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1619                 {
1620                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1621                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
1622                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1623                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1624                         m.texmatrix[1] = rsurface.entitytolight;
1625                 }
1626                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1627         }
1628         // this final code is shared
1629         R_Mesh_TextureState(&m);
1630         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1631 }
1632
1633 static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1634 {
1635         rmeshstate_t m;
1636         // colorscale accounts for how much we multiply the brightness
1637         // during combine.
1638         //
1639         // mult is how many times the final pass of the lighting will be
1640         // performed to get more brightness than otherwise possible.
1641         //
1642         // Limit mult to 64 for sanity sake.
1643         GL_Color(1,1,1,1);
1644         // generate normalization cubemap texcoords
1645         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
1646         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1647         {
1648                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1649                 memset(&m, 0, sizeof(m));
1650                 m.tex[0] = R_GetTexture(normalmaptexture);
1651                 m.texcombinergb[0] = GL_REPLACE;
1652                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1653                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1654                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1655                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1656                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1657                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1658                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1659                 m.pointer_texcoord_bufferobject[1] = 0;
1660                 m.pointer_texcoord_bufferoffset[1] = 0;
1661                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1662                 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1663                 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1664                 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1665                 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
1666                 R_Mesh_TextureState(&m);
1667                 GL_ColorMask(0,0,0,1);
1668                 GL_BlendFunc(GL_ONE, GL_ZERO);
1669                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1670
1671                 // second pass
1672                 memset(&m, 0, sizeof(m));
1673                 m.tex[0] = R_GetTexture(basetexture);
1674                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1675                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1676                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1677                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1678                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1679                 {
1680                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1681                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
1682                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1683                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1684                         m.texmatrix[1] = rsurface.entitytolight;
1685                 }
1686                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1687         }
1688         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1689         {
1690                 // 1/2/2 3D combine path (original Radeon)
1691                 memset(&m, 0, sizeof(m));
1692                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1693                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1694                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1695                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1696                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1697                 R_Mesh_TextureState(&m);
1698                 GL_ColorMask(0,0,0,1);
1699                 GL_BlendFunc(GL_ONE, GL_ZERO);
1700                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1701
1702                 // second pass
1703                 memset(&m, 0, sizeof(m));
1704                 m.tex[0] = R_GetTexture(normalmaptexture);
1705                 m.texcombinergb[0] = GL_REPLACE;
1706                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1707                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1708                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1709                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1710                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1711                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1712                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1713                 m.pointer_texcoord_bufferobject[1] = 0;
1714                 m.pointer_texcoord_bufferoffset[1] = 0;
1715                 R_Mesh_TextureState(&m);
1716                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1717                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1718
1719                 // second pass
1720                 memset(&m, 0, sizeof(m));
1721                 m.tex[0] = R_GetTexture(basetexture);
1722                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1723                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1724                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1725                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1726                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1727                 {
1728                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1729                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
1730                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1731                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1732                         m.texmatrix[1] = rsurface.entitytolight;
1733                 }
1734                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1735         }
1736         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
1737         {
1738                 // 2/2 3D combine path (original Radeon)
1739                 memset(&m, 0, sizeof(m));
1740                 m.tex[0] = R_GetTexture(normalmaptexture);
1741                 m.texcombinergb[0] = GL_REPLACE;
1742                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1743                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1744                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1745                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1746                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1747                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1748                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1749                 m.pointer_texcoord_bufferobject[1] = 0;
1750                 m.pointer_texcoord_bufferoffset[1] = 0;
1751                 R_Mesh_TextureState(&m);
1752                 GL_ColorMask(0,0,0,1);
1753                 GL_BlendFunc(GL_ONE, GL_ZERO);
1754                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1755
1756                 // second pass
1757                 memset(&m, 0, sizeof(m));
1758                 m.tex[0] = R_GetTexture(basetexture);
1759                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1760                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1761                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1762                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1763                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1764                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1765                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1766                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1767                 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
1768                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1769         }
1770         else if (r_textureunits.integer >= 4)
1771         {
1772                 // 4/2 2D combine path (Geforce3, Radeon 8500)
1773                 memset(&m, 0, sizeof(m));
1774                 m.tex[0] = R_GetTexture(normalmaptexture);
1775                 m.texcombinergb[0] = GL_REPLACE;
1776                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1777                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1778                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1779                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1780                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1781                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1782                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1783                 m.pointer_texcoord_bufferobject[1] = 0;
1784                 m.pointer_texcoord_bufferoffset[1] = 0;
1785                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1786                 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1787                 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1788                 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1789                 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
1790                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1791                 m.pointer_texcoord3f[3] = rsurface.vertex3f;
1792                 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
1793                 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
1794                 m.texmatrix[3] = rsurface.entitytoattenuationz;
1795                 R_Mesh_TextureState(&m);
1796                 GL_ColorMask(0,0,0,1);
1797                 GL_BlendFunc(GL_ONE, GL_ZERO);
1798                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1799
1800                 // second pass
1801                 memset(&m, 0, sizeof(m));
1802                 m.tex[0] = R_GetTexture(basetexture);
1803                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1804                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1805                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1806                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1807                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1808                 {
1809                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1810                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
1811                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1812                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1813                         m.texmatrix[1] = rsurface.entitytolight;
1814                 }
1815                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1816         }
1817         else
1818         {
1819                 // 2/2/2 2D combine path (any dot3 card)
1820                 memset(&m, 0, sizeof(m));
1821                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1822                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1823                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1824                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1825                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1826                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1827                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1828                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1829                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1830                 m.texmatrix[1] = rsurface.entitytoattenuationz;
1831                 R_Mesh_TextureState(&m);
1832                 GL_ColorMask(0,0,0,1);
1833                 GL_BlendFunc(GL_ONE, GL_ZERO);
1834                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1835
1836                 // second pass
1837                 memset(&m, 0, sizeof(m));
1838                 m.tex[0] = R_GetTexture(normalmaptexture);
1839                 m.texcombinergb[0] = GL_REPLACE;
1840                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1841                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1842                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1843                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1844                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1845                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1846                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1847                 m.pointer_texcoord_bufferobject[1] = 0;
1848                 m.pointer_texcoord_bufferoffset[1] = 0;
1849                 R_Mesh_TextureState(&m);
1850                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1851                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1852
1853                 // second pass
1854                 memset(&m, 0, sizeof(m));
1855                 m.tex[0] = R_GetTexture(basetexture);
1856                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1857                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1858                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1859                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1860                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1861                 {
1862                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1863                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
1864                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1865                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1866                         m.texmatrix[1] = rsurface.entitytolight;
1867                 }
1868                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1869         }
1870         // this final code is shared
1871         R_Mesh_TextureState(&m);
1872         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1873 }
1874
1875 static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1876 {
1877         float glossexponent;
1878         rmeshstate_t m;
1879         // FIXME: detect blendsquare!
1880         //if (!gl_support_blendsquare)
1881         //      return;
1882         GL_Color(1,1,1,1);
1883         // generate normalization cubemap texcoords
1884         R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
1885         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1886         {
1887                 // 2/0/0/1/2 3D combine blendsquare path
1888                 memset(&m, 0, sizeof(m));
1889                 m.tex[0] = R_GetTexture(normalmaptexture);
1890                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1891                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1892                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1893                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1894                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1895                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1896                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1897                 m.pointer_texcoord_bufferobject[1] = 0;
1898                 m.pointer_texcoord_bufferoffset[1] = 0;
1899                 R_Mesh_TextureState(&m);
1900                 GL_ColorMask(0,0,0,1);
1901                 // this squares the result
1902                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1903                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1904
1905                 // second and third pass
1906                 R_Mesh_ResetTextureState();
1907                 // square alpha in framebuffer a few times to make it shiny
1908                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1909                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1910                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1911
1912                 // fourth pass
1913                 memset(&m, 0, sizeof(m));
1914                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1915                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1916                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1917                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1918                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1919                 R_Mesh_TextureState(&m);
1920                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1921                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1922
1923                 // fifth pass
1924                 memset(&m, 0, sizeof(m));
1925                 m.tex[0] = R_GetTexture(glosstexture);
1926                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1927                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1928                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1929                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1930                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1931                 {
1932                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1933                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
1934                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1935                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1936                         m.texmatrix[1] = rsurface.entitytolight;
1937                 }
1938                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1939         }
1940         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1941         {
1942                 // 2/0/0/2 3D combine blendsquare path
1943                 memset(&m, 0, sizeof(m));
1944                 m.tex[0] = R_GetTexture(normalmaptexture);
1945                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1946                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1947                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1948                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1949                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1950                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1951                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1952                 m.pointer_texcoord_bufferobject[1] = 0;
1953                 m.pointer_texcoord_bufferoffset[1] = 0;
1954                 R_Mesh_TextureState(&m);
1955                 GL_ColorMask(0,0,0,1);
1956                 // this squares the result
1957                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1958                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1959
1960                 // second and third pass
1961                 R_Mesh_ResetTextureState();
1962                 // square alpha in framebuffer a few times to make it shiny
1963                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1964                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1965                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
1966
1967                 // fourth pass
1968                 memset(&m, 0, sizeof(m));
1969                 m.tex[0] = R_GetTexture(glosstexture);
1970                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1971                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1972                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1973                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1974                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1975                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1976                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1977                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1978                 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
1979                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1980         }
1981         else
1982         {
1983                 // 2/0/0/2/2 2D combine blendsquare path
1984                 memset(&m, 0, sizeof(m));
1985                 m.tex[0] = R_GetTexture(normalmaptexture);
1986                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1987                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1988                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1989                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1990                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1991                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1992                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1993                 m.pointer_texcoord_bufferobject[1] = 0;
1994                 m.pointer_texcoord_bufferoffset[1] = 0;
1995                 R_Mesh_TextureState(&m);
1996                 GL_ColorMask(0,0,0,1);
1997                 // this squares the result
1998                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1999                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
2000
2001                 // second and third pass
2002                 R_Mesh_ResetTextureState();
2003                 // square alpha in framebuffer a few times to make it shiny
2004                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2005                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2006                         R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
2007
2008                 // fourth pass
2009                 memset(&m, 0, sizeof(m));
2010                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2011                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2012                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2013                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2014                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2015                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2016                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2017                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2018                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2019                 m.texmatrix[1] = rsurface.entitytoattenuationz;
2020                 R_Mesh_TextureState(&m);
2021                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2022                 R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
2023
2024                 // fifth pass
2025                 memset(&m, 0, sizeof(m));
2026                 m.tex[0] = R_GetTexture(glosstexture);
2027                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2028                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2029                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2030                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2031                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2032                 {
2033                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2034                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
2035                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2036                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2037                         m.texmatrix[1] = rsurface.entitytolight;
2038                 }
2039                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2040         }
2041         // this final code is shared
2042         R_Mesh_TextureState(&m);
2043         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2044 }
2045
2046 static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2047 {
2048         // ARB path (any Geforce, any Radeon)
2049         qboolean doambient = ambientscale > 0;
2050         qboolean dodiffuse = diffusescale > 0;
2051         qboolean dospecular = specularscale > 0;
2052         if (!doambient && !dodiffuse && !dospecular)
2053                 return;
2054         R_Mesh_ColorPointer(NULL, 0, 0);
2055         if (doambient)
2056                 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
2057         if (dodiffuse)
2058                 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
2059         if (dopants)
2060         {
2061                 if (doambient)
2062                         R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
2063                 if (dodiffuse)
2064                         R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
2065         }
2066         if (doshirt)
2067         {
2068                 if (doambient)
2069                         R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
2070                 if (dodiffuse)
2071                         R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
2072         }
2073         if (dospecular)
2074                 R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
2075 }
2076
2077 void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
2078 {
2079         int renders;
2080         int i;
2081         int stop;
2082         int newfirstvertex;
2083         int newlastvertex;
2084         int newnumtriangles;
2085         int *newe;
2086         const int *e;
2087         float *c;
2088         int newelements[4096*3];
2089         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2090         for (renders = 0;renders < 64;renders++)
2091         {
2092                 stop = true;
2093                 newfirstvertex = 0;
2094                 newlastvertex = 0;
2095                 newnumtriangles = 0;
2096                 newe = newelements;
2097                 // due to low fillrate on the cards this vertex lighting path is
2098                 // designed for, we manually cull all triangles that do not
2099                 // contain a lit vertex
2100                 // this builds batches of triangles from multiple surfaces and
2101                 // renders them at once
2102                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2103                 {
2104                         if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2105                         {
2106                                 if (newnumtriangles)
2107                                 {
2108                                         newfirstvertex = min(newfirstvertex, e[0]);
2109                                         newlastvertex  = max(newlastvertex, e[0]);
2110                                 }
2111                                 else
2112                                 {
2113                                         newfirstvertex = e[0];
2114                                         newlastvertex = e[0];
2115                                 }
2116                                 newfirstvertex = min(newfirstvertex, e[1]);
2117                                 newlastvertex  = max(newlastvertex, e[1]);
2118                                 newfirstvertex = min(newfirstvertex, e[2]);
2119                                 newlastvertex  = max(newlastvertex, e[2]);
2120                                 newe[0] = e[0];
2121                                 newe[1] = e[1];
2122                                 newe[2] = e[2];
2123                                 newnumtriangles++;
2124                                 newe += 3;
2125                                 if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3])))
2126                                 {
2127                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
2128                                         newnumtriangles = 0;
2129                                         newe = newelements;
2130                                         stop = false;
2131                                 }
2132                         }
2133                 }
2134                 if (newnumtriangles >= 1)
2135                 {
2136                         // if all triangles are included, use the original array to take advantage of the bufferobject if possible
2137                         if (newnumtriangles == numtriangles)
2138                                 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
2139                         else
2140                                 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
2141                         stop = false;
2142                 }
2143                 // if we couldn't find any lit triangles, exit early
2144                 if (stop)
2145                         break;
2146                 // now reduce the intensity for the next overbright pass
2147                 // we have to clamp to 0 here incase the drivers have improper
2148                 // handling of negative colors
2149                 // (some old drivers even have improper handling of >1 color)
2150                 stop = true;
2151                 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2152                 {
2153                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2154                         {
2155                                 c[0] = max(0, c[0] - 1);
2156                                 c[1] = max(0, c[1] - 1);
2157                                 c[2] = max(0, c[2] - 1);
2158                                 stop = false;
2159                         }
2160                         else
2161                                 VectorClear(c);
2162                 }
2163                 // another check...
2164                 if (stop)
2165                         break;
2166         }
2167 }
2168
2169 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2170 {
2171         // OpenGL 1.1 path (anything)
2172         float ambientcolorbase[3], diffusecolorbase[3];
2173         float ambientcolorpants[3], diffusecolorpants[3];
2174         float ambientcolorshirt[3], diffusecolorshirt[3];
2175         rmeshstate_t m;
2176         VectorScale(lightcolorbase, ambientscale * 2 * r_view.colorscale, ambientcolorbase);
2177         VectorScale(lightcolorbase, diffusescale * 2 * r_view.colorscale, diffusecolorbase);
2178         VectorScale(lightcolorpants, ambientscale * 2 * r_view.colorscale, ambientcolorpants);
2179         VectorScale(lightcolorpants, diffusescale * 2 * r_view.colorscale, diffusecolorpants);
2180         VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
2181         VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
2182         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2183         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2184         memset(&m, 0, sizeof(m));
2185         m.tex[0] = R_GetTexture(basetexture);
2186         m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2187         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2188         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2189         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2190         if (r_textureunits.integer >= 2)
2191         {
2192                 // voodoo2 or TNT
2193                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2194                 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2195                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2196                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2197                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2198                 if (r_textureunits.integer >= 3)
2199                 {
2200                         // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2201                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2202                         m.texmatrix[2] = rsurface.entitytoattenuationz;
2203                         m.pointer_texcoord3f[2] = rsurface.vertex3f;
2204                         m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2205                         m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2206                 }
2207         }
2208         R_Mesh_TextureState(&m);
2209         //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2210         R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
2211         if (dopants)
2212         {
2213                 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2214                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
2215         }
2216         if (doshirt)
2217         {
2218                 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2219                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
2220         }
2221 }
2222
2223 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
2224 {
2225         float ambientscale, diffusescale, specularscale;
2226         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2227         // calculate colors to render this texture with
2228         lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
2229         lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
2230         lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
2231         ambientscale = rsurface.rtlight->ambientscale;
2232         diffusescale = rsurface.rtlight->diffusescale;
2233         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2234         if (!r_shadow_usenormalmap.integer)
2235         {
2236                 ambientscale += 1.0f * diffusescale;
2237                 diffusescale = 0;
2238                 specularscale = 0;
2239         }
2240         if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2241                 return;
2242         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
2243         GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
2244         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
2245         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2246         if (rsurface.texture->colormapping)
2247         {
2248                 qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
2249                 qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
2250                 if (dopants)
2251                 {
2252                         lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
2253                         lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
2254                         lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
2255                 }
2256                 else
2257                         VectorClear(lightcolorpants);
2258                 if (doshirt)
2259                 {
2260                         lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
2261                         lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
2262                         lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
2263                 }
2264                 else
2265                         VectorClear(lightcolorshirt);
2266                 switch (r_shadow_rendermode)
2267                 {
2268                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2269                         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2270                         R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2271                         break;
2272                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2273                         R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2274                         break;
2275                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2276                         R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2277                         break;
2278                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2279                         R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2280                         break;
2281                 default:
2282                         Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2283                         break;
2284                 }
2285         }
2286         else
2287         {
2288                 switch (r_shadow_rendermode)
2289                 {
2290                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2291                         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2292                         R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2293                         break;
2294                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2295                         R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2296                         break;
2297                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2298                         R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2299                         break;
2300                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2301                         R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2302                         break;
2303                 default:
2304                         Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2305                         break;
2306                 }
2307         }
2308 }
2309
2310 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2311 {
2312         matrix4x4_t tempmatrix = *matrix;
2313         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2314
2315         // if this light has been compiled before, free the associated data
2316         R_RTLight_Uncompile(rtlight);
2317
2318         // clear it completely to avoid any lingering data
2319         memset(rtlight, 0, sizeof(*rtlight));
2320
2321         // copy the properties
2322         rtlight->matrix_lighttoworld = tempmatrix;
2323         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2324         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2325         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2326         VectorCopy(color, rtlight->color);
2327         rtlight->cubemapname[0] = 0;
2328         if (cubemapname && cubemapname[0])
2329                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2330         rtlight->shadow = shadow;
2331         rtlight->corona = corona;
2332         rtlight->style = style;
2333         rtlight->isstatic = isstatic;
2334         rtlight->coronasizescale = coronasizescale;
2335         rtlight->ambientscale = ambientscale;
2336         rtlight->diffusescale = diffusescale;
2337         rtlight->specularscale = specularscale;
2338         rtlight->flags = flags;
2339
2340         // compute derived data
2341         //rtlight->cullradius = rtlight->radius;
2342         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2343         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2344         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2345         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2346         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2347         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2348         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2349 }
2350
2351 // compiles rtlight geometry
2352 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2353 void R_RTLight_Compile(rtlight_t *rtlight)
2354 {
2355         int i;
2356         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2357         int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
2358         entity_render_t *ent = r_refdef.worldentity;
2359         model_t *model = r_refdef.worldmodel;
2360         unsigned char *data;
2361
2362         // compile the light
2363         rtlight->compiled = true;
2364         rtlight->static_numleafs = 0;
2365         rtlight->static_numleafpvsbytes = 0;
2366         rtlight->static_leaflist = NULL;
2367         rtlight->static_leafpvs = NULL;
2368         rtlight->static_numsurfaces = 0;
2369         rtlight->static_surfacelist = NULL;
2370         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2371         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2372         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2373         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2374         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2375         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2376
2377         if (model && model->GetLightInfo)
2378         {
2379                 // this variable must be set for the CompileShadowVolume code
2380                 r_shadow_compilingrtlight = rtlight;
2381                 R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
2382                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
2383                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2384                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2385                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2386                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2387                 rtlight->static_numsurfaces = numsurfaces;
2388                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2389                 rtlight->static_numleafs = numleafs;
2390                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2391                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2392                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2393                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2394                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2395                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2396                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2397                 if (rtlight->static_numsurfaces)
2398                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2399                 if (rtlight->static_numleafs)
2400                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2401                 if (rtlight->static_numleafpvsbytes)
2402                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2403                 if (rtlight->static_numshadowtrispvsbytes)
2404                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2405                 if (rtlight->static_numlighttrispvsbytes)
2406                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2407                 if (model->CompileShadowVolume && rtlight->shadow)
2408                         model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2409                 // now we're done compiling the rtlight
2410                 r_shadow_compilingrtlight = NULL;
2411         }
2412
2413
2414         // use smallest available cullradius - box radius or light radius
2415         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2416         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2417
2418         shadowmeshes = 0;
2419         shadowmeshtris = 0;
2420         if (rtlight->static_meshchain_shadow)
2421         {
2422                 shadowmesh_t *mesh;
2423                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2424                 {
2425                         shadowmeshes++;
2426                         shadowmeshtris += mesh->numtriangles;
2427                 }
2428         }
2429
2430         lighttris = 0;
2431         if (rtlight->static_numlighttrispvsbytes)
2432                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2433                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2434                                 lighttris++;
2435
2436         shadowtris = 0;
2437         if (rtlight->static_numlighttrispvsbytes)
2438                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2439                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2440                                 shadowtris++;
2441
2442         if (developer.integer >= 10)
2443                 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowmeshtris, shadowmeshes);
2444 }
2445
2446 void R_RTLight_Uncompile(rtlight_t *rtlight)
2447 {
2448         if (rtlight->compiled)
2449         {
2450                 if (rtlight->static_meshchain_shadow)
2451                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2452                 rtlight->static_meshchain_shadow = NULL;
2453                 // these allocations are grouped
2454                 if (rtlight->static_surfacelist)
2455                         Mem_Free(rtlight->static_surfacelist);
2456                 rtlight->static_numleafs = 0;
2457                 rtlight->static_numleafpvsbytes = 0;
2458                 rtlight->static_leaflist = NULL;
2459                 rtlight->static_leafpvs = NULL;
2460                 rtlight->static_numsurfaces = 0;
2461                 rtlight->static_surfacelist = NULL;
2462                 rtlight->static_numshadowtrispvsbytes = 0;
2463                 rtlight->static_shadowtrispvs = NULL;
2464                 rtlight->static_numlighttrispvsbytes = 0;
2465                 rtlight->static_lighttrispvs = NULL;
2466                 rtlight->compiled = false;
2467         }
2468 }
2469
2470 void R_Shadow_UncompileWorldLights(void)
2471 {
2472         dlight_t *light;
2473         for (light = r_shadow_worldlightchain;light;light = light->next)
2474                 R_RTLight_Uncompile(&light->rtlight);
2475 }
2476
2477 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
2478 {
2479         int i, j;
2480         mplane_t plane;
2481         // reset the count of frustum planes
2482         // see rsurface.rtlight_frustumplanes definition for how much this array
2483         // can hold
2484         rsurface.rtlight_numfrustumplanes = 0;
2485
2486 #if 1
2487         // generate a deformed frustum that includes the light origin, this is
2488         // used to cull shadow casting surfaces that can not possibly cast a
2489         // shadow onto the visible light-receiving surfaces, which can be a
2490         // performance gain
2491         //
2492         // if the light origin is onscreen the result will be 4 planes exactly
2493         // if the light origin is offscreen on only one axis the result will
2494         // be exactly 5 planes (split-side case)
2495         // if the light origin is offscreen on two axes the result will be
2496         // exactly 4 planes (stretched corner case)
2497         for (i = 0;i < 4;i++)
2498         {
2499                 // quickly reject standard frustum planes that put the light
2500                 // origin outside the frustum
2501                 if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125)
2502                         continue;
2503                 // copy the plane
2504                 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_view.frustum[i];
2505         }
2506         // if all the standard frustum planes were accepted, the light is onscreen
2507         // otherwise we need to generate some more planes below...
2508         if (rsurface.rtlight_numfrustumplanes < 4)
2509         {
2510                 // at least one of the stock frustum planes failed, so we need to
2511                 // create one or two custom planes to enclose the light origin
2512                 for (i = 0;i < 4;i++)
2513                 {
2514                         // create a plane using the view origin and light origin, and a
2515                         // single point from the frustum corner set
2516                         TriangleNormal(r_view.origin, r_view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
2517                         VectorNormalize(plane.normal);
2518                         plane.dist = DotProduct(r_view.origin, plane.normal);
2519                         // see if this plane is backwards and flip it if so
2520                         for (j = 0;j < 4;j++)
2521                                 if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2522                                         break;
2523                         if (j < 4)
2524                         {
2525                                 VectorNegate(plane.normal, plane.normal);
2526                                 plane.dist *= -1;
2527                                 // flipped plane, test again to see if it is now valid
2528                                 for (j = 0;j < 4;j++)
2529                                         if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2530                                                 break;
2531                                 // if the plane is still not valid, then it is dividing the
2532                                 // frustum and has to be rejected
2533                                 if (j < 4)
2534                                         continue;
2535                         }
2536                         // we have created a valid plane, compute extra info
2537                         PlaneClassify(&plane);
2538                         // copy the plane
2539                         rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2540 #if 1
2541                         // if we've found 5 frustum planes then we have constructed a
2542                         // proper split-side case and do not need to keep searching for
2543                         // planes to enclose the light origin
2544                         if (rsurface.rtlight_numfrustumplanes == 5)
2545                                 break;
2546 #endif
2547                 }
2548         }
2549 #endif
2550
2551 #if 0
2552         for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
2553         {
2554                 plane = rsurface.rtlight_frustumplanes[i];
2555                 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_view.frustumcorner[0], &plane), PlaneDiff(r_view.frustumcorner[1], &plane), PlaneDiff(r_view.frustumcorner[2], &plane), PlaneDiff(r_view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
2556         }
2557 #endif
2558
2559 #if 0
2560         // now add the light-space box planes if the light box is rotated, as any
2561         // caster outside the oriented light box is irrelevant (even if it passed
2562         // the worldspace light box, which is axial)
2563         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
2564         {
2565                 for (i = 0;i < 6;i++)
2566                 {
2567                         vec3_t v;
2568                         VectorClear(v);
2569                         v[i >> 1] = (i & 1) ? -1 : 1;
2570                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
2571                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
2572                         plane.dist = VectorNormalizeLength(plane.normal);
2573                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
2574                         rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2575                 }
2576         }
2577 #endif
2578
2579 #if 0
2580         // add the world-space reduced box planes
2581         for (i = 0;i < 6;i++)
2582         {
2583                 VectorClear(plane.normal);
2584                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
2585                 plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
2586                 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2587         }
2588 #endif
2589
2590 #if 0
2591         {
2592         int j, oldnum;
2593         vec3_t points[8];
2594         vec_t bestdist;
2595         // reduce all plane distances to tightly fit the rtlight cull box, which
2596         // is in worldspace
2597         VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
2598         VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
2599         VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
2600         VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
2601         VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
2602         VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
2603         VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
2604         VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
2605         oldnum = rsurface.rtlight_numfrustumplanes;
2606         rsurface.rtlight_numfrustumplanes = 0;
2607         for (j = 0;j < oldnum;j++)
2608         {
2609                 // find the nearest point on the box to this plane
2610                 bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
2611                 for (i = 1;i < 8;i++)
2612                 {
2613                         dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
2614                         if (bestdist > dist)
2615                                 bestdist = dist;
2616                 }
2617                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
2618                 // if the nearest point is near or behind the plane, we want this
2619                 // plane, otherwise the plane is useless as it won't cull anything
2620                 if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
2621                 {
2622                         PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
2623                         rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
2624                 }
2625         }
2626         }
2627 #endif
2628 }
2629
2630 void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
2631 {
2632         RSurf_ActiveWorldEntity();
2633         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2634         {
2635                 shadowmesh_t *mesh;
2636                 CHECKGLERROR
2637                 for (mesh = rsurface.rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2638                 {
2639                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2640                         R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
2641                         GL_LockArrays(0, mesh->numverts);
2642                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2643                         {
2644                                 // decrement stencil if backface is behind depthbuffer
2645                                 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
2646                                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2647                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
2648                                 // increment stencil if frontface is behind depthbuffer
2649                                 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2650                                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2651                         }
2652                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
2653                         GL_LockArrays(0, 0);
2654                 }
2655                 CHECKGLERROR
2656         }
2657         else if (numsurfaces && r_refdef.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
2658         {
2659                 int t, tend;
2660                 int surfacelistindex;
2661                 msurface_t *surface;
2662                 R_Shadow_PrepareShadowMark(r_refdef.worldmodel->brush.shadowmesh->numtriangles);
2663                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2664                 {
2665                         surface = r_refdef.worldmodel->data_surfaces + surfacelist[surfacelistindex];
2666                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
2667                                 if (CHECKPVSBIT(trispvs, t))
2668                                         shadowmarklist[numshadowmark++] = t;
2669                 }
2670                 R_Shadow_VolumeFromList(r_refdef.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
2671         }
2672         else if (numsurfaces)
2673                 r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
2674 }
2675
2676 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
2677 {
2678         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2679         vec_t relativeshadowradius;
2680         RSurf_ActiveModelEntity(ent, false, false);
2681         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
2682         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
2683         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2684         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2685         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2686         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2687         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2688         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2689         ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2690 }
2691
2692 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2693 {
2694         // set up properties for rendering light onto this entity
2695         RSurf_ActiveModelEntity(ent, true, true);
2696         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
2697         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
2698         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
2699         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
2700         if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2701                 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
2702 }
2703
2704 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
2705 {
2706         if (!r_refdef.worldmodel->DrawLight)
2707                 return;
2708
2709         // set up properties for rendering light onto this entity
2710         RSurf_ActiveWorldEntity();
2711         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
2712         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
2713         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
2714         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
2715         if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2716                 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
2717
2718         r_refdef.worldmodel->DrawLight(r_refdef.worldentity, numsurfaces, surfacelist, trispvs);
2719 }
2720
2721 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2722 {
2723         model_t *model = ent->model;
2724         if (!model->DrawLight)
2725                 return;
2726
2727         R_Shadow_SetupEntityLight(ent);
2728
2729         model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
2730 }
2731
2732 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2733 {
2734         int i;
2735         float f;
2736         int numleafs, numsurfaces;
2737         int *leaflist, *surfacelist;
2738         unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
2739         int numlightentities;
2740         int numlightentities_noselfshadow;
2741         int numshadowentities;
2742         int numshadowentities_noselfshadow;
2743         entity_render_t *lightentities[MAX_EDICTS];
2744         entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
2745         entity_render_t *shadowentities[MAX_EDICTS];
2746         entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
2747
2748         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2749         // skip lights that are basically invisible (color 0 0 0)
2750         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2751                 return;
2752
2753         // loading is done before visibility checks because loading should happen
2754         // all at once at the start of a level, not when it stalls gameplay.
2755         // (especially important to benchmarks)
2756         // compile light
2757         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2758                 R_RTLight_Compile(rtlight);
2759         // load cubemap
2760         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2761
2762         // look up the light style value at this time
2763         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2764         VectorScale(rtlight->color, f, rtlight->currentcolor);
2765         /*
2766         if (rtlight->selected)
2767         {
2768                 f = 2 + sin(realtime * M_PI * 4.0);
2769                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2770         }
2771         */
2772
2773         // if lightstyle is currently off, don't draw the light
2774         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2775                 return;
2776
2777         // if the light box is offscreen, skip it
2778         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2779                 return;
2780
2781         VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
2782         VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
2783
2784         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2785         {
2786                 // compiled light, world available and can receive realtime lighting
2787                 // retrieve leaf information
2788                 numleafs = rtlight->static_numleafs;
2789                 leaflist = rtlight->static_leaflist;
2790                 leafpvs = rtlight->static_leafpvs;
2791                 numsurfaces = rtlight->static_numsurfaces;
2792                 surfacelist = rtlight->static_surfacelist;
2793                 shadowtrispvs = rtlight->static_shadowtrispvs;
2794                 lighttrispvs = rtlight->static_lighttrispvs;
2795         }
2796         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2797         {
2798                 // dynamic light, world available and can receive realtime lighting
2799                 // calculate lit surfaces and leafs
2800                 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces, r_refdef.worldmodel->brush.shadowmesh ? r_refdef.worldmodel->brush.shadowmesh->numtriangles : r_refdef.worldmodel->surfmesh.num_triangles, r_refdef.worldmodel->surfmesh.num_triangles);
2801                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
2802                 leaflist = r_shadow_buffer_leaflist;
2803                 leafpvs = r_shadow_buffer_leafpvs;
2804                 surfacelist = r_shadow_buffer_surfacelist;
2805                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
2806                 lighttrispvs = r_shadow_buffer_lighttrispvs;
2807                 // if the reduced leaf bounds are offscreen, skip it
2808                 if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
2809                         return;
2810         }
2811         else
2812         {
2813                 // no world
2814                 numleafs = 0;
2815                 leaflist = NULL;
2816                 leafpvs = NULL;
2817                 numsurfaces = 0;
2818                 surfacelist = NULL;
2819                 shadowtrispvs = NULL;
2820                 lighttrispvs = NULL;
2821         }
2822         // check if light is illuminating any visible leafs
2823         if (numleafs)
2824         {
2825                 for (i = 0;i < numleafs;i++)
2826                         if (r_viewcache.world_leafvisible[leaflist[i]])
2827                                 break;
2828                 if (i == numleafs)
2829                         return;
2830         }
2831         // set up a scissor rectangle for this light
2832         if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
2833                 return;
2834
2835         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
2836
2837         // make a list of lit entities and shadow casting entities
2838         numlightentities = 0;
2839         numlightentities_noselfshadow = 0;
2840         numshadowentities = 0;
2841         numshadowentities_noselfshadow = 0;
2842         // add dynamic entities that are lit by the light
2843         if (r_drawentities.integer)
2844         {
2845                 for (i = 0;i < r_refdef.numentities;i++)
2846                 {
2847                         model_t *model;
2848                         entity_render_t *ent = r_refdef.entities[i];
2849                         vec3_t org;
2850                         if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
2851                                 continue;
2852                         // skip the object entirely if it is not within the valid
2853                         // shadow-casting region (which includes the lit region)
2854                         if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
2855                                 continue;
2856                         if (!(model = ent->model))
2857                                 continue;
2858                         if (r_viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
2859                         {
2860                                 // this entity wants to receive light, is visible, and is
2861                                 // inside the light box
2862                                 // TODO: check if the surfaces in the model can receive light
2863                                 // so now check if it's in a leaf seen by the light
2864                                 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
2865                                         continue;
2866                                 if (ent->flags & RENDER_NOSELFSHADOW)
2867                                         lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
2868                                 else
2869                                         lightentities[numlightentities++] = ent;
2870                                 // since it is lit, it probably also casts a shadow...
2871                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2872                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2873                                 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2874                                 {
2875                                         // note: exterior models without the RENDER_NOSELFSHADOW
2876                                         // flag still create a RENDER_NOSELFSHADOW shadow but
2877                                         // are lit normally, this means that they are
2878                                         // self-shadowing but do not shadow other
2879                                         // RENDER_NOSELFSHADOW entities such as the gun
2880                                         // (very weird, but keeps the player shadow off the gun)
2881                                         if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
2882                                                 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
2883                                         else
2884                                                 shadowentities[numshadowentities++] = ent;
2885                                 }
2886                         }
2887                         else if (ent->flags & RENDER_SHADOW)
2888                         {
2889                                 // this entity is not receiving light, but may still need to
2890                                 // cast a shadow...
2891                                 // TODO: check if the surfaces in the model can cast shadow
2892                                 // now check if it is in a leaf seen by the light
2893                                 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
2894                                         continue;
2895                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2896                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2897                                 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2898                                 {
2899                                         if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
2900                                                 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
2901                                         else
2902                                                 shadowentities[numshadowentities++] = ent;
2903                                 }
2904                         }
2905                 }
2906         }
2907
2908         // return if there's nothing at all to light
2909         if (!numlightentities && !numsurfaces)
2910                 return;
2911
2912         // don't let sound skip if going slow
2913         if (r_refdef.extraupdate)
2914                 S_ExtraUpdate ();
2915
2916         // make this the active rtlight for rendering purposes
2917         R_Shadow_RenderMode_ActiveLight(rtlight);
2918         // count this light in the r_speeds
2919         r_refdef.stats.lights++;
2920
2921         if (r_showshadowvolumes.integer && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
2922         {
2923                 // optionally draw visible shape of the shadow volumes
2924                 // for performance analysis by level designers
2925                 R_Shadow_RenderMode_VisibleShadowVolumes();
2926                 if (numsurfaces)
2927                         R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
2928                 for (i = 0;i < numshadowentities;i++)
2929                         R_Shadow_DrawEntityShadow(shadowentities[i]);
2930                 for (i = 0;i < numshadowentities_noselfshadow;i++)
2931                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
2932         }
2933
2934         if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
2935         {
2936                 // draw stencil shadow volumes to mask off pixels that are in shadow
2937                 // so that they won't receive lighting
2938                 R_Shadow_RenderMode_StencilShadowVolumes(true);
2939                 if (numsurfaces)
2940                         R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
2941                 for (i = 0;i < numshadowentities;i++)
2942                         R_Shadow_DrawEntityShadow(shadowentities[i]);
2943                 if (numlightentities_noselfshadow)
2944                 {
2945                         // draw lighting in the unmasked areas
2946                         R_Shadow_RenderMode_Lighting(true, false);
2947                         for (i = 0;i < numlightentities_noselfshadow;i++)
2948                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
2949
2950                         // optionally draw the illuminated areas
2951                         // for performance analysis by level designers
2952                         if (r_showlighting.integer)
2953                         {
2954                                 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
2955                                 for (i = 0;i < numlightentities_noselfshadow;i++)
2956                                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
2957                         }
2958
2959                         R_Shadow_RenderMode_StencilShadowVolumes(false);
2960                 }
2961                 for (i = 0;i < numshadowentities_noselfshadow;i++)
2962                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
2963
2964                 if (numsurfaces + numlightentities)
2965                 {
2966                         // draw lighting in the unmasked areas
2967                         R_Shadow_RenderMode_Lighting(true, false);
2968                         if (numsurfaces)
2969                                 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
2970                         for (i = 0;i < numlightentities;i++)
2971                                 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2972
2973                         // optionally draw the illuminated areas
2974                         // for performance analysis by level designers
2975                         if (r_showlighting.integer)
2976                         {
2977                                 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
2978                                 if (numsurfaces)
2979                                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
2980                                 for (i = 0;i < numlightentities;i++)
2981                                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2982                         }
2983                 }
2984         }
2985         else
2986         {
2987                 if (numsurfaces + numlightentities)
2988                 {
2989                         // draw lighting in the unmasked areas
2990                         R_Shadow_RenderMode_Lighting(false, false);
2991                         if (numsurfaces)
2992                                 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
2993                         for (i = 0;i < numlightentities;i++)
2994                                 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2995                         for (i = 0;i < numlightentities_noselfshadow;i++)
2996                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
2997
2998                         // optionally draw the illuminated areas
2999                         // for performance analysis by level designers
3000                         if (r_showlighting.integer)
3001                         {
3002                                 R_Shadow_RenderMode_VisibleLighting(false, false);
3003                                 if (numsurfaces)
3004                                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3005                                 for (i = 0;i < numlightentities;i++)
3006                                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3007                                 for (i = 0;i < numlightentities_noselfshadow;i++)
3008                                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
3009                         }
3010                 }
3011         }
3012 }
3013
3014 void R_Shadow_DrawLightSprites(void);
3015 void R_ShadowVolumeLighting(qboolean visible)
3016 {
3017         int lnum, flag;
3018         dlight_t *light;
3019
3020         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3021                 R_Shadow_EditLights_Reload_f();
3022
3023         if (r_editlights.integer)
3024                 R_Shadow_DrawLightSprites();
3025
3026         R_Shadow_RenderMode_Begin();
3027
3028         flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3029         if (r_shadow_debuglight.integer >= 0)
3030         {
3031                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3032                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3033                                 R_DrawRTLight(&light->rtlight, visible);
3034         }
3035         else
3036                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3037                         if (light->flags & flag)
3038                                 R_DrawRTLight(&light->rtlight, visible);
3039         if (r_refdef.rtdlight)
3040                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3041                         R_DrawRTLight(&r_refdef.lights[lnum], visible);
3042
3043         R_Shadow_RenderMode_End();
3044 }
3045
3046 extern void R_SetupView(const matrix4x4_t *matrix);
3047 extern cvar_t r_shadows_throwdistance;
3048 void R_DrawModelShadows(void)
3049 {
3050         int i;
3051         float relativethrowdistance;
3052         entity_render_t *ent;
3053         vec3_t relativelightorigin;
3054         vec3_t relativelightdirection;
3055         vec3_t relativeshadowmins, relativeshadowmaxs;
3056         float vertex3f[12];
3057
3058         if (!r_drawentities.integer || !gl_stencil)
3059                 return;
3060
3061         CHECKGLERROR
3062         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
3063
3064         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
3065
3066         if (gl_ext_separatestencil.integer)
3067                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
3068         else if (gl_ext_stenciltwoside.integer)
3069                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
3070         else
3071                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
3072
3073         R_Shadow_RenderMode_StencilShadowVolumes(true);
3074
3075         for (i = 0;i < r_refdef.numentities;i++)
3076         {
3077                 ent = r_refdef.entities[i];
3078                 // cast shadows from anything that is not a submodel of the map
3079                 if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
3080                 {
3081                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
3082                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
3083                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
3084                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
3085                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
3086                         RSurf_ActiveModelEntity(ent, false, false);
3087                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
3088                 }
3089         }
3090
3091         // not really the right mode, but this will disable any silly stencil features
3092         R_Shadow_RenderMode_VisibleLighting(true, true);
3093
3094         // vertex coordinates for a quad that covers the screen exactly
3095         vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
3096         vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
3097         vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
3098         vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
3099
3100         // set up ortho view for rendering this pass
3101         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3102         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
3103         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3104         GL_ScissorTest(true);
3105         R_Mesh_Matrix(&identitymatrix);
3106         R_Mesh_ResetTextureState();
3107         R_Mesh_VertexPointer(vertex3f, 0, 0);
3108         R_Mesh_ColorPointer(NULL, 0, 0);
3109
3110         // set up a 50% darkening blend on shadowed areas
3111         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3112         GL_DepthRange(0, 1);
3113         GL_DepthTest(false);
3114         GL_DepthMask(false);
3115         GL_PolygonOffset(0, 0);CHECKGLERROR
3116         GL_Color(0, 0, 0, 0.5);
3117         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3118         qglDepthFunc(GL_ALWAYS);CHECKGLERROR
3119         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
3120         qglStencilMask(~0);CHECKGLERROR
3121         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3122         qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
3123
3124         // apply the blend to the shadowed areas
3125         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3126
3127         // restoring the perspective view is done by R_RenderScene
3128         //R_SetupView(&r_view.matrix);
3129
3130         // restore other state to normal
3131         R_Shadow_RenderMode_End();
3132 }
3133
3134
3135 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3136 typedef struct suffixinfo_s
3137 {
3138         char *suffix;
3139         qboolean flipx, flipy, flipdiagonal;
3140 }
3141 suffixinfo_t;
3142 static suffixinfo_t suffix[3][6] =
3143 {
3144         {
3145                 {"px",   false, false, false},
3146                 {"nx",   false, false, false},
3147                 {"py",   false, false, false},
3148                 {"ny",   false, false, false},
3149                 {"pz",   false, false, false},
3150                 {"nz",   false, false, false}
3151         },
3152         {
3153                 {"posx", false, false, false},
3154                 {"negx", false, false, false},
3155                 {"posy", false, false, false},
3156                 {"negy", false, false, false},
3157                 {"posz", false, false, false},
3158                 {"negz", false, false, false}
3159         },
3160         {
3161                 {"rt",    true, false,  true},
3162                 {"lf",   false,  true,  true},
3163                 {"ft",    true,  true, false},
3164                 {"bk",   false, false, false},
3165                 {"up",    true, false,  true},
3166                 {"dn",    true, false,  true}
3167         }
3168 };
3169
3170 static int componentorder[4] = {0, 1, 2, 3};
3171
3172 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3173 {
3174         int i, j, cubemapsize;
3175         unsigned char *cubemappixels, *image_rgba;
3176         rtexture_t *cubemaptexture;
3177         char name[256];
3178         // must start 0 so the first loadimagepixels has no requested width/height
3179         cubemapsize = 0;
3180         cubemappixels = NULL;
3181         cubemaptexture = NULL;
3182         // keep trying different suffix groups (posx, px, rt) until one loads
3183         for (j = 0;j < 3 && !cubemappixels;j++)
3184         {
3185                 // load the 6 images in the suffix group
3186                 for (i = 0;i < 6;i++)
3187                 {
3188                         // generate an image name based on the base and and suffix
3189                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3190                         // load it
3191                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3192                         {
3193                                 // an image loaded, make sure width and height are equal
3194                                 if (image_width == image_height)
3195                                 {
3196                                         // if this is the first image to load successfully, allocate the cubemap memory
3197                                         if (!cubemappixels && image_width >= 1)
3198                                         {
3199                                                 cubemapsize = image_width;
3200                                                 // note this clears to black, so unavailable sides are black
3201                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3202                                         }
3203                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3204                                         if (cubemappixels)
3205                                                 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);
3206                                 }
3207                                 else
3208                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3209                                 // free the image
3210                                 Mem_Free(image_rgba);
3211                         }
3212                 }
3213         }
3214         // if a cubemap loaded, upload it
3215         if (cubemappixels)
3216         {
3217                 if (!r_shadow_filters_texturepool)
3218                         r_shadow_filters_texturepool = R_AllocTexturePool();
3219                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3220                 Mem_Free(cubemappixels);
3221         }
3222         else
3223         {
3224                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3225                 for (j = 0;j < 3;j++)
3226                         for (i = 0;i < 6;i++)
3227                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3228                 Con_Print(" and was unable to find any of them.\n");
3229         }
3230         return cubemaptexture;
3231 }
3232
3233 rtexture_t *R_Shadow_Cubemap(const char *basename)
3234 {
3235         int i;
3236         for (i = 0;i < numcubemaps;i++)
3237                 if (!strcasecmp(cubemaps[i].basename, basename))
3238                         return cubemaps[i].texture;
3239         if (i >= MAX_CUBEMAPS)
3240                 return r_texture_whitecube;
3241         numcubemaps++;
3242         strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
3243         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3244         if (!cubemaps[i].texture)
3245                 cubemaps[i].texture = r_texture_whitecube;
3246         return cubemaps[i].texture;
3247 }
3248
3249 void R_Shadow_FreeCubemaps(void)
3250 {
3251         numcubemaps = 0;
3252         R_FreeTexturePool(&r_shadow_filters_texturepool);
3253 }
3254
3255 dlight_t *R_Shadow_NewWorldLight(void)
3256 {
3257         dlight_t *light;
3258         light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
3259         light->next = r_shadow_worldlightchain;
3260         r_shadow_worldlightchain = light;
3261         return light;
3262 }
3263
3264 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3265 {
3266         matrix4x4_t matrix;
3267         // validate parameters
3268         if (style < 0 || style >= MAX_LIGHTSTYLES)
3269         {
3270                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3271                 style = 0;
3272         }
3273         if (!cubemapname)
3274                 cubemapname = "";
3275
3276         // copy to light properties
3277         VectorCopy(origin, light->origin);
3278         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3279         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3280         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3281         light->color[0] = max(color[0], 0);
3282         light->color[1] = max(color[1], 0);
3283         light->color[2] = max(color[2], 0);
3284         light->radius = max(radius, 0);
3285         light->style = style;
3286         light->shadow = shadowenable;
3287         light->corona = corona;
3288         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3289         light->coronasizescale = coronasizescale;
3290         light->ambientscale = ambientscale;
3291         light->diffusescale = diffusescale;
3292         light->specularscale = specularscale;
3293         light->flags = flags;
3294
3295         // update renderable light data
3296         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
3297         R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3298 }
3299
3300 void R_Shadow_FreeWorldLight(dlight_t *light)
3301 {
3302         dlight_t **lightpointer;
3303         R_RTLight_Uncompile(&light->rtlight);
3304         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3305         if (*lightpointer != light)
3306                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3307         *lightpointer = light->next;
3308         Mem_Free(light);
3309 }
3310
3311 void R_Shadow_ClearWorldLights(void)
3312 {
3313         while (r_shadow_worldlightchain)
3314                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3315         r_shadow_selectedlight = NULL;
3316         R_Shadow_FreeCubemaps();
3317 }
3318
3319 void R_Shadow_SelectLight(dlight_t *light)
3320 {
3321         if (r_shadow_selectedlight)
3322                 r_shadow_selectedlight->selected = false;
3323         r_shadow_selectedlight = light;
3324         if (r_shadow_selectedlight)
3325                 r_shadow_selectedlight->selected = true;
3326 }
3327
3328 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3329 {
3330         // this is never batched (there can be only one)
3331         float scale = r_editlights_cursorgrid.value * 0.5f;
3332         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3333 }
3334
3335 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3336 {
3337         // this is never batched (due to the ent parameter changing every time)
3338         // so numsurfaces == 1 and surfacelist[0] == lightnumber
3339         float intensity;
3340         const dlight_t *light = (dlight_t *)ent;
3341         intensity = 0.5;
3342         if (light->selected)
3343                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3344         if (!light->shadow)
3345                 intensity *= 0.5f;
3346         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5f);
3347 }
3348
3349 void R_Shadow_DrawLightSprites(void)
3350 {
3351         int i;
3352         dlight_t *light;
3353
3354         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3355                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
3356         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3357 }
3358
3359 void R_Shadow_SelectLightInView(void)
3360 {
3361         float bestrating, rating, temp[3];
3362         dlight_t *best, *light;
3363         best = NULL;
3364         bestrating = 0;
3365         for (light = r_shadow_worldlightchain;light;light = light->next)
3366         {
3367                 VectorSubtract(light->origin, r_view.origin, temp);
3368                 rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
3369                 if (rating >= 0.95)
3370                 {
3371                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3372                         if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
3373                         {
3374                                 bestrating = rating;
3375                                 best = light;
3376                         }
3377                 }
3378         }
3379         R_Shadow_SelectLight(best);
3380 }
3381
3382 void R_Shadow_LoadWorldLights(void)
3383 {
3384         int n, a, style, shadow, flags;
3385         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3386         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3387         if (r_refdef.worldmodel == NULL)
3388         {
3389                 Con_Print("No map loaded.\n");
3390                 return;
3391         }
3392         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3393         strlcat (name, ".rtlights", sizeof (name));
3394         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3395         if (lightsstring)
3396         {
3397                 s = lightsstring;
3398                 n = 0;
3399                 while (*s)
3400                 {
3401                         t = s;
3402                         /*
3403                         shadow = true;
3404                         for (;COM_Parse(t, true) && strcmp(
3405                         if (COM_Parse(t, true))
3406                         {
3407                                 if (com_token[0] == '!')
3408                                 {
3409                                         shadow = false;
3410                                         origin[0] = atof(com_token+1);
3411                                 }
3412                                 else
3413                                         origin[0] = atof(com_token);
3414                                 if (Com_Parse(t
3415                         }
3416                         */
3417                         t = s;
3418                         while (*s && *s != '\n' && *s != '\r')
3419                                 s++;
3420                         if (!*s)
3421                                 break;
3422                         tempchar = *s;
3423                         shadow = true;
3424                         // check for modifier flags
3425                         if (*t == '!')
3426                         {
3427                                 shadow = false;
3428                                 t++;
3429                         }
3430                         *s = 0;
3431                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3432                         *s = tempchar;
3433                         if (a < 18)
3434                                 flags = LIGHTFLAG_REALTIMEMODE;
3435                         if (a < 17)
3436                                 specularscale = 1;
3437                         if (a < 16)
3438                                 diffusescale = 1;
3439                         if (a < 15)
3440                                 ambientscale = 0;
3441                         if (a < 14)
3442                                 coronasizescale = 0.25f;
3443                         if (a < 13)
3444                                 VectorClear(angles);
3445                         if (a < 10)
3446                                 corona = 0;
3447                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3448                                 cubemapname[0] = 0;
3449                         // remove quotes on cubemapname
3450                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3451                         {
3452                                 size_t namelen;
3453                                 namelen = strlen(cubemapname) - 2;
3454                                 memmove(cubemapname, cubemapname + 1, namelen);
3455                                 cubemapname[namelen] = '\0';
3456                         }
3457                         if (a < 8)
3458                         {
3459                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3460                                 break;
3461                         }
3462                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3463                         if (*s == '\r')
3464                                 s++;
3465                         if (*s == '\n')
3466                                 s++;
3467                         n++;
3468                 }
3469                 if (*s)
3470                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3471                 Mem_Free(lightsstring);
3472         }
3473 }
3474
3475 void R_Shadow_SaveWorldLights(void)
3476 {
3477         dlight_t *light;
3478         size_t bufchars, bufmaxchars;
3479         char *buf, *oldbuf;
3480         char name[MAX_QPATH];
3481         char line[MAX_INPUTLINE];
3482         if (!r_shadow_worldlightchain)
3483                 return;
3484         if (r_refdef.worldmodel == NULL)
3485         {
3486                 Con_Print("No map loaded.\n");
3487                 return;
3488         }
3489         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3490         strlcat (name, ".rtlights", sizeof (name));
3491         bufchars = bufmaxchars = 0;
3492         buf = NULL;
3493         for (light = r_shadow_worldlightchain;light;light = light->next)
3494         {
3495                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3496                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3497                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3498                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3499                 else
3500                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3501                 if (bufchars + strlen(line) > bufmaxchars)
3502                 {
3503                         bufmaxchars = bufchars + strlen(line) + 2048;
3504                         oldbuf = buf;
3505                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3506                         if (oldbuf)
3507                         {
3508                                 if (bufchars)
3509                                         memcpy(buf, oldbuf, bufchars);
3510                                 Mem_Free(oldbuf);
3511                         }
3512                 }
3513                 if (strlen(line))
3514                 {
3515                         memcpy(buf + bufchars, line, strlen(line));
3516                         bufchars += strlen(line);
3517                 }
3518         }
3519         if (bufchars)
3520                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3521         if (buf)
3522                 Mem_Free(buf);
3523 }
3524
3525 void R_Shadow_LoadLightsFile(void)
3526 {
3527         int n, a, style;
3528         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3529         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3530         if (r_refdef.worldmodel == NULL)
3531         {
3532                 Con_Print("No map loaded.\n");
3533                 return;
3534         }
3535         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3536         strlcat (name, ".lights", sizeof (name));
3537         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3538         if (lightsstring)
3539         {
3540                 s = lightsstring;
3541                 n = 0;
3542                 while (*s)
3543                 {
3544                         t = s;
3545                         while (*s && *s != '\n' && *s != '\r')
3546                                 s++;
3547                         if (!*s)
3548                                 break;
3549                         tempchar = *s;
3550                         *s = 0;
3551                         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);
3552                         *s = tempchar;
3553                         if (a < 14)
3554                         {
3555                                 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);
3556                                 break;
3557                         }
3558                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3559                         radius = bound(15, radius, 4096);
3560                         VectorScale(color, (2.0f / (8388608.0f)), color);
3561                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3562                         if (*s == '\r')
3563                                 s++;
3564                         if (*s == '\n')
3565                                 s++;
3566                         n++;
3567                 }
3568                 if (*s)
3569                         Con_Printf("invalid lights file \"%s\"\n", name);
3570                 Mem_Free(lightsstring);
3571         }
3572 }
3573
3574 // tyrlite/hmap2 light types in the delay field
3575 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3576
3577 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3578 {
3579         int entnum, style, islight, skin, pflags, effects, type, n;
3580         char *entfiledata;
3581         const char *data;
3582         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3583         char key[256], value[MAX_INPUTLINE];
3584
3585         if (r_refdef.worldmodel == NULL)
3586         {
3587                 Con_Print("No map loaded.\n");
3588                 return;
3589         }
3590         // try to load a .ent file first
3591         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3592         strlcat (key, ".ent", sizeof (key));
3593         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3594         // and if that is not found, fall back to the bsp file entity string
3595         if (!data)
3596                 data = r_refdef.worldmodel->brush.entities;
3597         if (!data)
3598                 return;
3599         for (entnum = 0;COM_ParseToken_Simple(&data, false) && com_token[0] == '{';entnum++)
3600         {
3601                 type = LIGHTTYPE_MINUSX;
3602                 origin[0] = origin[1] = origin[2] = 0;
3603                 originhack[0] = originhack[1] = originhack[2] = 0;
3604                 angles[0] = angles[1] = angles[2] = 0;
3605                 color[0] = color[1] = color[2] = 1;
3606                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3607                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3608                 fadescale = 1;
3609                 lightscale = 1;
3610                 style = 0;
3611                 skin = 0;
3612                 pflags = 0;
3613                 effects = 0;
3614                 islight = false;
3615                 while (1)
3616                 {
3617                         if (!COM_ParseToken_Simple(&data, false))
3618                                 break; // error
3619                         if (com_token[0] == '}')
3620                                 break; // end of entity
3621                         if (com_token[0] == '_')
3622                                 strlcpy(key, com_token + 1, sizeof(key));
3623                         else
3624                                 strlcpy(key, com_token, sizeof(key));
3625                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3626                                 key[strlen(key)-1] = 0;
3627                         if (!COM_ParseToken_Simple(&data, false))
3628                                 break; // error
3629                         strlcpy(value, com_token, sizeof(value));
3630
3631                         // now that we have the key pair worked out...
3632                         if (!strcmp("light", key))
3633                         {
3634                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3635                                 if (n == 1)
3636                                 {
3637                                         // quake
3638                                         light[0] = vec[0] * (1.0f / 256.0f);
3639                                         light[1] = vec[0] * (1.0f / 256.0f);
3640                                         light[2] = vec[0] * (1.0f / 256.0f);
3641                                         light[3] = vec[0];
3642                                 }
3643                                 else if (n == 4)
3644                                 {
3645                                         // halflife
3646                                         light[0] = vec[0] * (1.0f / 255.0f);
3647                                         light[1] = vec[1] * (1.0f / 255.0f);
3648                                         light[2] = vec[2] * (1.0f / 255.0f);
3649                                         light[3] = vec[3];
3650                                 }
3651                         }
3652                         else if (!strcmp("delay", key))
3653                                 type = atoi(value);
3654                         else if (!strcmp("origin", key))
3655                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3656                         else if (!strcmp("angle", key))
3657                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3658                         else if (!strcmp("angles", key))
3659                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3660                         else if (!strcmp("color", key))
3661                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3662                         else if (!strcmp("wait", key))
3663                                 fadescale = atof(value);
3664                         else if (!strcmp("classname", key))
3665                         {
3666                                 if (!strncmp(value, "light", 5))
3667                                 {
3668                                         islight = true;
3669                                         if (!strcmp(value, "light_fluoro"))
3670                                         {
3671                                                 originhack[0] = 0;
3672                                                 originhack[1] = 0;
3673                                                 originhack[2] = 0;
3674                                                 overridecolor[0] = 1;
3675                                                 overridecolor[1] = 1;
3676                                                 overridecolor[2] = 1;
3677                                         }
3678                                         if (!strcmp(value, "light_fluorospark"))
3679                                         {
3680                                                 originhack[0] = 0;
3681                                                 originhack[1] = 0;
3682                                                 originhack[2] = 0;
3683                                                 overridecolor[0] = 1;
3684                                                 overridecolor[1] = 1;
3685                                                 overridecolor[2] = 1;
3686                                         }
3687                                         if (!strcmp(value, "light_globe"))
3688                                         {
3689                                                 originhack[0] = 0;
3690                                                 originhack[1] = 0;
3691                                                 originhack[2] = 0;
3692                                                 overridecolor[0] = 1;
3693                                                 overridecolor[1] = 0.8;
3694                                                 overridecolor[2] = 0.4;
3695                                         }
3696                                         if (!strcmp(value, "light_flame_large_yellow"))
3697                                         {
3698                                                 originhack[0] = 0;
3699                                                 originhack[1] = 0;
3700                                                 originhack[2] = 0;
3701                                                 overridecolor[0] = 1;
3702                                                 overridecolor[1] = 0.5;
3703                                                 overridecolor[2] = 0.1;
3704                                         }
3705                                         if (!strcmp(value, "light_flame_small_yellow"))
3706                                         {
3707                                                 originhack[0] = 0;
3708                                                 originhack[1] = 0;
3709                                                 originhack[2] = 0;
3710                                                 overridecolor[0] = 1;
3711                                                 overridecolor[1] = 0.5;
3712                                                 overridecolor[2] = 0.1;
3713                                         }
3714                                         if (!strcmp(value, "light_torch_small_white"))
3715                                         {
3716                                                 originhack[0] = 0;
3717                                                 originhack[1] = 0;
3718                                                 originhack[2] = 0;
3719                                                 overridecolor[0] = 1;
3720                                                 overridecolor[1] = 0.5;
3721                                                 overridecolor[2] = 0.1;
3722                                         }
3723                                         if (!strcmp(value, "light_torch_small_walltorch"))
3724                                         {
3725                                                 originhack[0] = 0;
3726                                                 originhack[1] = 0;
3727                                                 originhack[2] = 0;
3728                                                 overridecolor[0] = 1;
3729                                                 overridecolor[1] = 0.5;
3730                                                 overridecolor[2] = 0.1;
3731                                         }
3732                                 }
3733                         }
3734                         else if (!strcmp("style", key))
3735                                 style = atoi(value);
3736                         else if (!strcmp("skin", key))
3737                                 skin = (int)atof(value);
3738                         else if (!strcmp("pflags", key))
3739                                 pflags = (int)atof(value);
3740                         else if (!strcmp("effects", key))
3741                                 effects = (int)atof(value);
3742                         else if (r_refdef.worldmodel->type == mod_brushq3)
3743                         {
3744                                 if (!strcmp("scale", key))
3745                                         lightscale = atof(value);
3746                                 if (!strcmp("fade", key))
3747                                         fadescale = atof(value);
3748                         }
3749                 }
3750                 if (!islight)
3751                         continue;
3752                 if (lightscale <= 0)
3753                         lightscale = 1;
3754                 if (fadescale <= 0)
3755                         fadescale = 1;
3756                 if (color[0] == color[1] && color[0] == color[2])
3757                 {
3758                         color[0] *= overridecolor[0];
3759                         color[1] *= overridecolor[1];
3760                         color[2] *= overridecolor[2];
3761                 }
3762                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3763                 color[0] = color[0] * light[0];
3764                 color[1] = color[1] * light[1];
3765                 color[2] = color[2] * light[2];
3766                 switch (type)
3767                 {
3768                 case LIGHTTYPE_MINUSX:
3769                         break;
3770                 case LIGHTTYPE_RECIPX:
3771                         radius *= 2;
3772                         VectorScale(color, (1.0f / 16.0f), color);
3773                         break;
3774                 case LIGHTTYPE_RECIPXX:
3775                         radius *= 2;
3776                         VectorScale(color, (1.0f / 16.0f), color);
3777                         break;
3778                 default:
3779                 case LIGHTTYPE_NONE:
3780                         break;
3781                 case LIGHTTYPE_SUN:
3782                         break;
3783                 case LIGHTTYPE_MINUSXX:
3784                         break;
3785                 }
3786                 VectorAdd(origin, originhack, origin);
3787                 if (radius >= 1)
3788                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3789         }
3790         if (entfiledata)
3791                 Mem_Free(entfiledata);
3792 }
3793
3794
3795 void R_Shadow_SetCursorLocationForView(void)
3796 {
3797         vec_t dist, push;
3798         vec3_t dest, endpos;
3799         trace_t trace;
3800         VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
3801         trace = CL_Move(r_view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
3802         if (trace.fraction < 1)
3803         {
3804                 dist = trace.fraction * r_editlights_cursordistance.value;
3805                 push = r_editlights_cursorpushback.value;
3806                 if (push > dist)
3807                         push = dist;
3808                 push = -push;
3809                 VectorMA(trace.endpos, push, r_view.forward, endpos);
3810                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3811         }
3812         else
3813         {
3814                 VectorClear( endpos );
3815         }
3816         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3817         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3818         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3819 }
3820
3821 void R_Shadow_UpdateWorldLightSelection(void)
3822 {
3823         if (r_editlights.integer)
3824         {
3825                 R_Shadow_SetCursorLocationForView();
3826                 R_Shadow_SelectLightInView();
3827         }
3828         else
3829                 R_Shadow_SelectLight(NULL);
3830 }
3831
3832 void R_Shadow_EditLights_Clear_f(void)
3833 {
3834         R_Shadow_ClearWorldLights();
3835 }
3836
3837 void R_Shadow_EditLights_Reload_f(void)
3838 {
3839         if (!r_refdef.worldmodel)
3840                 return;
3841         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3842         R_Shadow_ClearWorldLights();
3843         R_Shadow_LoadWorldLights();
3844         if (r_shadow_worldlightchain == NULL)
3845         {
3846                 R_Shadow_LoadLightsFile();
3847                 if (r_shadow_worldlightchain == NULL)
3848                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3849         }
3850 }
3851
3852 void R_Shadow_EditLights_Save_f(void)
3853 {
3854         if (!r_refdef.worldmodel)
3855                 return;
3856         R_Shadow_SaveWorldLights();
3857 }
3858
3859 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3860 {
3861         R_Shadow_ClearWorldLights();
3862         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3863 }
3864
3865 void R_Shadow_EditLights_ImportLightsFile_f(void)
3866 {
3867         R_Shadow_ClearWorldLights();
3868         R_Shadow_LoadLightsFile();
3869 }
3870
3871 void R_Shadow_EditLights_Spawn_f(void)
3872 {
3873         vec3_t color;
3874         if (!r_editlights.integer)
3875         {
3876                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3877                 return;
3878         }
3879         if (Cmd_Argc() != 1)
3880         {
3881                 Con_Print("r_editlights_spawn does not take parameters\n");
3882                 return;
3883         }
3884         color[0] = color[1] = color[2] = 1;
3885         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3886 }
3887
3888 void R_Shadow_EditLights_Edit_f(void)
3889 {
3890         vec3_t origin, angles, color;
3891         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3892         int style, shadows, flags, normalmode, realtimemode;
3893         char cubemapname[MAX_INPUTLINE];
3894         if (!r_editlights.integer)
3895         {
3896                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3897                 return;
3898         }
3899         if (!r_shadow_selectedlight)
3900         {
3901                 Con_Print("No selected light.\n");
3902                 return;
3903         }
3904         VectorCopy(r_shadow_selectedlight->origin, origin);
3905         VectorCopy(r_shadow_selectedlight->angles, angles);
3906         VectorCopy(r_shadow_selectedlight->color, color);
3907         radius = r_shadow_selectedlight->radius;
3908         style = r_shadow_selectedlight->style;
3909         if (r_shadow_selectedlight->cubemapname)
3910                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3911         else
3912                 cubemapname[0] = 0;
3913         shadows = r_shadow_selectedlight->shadow;
3914         corona = r_shadow_selectedlight->corona;
3915         coronasizescale = r_shadow_selectedlight->coronasizescale;
3916         ambientscale = r_shadow_selectedlight->ambientscale;
3917         diffusescale = r_shadow_selectedlight->diffusescale;
3918         specularscale = r_shadow_selectedlight->specularscale;
3919         flags = r_shadow_selectedlight->flags;
3920         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3921         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3922         if (!strcmp(Cmd_Argv(1), "origin"))
3923         {
3924                 if (Cmd_Argc() != 5)
3925                 {
3926                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3927                         return;
3928                 }
3929                 origin[0] = atof(Cmd_Argv(2));
3930                 origin[1] = atof(Cmd_Argv(3));
3931                 origin[2] = atof(Cmd_Argv(4));
3932         }
3933         else if (!strcmp(Cmd_Argv(1), "originx"))
3934         {
3935                 if (Cmd_Argc() != 3)
3936                 {
3937                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3938                         return;
3939                 }
3940                 origin[0] = atof(Cmd_Argv(2));
3941         }
3942         else if (!strcmp(Cmd_Argv(1), "originy"))
3943         {
3944                 if (Cmd_Argc() != 3)
3945                 {
3946                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3947                         return;
3948                 }
3949                 origin[1] = atof(Cmd_Argv(2));
3950         }
3951         else if (!strcmp(Cmd_Argv(1), "originz"))
3952         {
3953                 if (Cmd_Argc() != 3)
3954                 {
3955                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3956                         return;
3957                 }
3958                 origin[2] = atof(Cmd_Argv(2));
3959         }
3960         else if (!strcmp(Cmd_Argv(1), "move"))
3961         {
3962                 if (Cmd_Argc() != 5)
3963                 {
3964                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3965                         return;
3966                 }
3967                 origin[0] += atof(Cmd_Argv(2));
3968                 origin[1] += atof(Cmd_Argv(3));
3969                 origin[2] += atof(Cmd_Argv(4));
3970         }
3971         else if (!strcmp(Cmd_Argv(1), "movex"))
3972         {
3973                 if (Cmd_Argc() != 3)
3974                 {
3975                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3976                         return;
3977                 }
3978                 origin[0] += atof(Cmd_Argv(2));
3979         }
3980         else if (!strcmp(Cmd_Argv(1), "movey"))
3981         {
3982                 if (Cmd_Argc() != 3)
3983                 {
3984                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3985                         return;
3986                 }
3987                 origin[1] += atof(Cmd_Argv(2));
3988         }
3989         else if (!strcmp(Cmd_Argv(1), "movez"))
3990         {
3991                 if (Cmd_Argc() != 3)
3992                 {
3993                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3994                         return;
3995                 }
3996                 origin[2] += atof(Cmd_Argv(2));
3997         }
3998         else if (!strcmp(Cmd_Argv(1), "angles"))
3999         {
4000                 if (Cmd_Argc() != 5)
4001                 {
4002                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4003                         return;
4004                 }
4005                 angles[0] = atof(Cmd_Argv(2));
4006                 angles[1] = atof(Cmd_Argv(3));
4007                 angles[2] = atof(Cmd_Argv(4));
4008         }
4009         else if (!strcmp(Cmd_Argv(1), "anglesx"))
4010         {
4011                 if (Cmd_Argc() != 3)
4012                 {
4013                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4014                         return;
4015                 }
4016                 angles[0] = atof(Cmd_Argv(2));
4017         }
4018         else if (!strcmp(Cmd_Argv(1), "anglesy"))
4019         {
4020                 if (Cmd_Argc() != 3)
4021                 {
4022                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4023                         return;
4024                 }
4025                 angles[1] = atof(Cmd_Argv(2));
4026         }
4027         else if (!strcmp(Cmd_Argv(1), "anglesz"))
4028         {
4029                 if (Cmd_Argc() != 3)
4030                 {
4031                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4032                         return;
4033                 }
4034                 angles[2] = atof(Cmd_Argv(2));
4035         }
4036         else if (!strcmp(Cmd_Argv(1), "color"))
4037         {
4038                 if (Cmd_Argc() != 5)
4039                 {
4040                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
4041                         return;
4042                 }
4043                 color[0] = atof(Cmd_Argv(2));
4044                 color[1] = atof(Cmd_Argv(3));
4045                 color[2] = atof(Cmd_Argv(4));
4046         }
4047         else if (!strcmp(Cmd_Argv(1), "radius"))
4048         {
4049                 if (Cmd_Argc() != 3)
4050                 {
4051                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4052                         return;
4053                 }
4054                 radius = atof(Cmd_Argv(2));
4055         }
4056         else if (!strcmp(Cmd_Argv(1), "colorscale"))
4057         {
4058                 if (Cmd_Argc() == 3)
4059                 {
4060                         double scale = atof(Cmd_Argv(2));
4061                         color[0] *= scale;
4062                         color[1] *= scale;
4063                         color[2] *= scale;
4064                 }
4065                 else
4066                 {
4067                         if (Cmd_Argc() != 5)
4068                         {
4069                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
4070                                 return;
4071                         }
4072                         color[0] *= atof(Cmd_Argv(2));
4073                         color[1] *= atof(Cmd_Argv(3));
4074                         color[2] *= atof(Cmd_Argv(4));
4075                 }
4076         }
4077         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4078         {
4079                 if (Cmd_Argc() != 3)
4080                 {
4081                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4082                         return;
4083                 }
4084                 radius *= atof(Cmd_Argv(2));
4085         }
4086         else if (!strcmp(Cmd_Argv(1), "style"))
4087         {
4088                 if (Cmd_Argc() != 3)
4089                 {
4090                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4091                         return;
4092                 }
4093                 style = atoi(Cmd_Argv(2));
4094         }
4095         else if (!strcmp(Cmd_Argv(1), "cubemap"))
4096         {
4097                 if (Cmd_Argc() > 3)
4098                 {
4099                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4100                         return;
4101                 }
4102                 if (Cmd_Argc() == 3)
4103                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
4104                 else
4105                         cubemapname[0] = 0;
4106         }
4107         else if (!strcmp(Cmd_Argv(1), "shadows"))
4108         {
4109                 if (Cmd_Argc() != 3)
4110                 {
4111                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4112                         return;
4113                 }
4114                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4115         }
4116         else if (!strcmp(Cmd_Argv(1), "corona"))
4117         {
4118                 if (Cmd_Argc() != 3)
4119                 {
4120                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4121                         return;
4122                 }
4123                 corona = atof(Cmd_Argv(2));
4124         }
4125         else if (!strcmp(Cmd_Argv(1), "coronasize"))
4126         {
4127                 if (Cmd_Argc() != 3)
4128                 {
4129                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4130                         return;
4131                 }
4132                 coronasizescale = atof(Cmd_Argv(2));
4133         }
4134         else if (!strcmp(Cmd_Argv(1), "ambient"))
4135         {
4136                 if (Cmd_Argc() != 3)
4137                 {
4138                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4139                         return;
4140                 }
4141                 ambientscale = atof(Cmd_Argv(2));
4142         }
4143         else if (!strcmp(Cmd_Argv(1), "diffuse"))
4144         {
4145                 if (Cmd_Argc() != 3)
4146                 {
4147                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4148                         return;
4149                 }
4150                 diffusescale = atof(Cmd_Argv(2));
4151         }
4152         else if (!strcmp(Cmd_Argv(1), "specular"))
4153         {
4154                 if (Cmd_Argc() != 3)
4155                 {
4156                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4157                         return;
4158                 }
4159                 specularscale = atof(Cmd_Argv(2));
4160         }
4161         else if (!strcmp(Cmd_Argv(1), "normalmode"))
4162         {
4163                 if (Cmd_Argc() != 3)
4164                 {
4165                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4166                         return;
4167                 }
4168                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4169         }
4170         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4171         {
4172                 if (Cmd_Argc() != 3)
4173                 {
4174                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4175                         return;
4176                 }
4177                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4178         }
4179         else
4180         {
4181                 Con_Print("usage: r_editlights_edit [property] [value]\n");
4182                 Con_Print("Selected light's properties:\n");
4183                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4184                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4185                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4186                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
4187                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
4188                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
4189                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4190                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
4191                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
4192                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
4193                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
4194                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
4195                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4196                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4197                 return;
4198         }
4199         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4200         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4201 }
4202
4203 void R_Shadow_EditLights_EditAll_f(void)
4204 {
4205         dlight_t *light;
4206
4207         if (!r_editlights.integer)
4208         {
4209                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4210                 return;
4211         }
4212
4213         for (light = r_shadow_worldlightchain;light;light = light->next)
4214         {
4215                 R_Shadow_SelectLight(light);
4216                 R_Shadow_EditLights_Edit_f();
4217         }
4218 }
4219
4220 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4221 {
4222         int lightnumber, lightcount;
4223         dlight_t *light;
4224         float x, y;
4225         char temp[256];
4226         if (!r_editlights.integer)
4227                 return;
4228         x = 0;
4229         y = con_vislines;
4230         lightnumber = -1;
4231         lightcount = 0;
4232         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4233                 if (light == r_shadow_selectedlight)
4234                         lightnumber = lightcount;
4235         sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4236         if (r_shadow_selectedlight == NULL)
4237                 return;
4238         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4239         sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4240         sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4241         sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4242         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4243         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4244         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4245         sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4246         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4247         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4248         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4249         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4250         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4251         sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4252         sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4253 }
4254
4255 void R_Shadow_EditLights_ToggleShadow_f(void)
4256 {
4257         if (!r_editlights.integer)
4258         {
4259                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4260                 return;
4261         }
4262         if (!r_shadow_selectedlight)
4263         {
4264                 Con_Print("No selected light.\n");
4265                 return;
4266         }
4267         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4268 }
4269
4270 void R_Shadow_EditLights_ToggleCorona_f(void)
4271 {
4272         if (!r_editlights.integer)
4273         {
4274                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4275                 return;
4276         }
4277         if (!r_shadow_selectedlight)
4278         {
4279                 Con_Print("No selected light.\n");
4280                 return;
4281         }
4282         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4283 }
4284
4285 void R_Shadow_EditLights_Remove_f(void)
4286 {
4287         if (!r_editlights.integer)
4288         {
4289                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4290                 return;
4291         }
4292         if (!r_shadow_selectedlight)
4293         {
4294                 Con_Print("No selected light.\n");
4295                 return;
4296         }
4297         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4298         r_shadow_selectedlight = NULL;
4299 }
4300
4301 void R_Shadow_EditLights_Help_f(void)
4302 {
4303         Con_Print(
4304 "Documentation on r_editlights system:\n"
4305 "Settings:\n"
4306 "r_editlights : enable/disable editing mode\n"
4307 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4308 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4309 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4310 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4311 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4312 "Commands:\n"
4313 "r_editlights_help : this help\n"
4314 "r_editlights_clear : remove all lights\n"
4315 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4316 "r_editlights_save : save to .rtlights file\n"
4317 "r_editlights_spawn : create a light with default settings\n"
4318 "r_editlights_edit command : edit selected light - more documentation below\n"
4319 "r_editlights_remove : remove selected light\n"
4320 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4321 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4322 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4323 "Edit commands:\n"
4324 "origin x y z : set light location\n"
4325 "originx x: set x component of light location\n"
4326 "originy y: set y component of light location\n"
4327 "originz z: set z component of light location\n"
4328 "move x y z : adjust light location\n"
4329 "movex x: adjust x component of light location\n"
4330 "movey y: adjust y component of light location\n"
4331 "movez z: adjust z component of light location\n"
4332 "angles x y z : set light angles\n"
4333 "anglesx x: set x component of light angles\n"
4334 "anglesy y: set y component of light angles\n"
4335 "anglesz z: set z component of light angles\n"
4336 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4337 "radius radius : set radius (size) of light\n"
4338 "colorscale grey : multiply color of light (1 does nothing)\n"
4339 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4340 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4341 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4342 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4343 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4344 "shadows 1/0 : turn on/off shadows\n"
4345 "corona n : set corona intensity\n"
4346 "coronasize n : set corona size (0-1)\n"
4347 "ambient n : set ambient intensity (0-1)\n"
4348 "diffuse n : set diffuse intensity (0-1)\n"
4349 "specular n : set specular intensity (0-1)\n"
4350 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4351 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4352 "<nothing> : print light properties to console\n"
4353         );
4354 }
4355
4356 void R_Shadow_EditLights_CopyInfo_f(void)
4357 {
4358         if (!r_editlights.integer)
4359         {
4360                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4361                 return;
4362         }
4363         if (!r_shadow_selectedlight)
4364         {
4365                 Con_Print("No selected light.\n");
4366                 return;
4367         }
4368         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4369         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4370         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4371         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4372         if (r_shadow_selectedlight->cubemapname)
4373                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
4374         else
4375                 r_shadow_bufferlight.cubemapname[0] = 0;
4376         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4377         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4378         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4379         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4380         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4381         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4382         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4383 }
4384
4385 void R_Shadow_EditLights_PasteInfo_f(void)
4386 {
4387         if (!r_editlights.integer)
4388         {
4389                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4390                 return;
4391         }
4392         if (!r_shadow_selectedlight)
4393         {
4394                 Con_Print("No selected light.\n");
4395                 return;
4396         }
4397         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
4398 }
4399
4400 void R_Shadow_EditLights_Init(void)
4401 {
4402         Cvar_RegisterVariable(&r_editlights);
4403         Cvar_RegisterVariable(&r_editlights_cursordistance);
4404         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4405         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4406         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4407         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4408         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4409         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4410         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
4411         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4412         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4413         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4414         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
4415         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4416         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4417         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4418         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4419         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4420         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4421         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
4422 }
4423