redesigned some of the model animation code, should be a speed gain (no longer proces...
[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_STENCILTWOSIDE,
150         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151         R_SHADOW_RENDERMODE_LIGHT_DOT3,
152         R_SHADOW_RENDERMODE_LIGHT_GLSL,
153         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
155 }
156 r_shadow_rendermode_t;
157
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
161
162 int maxshadowtriangles;
163 int *shadowelements;
164
165 int maxshadowvertices;
166 float *shadowvertex3f;
167
168 int maxshadowmark;
169 int numshadowmark;
170 int *shadowmark;
171 int *shadowmarklist;
172 int shadowmarkcount;
173
174 int maxvertexupdate;
175 int *vertexupdate;
176 int *vertexremap;
177 int vertexupdatenum;
178
179 int r_shadow_buffer_numleafpvsbytes;
180 unsigned char *r_shadow_buffer_leafpvs;
181 int *r_shadow_buffer_leaflist;
182
183 int r_shadow_buffer_numsurfacepvsbytes;
184 unsigned char *r_shadow_buffer_surfacepvs;
185 int *r_shadow_buffer_surfacelist;
186
187 rtexturepool_t *r_shadow_texturepool;
188 rtexture_t *r_shadow_attenuation2dtexture;
189 rtexture_t *r_shadow_attenuation3dtexture;
190
191 // lights are reloaded when this changes
192 char r_shadow_mapname[MAX_QPATH];
193
194 // used only for light filters (cubemaps)
195 rtexturepool_t *r_shadow_filters_texturepool;
196
197 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"};
198 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"};
199 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
200 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)"};
201 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
202 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
203 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
204 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
205 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
206 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
207 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
208 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
209 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
210 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow!  you probably don't want this!)"};
211 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)"};
212 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
213 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"};
214 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
215 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
216 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"};
217 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)"};
218 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
219 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
220 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)"};
221 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
222 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
223 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
224 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
225 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
226 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
227 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
228
229 float r_shadow_attenpower, r_shadow_attenscale;
230
231 rtlight_t *r_shadow_compilingrtlight;
232 dlight_t *r_shadow_worldlightchain;
233 dlight_t *r_shadow_selectedlight;
234 dlight_t r_shadow_bufferlight;
235 vec3_t r_editlights_cursorlocation;
236
237 extern int con_vislines;
238
239 typedef struct cubemapinfo_s
240 {
241         char basename[64];
242         rtexture_t *texture;
243 }
244 cubemapinfo_t;
245
246 #define MAX_CUBEMAPS 256
247 static int numcubemaps;
248 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
249
250 void R_Shadow_UncompileWorldLights(void);
251 void R_Shadow_ClearWorldLights(void);
252 void R_Shadow_SaveWorldLights(void);
253 void R_Shadow_LoadWorldLights(void);
254 void R_Shadow_LoadLightsFile(void);
255 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
256 void R_Shadow_EditLights_Reload_f(void);
257 void R_Shadow_ValidateCvars(void);
258 static void R_Shadow_MakeTextures(void);
259 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
260
261 void r_shadow_start(void)
262 {
263         // allocate vertex processing arrays
264         numcubemaps = 0;
265         r_shadow_attenuation2dtexture = NULL;
266         r_shadow_attenuation3dtexture = NULL;
267         r_shadow_texturepool = NULL;
268         r_shadow_filters_texturepool = NULL;
269         R_Shadow_ValidateCvars();
270         R_Shadow_MakeTextures();
271         maxshadowtriangles = 0;
272         shadowelements = NULL;
273         maxshadowvertices = 0;
274         shadowvertex3f = NULL;
275         maxvertexupdate = 0;
276         vertexupdate = NULL;
277         vertexremap = NULL;
278         vertexupdatenum = 0;
279         maxshadowmark = 0;
280         numshadowmark = 0;
281         shadowmark = NULL;
282         shadowmarklist = NULL;
283         shadowmarkcount = 0;
284         r_shadow_buffer_numleafpvsbytes = 0;
285         r_shadow_buffer_leafpvs = NULL;
286         r_shadow_buffer_leaflist = NULL;
287         r_shadow_buffer_numsurfacepvsbytes = 0;
288         r_shadow_buffer_surfacepvs = NULL;
289         r_shadow_buffer_surfacelist = NULL;
290 }
291
292 void r_shadow_shutdown(void)
293 {
294         R_Shadow_UncompileWorldLights();
295         numcubemaps = 0;
296         r_shadow_attenuation2dtexture = NULL;
297         r_shadow_attenuation3dtexture = NULL;
298         R_FreeTexturePool(&r_shadow_texturepool);
299         R_FreeTexturePool(&r_shadow_filters_texturepool);
300         maxshadowtriangles = 0;
301         if (shadowelements)
302                 Mem_Free(shadowelements);
303         shadowelements = NULL;
304         if (shadowvertex3f)
305                 Mem_Free(shadowvertex3f);
306         shadowvertex3f = NULL;
307         maxvertexupdate = 0;
308         if (vertexupdate)
309                 Mem_Free(vertexupdate);
310         vertexupdate = NULL;
311         if (vertexremap)
312                 Mem_Free(vertexremap);
313         vertexremap = NULL;
314         vertexupdatenum = 0;
315         maxshadowmark = 0;
316         numshadowmark = 0;
317         if (shadowmark)
318                 Mem_Free(shadowmark);
319         shadowmark = NULL;
320         if (shadowmarklist)
321                 Mem_Free(shadowmarklist);
322         shadowmarklist = NULL;
323         shadowmarkcount = 0;
324         r_shadow_buffer_numleafpvsbytes = 0;
325         if (r_shadow_buffer_leafpvs)
326                 Mem_Free(r_shadow_buffer_leafpvs);
327         r_shadow_buffer_leafpvs = NULL;
328         if (r_shadow_buffer_leaflist)
329                 Mem_Free(r_shadow_buffer_leaflist);
330         r_shadow_buffer_leaflist = NULL;
331         r_shadow_buffer_numsurfacepvsbytes = 0;
332         if (r_shadow_buffer_surfacepvs)
333                 Mem_Free(r_shadow_buffer_surfacepvs);
334         r_shadow_buffer_surfacepvs = NULL;
335         if (r_shadow_buffer_surfacelist)
336                 Mem_Free(r_shadow_buffer_surfacelist);
337         r_shadow_buffer_surfacelist = NULL;
338 }
339
340 void r_shadow_newmap(void)
341 {
342 }
343
344 void R_Shadow_Help_f(void)
345 {
346         Con_Printf(
347 "Documentation on r_shadow system:\n"
348 "Settings:\n"
349 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
350 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
351 "r_shadow_debuglight : render only this light number (-1 = all)\n"
352 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
353 "r_shadow_gloss2intensity : brightness of forced gloss\n"
354 "r_shadow_glossintensity : brightness of textured gloss\n"
355 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
356 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
357 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
358 "r_shadow_portallight : use portal visibility for static light precomputation\n"
359 "r_shadow_projectdistance : shadow volume projection distance\n"
360 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
361 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
362 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
363 "r_shadow_realtime_world : use high quality world lighting mode\n"
364 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
365 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
366 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
367 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
368 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
369 "r_shadow_scissor : use scissor optimization\n"
370 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
371 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
372 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
373 "r_showlighting : useful for performance testing; bright = slow!\n"
374 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
375 "Commands:\n"
376 "r_shadow_help : this help\n"
377         );
378 }
379
380 void R_Shadow_Init(void)
381 {
382         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
383         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
384         Cvar_RegisterVariable(&r_shadow_debuglight);
385         Cvar_RegisterVariable(&r_shadow_gloss);
386         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
387         Cvar_RegisterVariable(&r_shadow_glossintensity);
388         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
389         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
390         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
391         Cvar_RegisterVariable(&r_shadow_portallight);
392         Cvar_RegisterVariable(&r_shadow_projectdistance);
393         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
394         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
395         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
396         Cvar_RegisterVariable(&r_shadow_realtime_world);
397         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
398         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
399         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
400         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
401         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
402         Cvar_RegisterVariable(&r_shadow_scissor);
403         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
404         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
405         Cvar_RegisterVariable(&r_shadow_texture3d);
406         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
407         if (gamemode == GAME_TENEBRAE)
408         {
409                 Cvar_SetValue("r_shadow_gloss", 2);
410                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
411         }
412         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
413         R_Shadow_EditLights_Init();
414         r_shadow_worldlightchain = NULL;
415         maxshadowtriangles = 0;
416         shadowelements = NULL;
417         maxshadowvertices = 0;
418         shadowvertex3f = NULL;
419         maxvertexupdate = 0;
420         vertexupdate = NULL;
421         vertexremap = NULL;
422         vertexupdatenum = 0;
423         maxshadowmark = 0;
424         numshadowmark = 0;
425         shadowmark = NULL;
426         shadowmarklist = NULL;
427         shadowmarkcount = 0;
428         r_shadow_buffer_numleafpvsbytes = 0;
429         r_shadow_buffer_leafpvs = NULL;
430         r_shadow_buffer_leaflist = NULL;
431         r_shadow_buffer_numsurfacepvsbytes = 0;
432         r_shadow_buffer_surfacepvs = NULL;
433         r_shadow_buffer_surfacelist = NULL;
434         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
435 }
436
437 matrix4x4_t matrix_attenuationxyz =
438 {
439         {
440                 {0.5, 0.0, 0.0, 0.5},
441                 {0.0, 0.5, 0.0, 0.5},
442                 {0.0, 0.0, 0.5, 0.5},
443                 {0.0, 0.0, 0.0, 1.0}
444         }
445 };
446
447 matrix4x4_t matrix_attenuationz =
448 {
449         {
450                 {0.0, 0.0, 0.5, 0.5},
451                 {0.0, 0.0, 0.0, 0.5},
452                 {0.0, 0.0, 0.0, 0.5},
453                 {0.0, 0.0, 0.0, 1.0}
454         }
455 };
456
457 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
458 {
459         // make sure shadowelements is big enough for this volume
460         if (maxshadowtriangles < numtriangles)
461         {
462                 maxshadowtriangles = numtriangles;
463                 if (shadowelements)
464                         Mem_Free(shadowelements);
465                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
466         }
467         // make sure shadowvertex3f is big enough for this volume
468         if (maxshadowvertices < numvertices)
469         {
470                 maxshadowvertices = numvertices;
471                 if (shadowvertex3f)
472                         Mem_Free(shadowvertex3f);
473                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
474         }
475 }
476
477 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
478 {
479         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
480         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
481         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
482         {
483                 if (r_shadow_buffer_leafpvs)
484                         Mem_Free(r_shadow_buffer_leafpvs);
485                 if (r_shadow_buffer_leaflist)
486                         Mem_Free(r_shadow_buffer_leaflist);
487                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
488                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
489                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
490         }
491         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
492         {
493                 if (r_shadow_buffer_surfacepvs)
494                         Mem_Free(r_shadow_buffer_surfacepvs);
495                 if (r_shadow_buffer_surfacelist)
496                         Mem_Free(r_shadow_buffer_surfacelist);
497                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
498                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
499                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
500         }
501 }
502
503 void R_Shadow_PrepareShadowMark(int numtris)
504 {
505         // make sure shadowmark is big enough for this volume
506         if (maxshadowmark < numtris)
507         {
508                 maxshadowmark = numtris;
509                 if (shadowmark)
510                         Mem_Free(shadowmark);
511                 if (shadowmarklist)
512                         Mem_Free(shadowmarklist);
513                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
514                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
515                 shadowmarkcount = 0;
516         }
517         shadowmarkcount++;
518         // if shadowmarkcount wrapped we clear the array and adjust accordingly
519         if (shadowmarkcount == 0)
520         {
521                 shadowmarkcount = 1;
522                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
523         }
524         numshadowmark = 0;
525 }
526
527 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
528 {
529         int i, j;
530         int outtriangles = 0, outvertices = 0;
531         const int *element;
532         const float *vertex;
533
534         if (maxvertexupdate < innumvertices)
535         {
536                 maxvertexupdate = innumvertices;
537                 if (vertexupdate)
538                         Mem_Free(vertexupdate);
539                 if (vertexremap)
540                         Mem_Free(vertexremap);
541                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
542                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
543                 vertexupdatenum = 0;
544         }
545         vertexupdatenum++;
546         if (vertexupdatenum == 0)
547         {
548                 vertexupdatenum = 1;
549                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
550                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
551         }
552
553         for (i = 0;i < numshadowmarktris;i++)
554                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
555
556         for (i = 0;i < numshadowmarktris;i++)
557         {
558                 element = inelement3i + shadowmarktris[i] * 3;
559                 // make sure the vertices are created
560                 for (j = 0;j < 3;j++)
561                 {
562                         if (vertexupdate[element[j]] != vertexupdatenum)
563                         {
564                                 float ratio, direction[3];
565                                 vertexupdate[element[j]] = vertexupdatenum;
566                                 vertexremap[element[j]] = outvertices;
567                                 vertex = invertex3f + element[j] * 3;
568                                 // project one copy of the vertex to the sphere radius of the light
569                                 // (FIXME: would projecting it to the light box be better?)
570                                 VectorSubtract(vertex, projectorigin, direction);
571                                 ratio = projectdistance / VectorLength(direction);
572                                 VectorCopy(vertex, outvertex3f);
573                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
574                                 outvertex3f += 6;
575                                 outvertices += 2;
576                         }
577                 }
578         }
579
580         for (i = 0;i < numshadowmarktris;i++)
581         {
582                 int remappedelement[3];
583                 int markindex;
584                 const int *neighbortriangle;
585
586                 markindex = shadowmarktris[i] * 3;
587                 element = inelement3i + markindex;
588                 neighbortriangle = inneighbor3i + markindex;
589                 // output the front and back triangles
590                 outelement3i[0] = vertexremap[element[0]];
591                 outelement3i[1] = vertexremap[element[1]];
592                 outelement3i[2] = vertexremap[element[2]];
593                 outelement3i[3] = vertexremap[element[2]] + 1;
594                 outelement3i[4] = vertexremap[element[1]] + 1;
595                 outelement3i[5] = vertexremap[element[0]] + 1;
596
597                 outelement3i += 6;
598                 outtriangles += 2;
599                 // output the sides (facing outward from this triangle)
600                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
601                 {
602                         remappedelement[0] = vertexremap[element[0]];
603                         remappedelement[1] = vertexremap[element[1]];
604                         outelement3i[0] = remappedelement[1];
605                         outelement3i[1] = remappedelement[0];
606                         outelement3i[2] = remappedelement[0] + 1;
607                         outelement3i[3] = remappedelement[1];
608                         outelement3i[4] = remappedelement[0] + 1;
609                         outelement3i[5] = remappedelement[1] + 1;
610
611                         outelement3i += 6;
612                         outtriangles += 2;
613                 }
614                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
615                 {
616                         remappedelement[1] = vertexremap[element[1]];
617                         remappedelement[2] = vertexremap[element[2]];
618                         outelement3i[0] = remappedelement[2];
619                         outelement3i[1] = remappedelement[1];
620                         outelement3i[2] = remappedelement[1] + 1;
621                         outelement3i[3] = remappedelement[2];
622                         outelement3i[4] = remappedelement[1] + 1;
623                         outelement3i[5] = remappedelement[2] + 1;
624
625                         outelement3i += 6;
626                         outtriangles += 2;
627                 }
628                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
629                 {
630                         remappedelement[0] = vertexremap[element[0]];
631                         remappedelement[2] = vertexremap[element[2]];
632                         outelement3i[0] = remappedelement[0];
633                         outelement3i[1] = remappedelement[2];
634                         outelement3i[2] = remappedelement[2] + 1;
635                         outelement3i[3] = remappedelement[0];
636                         outelement3i[4] = remappedelement[2] + 1;
637                         outelement3i[5] = remappedelement[0] + 1;
638
639                         outelement3i += 6;
640                         outtriangles += 2;
641                 }
642         }
643         if (outnumvertices)
644                 *outnumvertices = outvertices;
645         return outtriangles;
646 }
647
648 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
649 {
650         int tris, outverts;
651         if (projectdistance < 0.1)
652         {
653                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
654                 return;
655         }
656         if (!numverts || !nummarktris)
657                 return;
658         // make sure shadowelements is big enough for this volume
659         if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
660                 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
661         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
662         renderstats.lights_dynamicshadowtriangles += tris;
663         R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
664 }
665
666 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
667 {
668         int t, tend;
669         const int *e;
670         const float *v[3];
671         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
672                 return;
673         tend = firsttriangle + numtris;
674         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
675          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
676          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
677         {
678                 // surface box entirely inside light box, no box cull
679                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
680                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
681                                 shadowmarklist[numshadowmark++] = t;
682         }
683         else
684         {
685                 // surface box not entirely inside light box, cull each triangle
686                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
687                 {
688                         v[0] = invertex3f + e[0] * 3;
689                         v[1] = invertex3f + e[1] * 3;
690                         v[2] = invertex3f + e[2] * 3;
691                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
692                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
693                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
694                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
695                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
696                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
697                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
698                                 shadowmarklist[numshadowmark++] = t;
699                 }
700         }
701 }
702
703 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
704 {
705         rmeshstate_t m;
706         if (r_shadow_compilingrtlight)
707         {
708                 // if we're compiling an rtlight, capture the mesh
709                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
710                 return;
711         }
712         renderstats.lights_shadowtriangles += numtriangles;
713         memset(&m, 0, sizeof(m));
714         m.pointer_vertex = vertex3f;
715         R_Mesh_State(&m);
716         GL_LockArrays(0, numvertices);
717         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
718         {
719                 // decrement stencil if backface is behind depthbuffer
720                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
721                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
722                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
723                 // increment stencil if frontface is behind depthbuffer
724                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
725                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
726         }
727         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
728         GL_LockArrays(0, 0);
729 }
730
731 static void R_Shadow_MakeTextures(void)
732 {
733         int x, y, z, d;
734         float v[3], intensity;
735         unsigned char *data;
736         R_FreeTexturePool(&r_shadow_texturepool);
737         r_shadow_texturepool = R_AllocTexturePool();
738         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
739         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
740 #define ATTEN2DSIZE 64
741 #define ATTEN3DSIZE 32
742         data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
743         for (y = 0;y < ATTEN2DSIZE;y++)
744         {
745                 for (x = 0;x < ATTEN2DSIZE;x++)
746                 {
747                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
748                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
749                         v[2] = 0;
750                         intensity = 1.0f - sqrt(DotProduct(v, v));
751                         if (intensity > 0)
752                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
753                         d = (int)bound(0, intensity, 255);
754                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
755                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
756                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
757                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
758                 }
759         }
760         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
761         if (r_shadow_texture3d.integer)
762         {
763                 for (z = 0;z < ATTEN3DSIZE;z++)
764                 {
765                         for (y = 0;y < ATTEN3DSIZE;y++)
766                         {
767                                 for (x = 0;x < ATTEN3DSIZE;x++)
768                                 {
769                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
770                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
771                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
772                                         intensity = 1.0f - sqrt(DotProduct(v, v));
773                                         if (intensity > 0)
774                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
775                                         d = (int)bound(0, intensity, 255);
776                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
777                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
778                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
779                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
780                                 }
781                         }
782                 }
783                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
784         }
785         Mem_Free(data);
786 }
787
788 void R_Shadow_ValidateCvars(void)
789 {
790         if (r_shadow_texture3d.integer && !gl_texture3d)
791                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
792         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
793                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
794 }
795
796 // light currently being rendered
797 rtlight_t *r_shadow_rtlight;
798
799 // this is the location of the eye in entity space
800 vec3_t r_shadow_entityeyeorigin;
801 // this is the location of the light in entity space
802 vec3_t r_shadow_entitylightorigin;
803 // this transforms entity coordinates to light filter cubemap coordinates
804 // (also often used for other purposes)
805 matrix4x4_t r_shadow_entitytolight;
806 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
807 // of attenuation texturing in full 3D (Z result often ignored)
808 matrix4x4_t r_shadow_entitytoattenuationxyz;
809 // this transforms only the Z to S, and T is always 0.5
810 matrix4x4_t r_shadow_entitytoattenuationz;
811
812 void R_Shadow_RenderMode_Begin(void)
813 {
814         rmeshstate_t m;
815
816         R_Shadow_ValidateCvars();
817
818         if (!r_shadow_attenuation2dtexture
819          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
820          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
821          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
822                 R_Shadow_MakeTextures();
823
824         memset(&m, 0, sizeof(m));
825         R_Mesh_State(&m);
826         GL_BlendFunc(GL_ONE, GL_ZERO);
827         GL_DepthMask(false);
828         GL_DepthTest(true);
829         GL_Color(0, 0, 0, 1);
830         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
831         qglEnable(GL_CULL_FACE);
832         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
833
834         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
835
836         if (gl_ext_stenciltwoside.integer)
837                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
838         else
839                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
840
841         if (r_glsl.integer && gl_support_fragment_shader)
842                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
843         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
844                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
845         else
846                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
847 }
848
849 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
850 {
851         r_shadow_rtlight = rtlight;
852 }
853
854 void R_Shadow_RenderMode_Reset(void)
855 {
856         rmeshstate_t m;
857         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
858         {
859                 qglUseProgramObjectARB(0);
860                 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
861                 qglBegin(GL_TRIANGLES);
862                 qglEnd();
863                 CHECKGLERROR
864         }
865         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
866                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
867         memset(&m, 0, sizeof(m));
868         R_Mesh_State(&m);
869 }
870
871 void R_Shadow_RenderMode_StencilShadowVolumes(void)
872 {
873         R_Shadow_RenderMode_Reset();
874         GL_Color(1, 1, 1, 1);
875         GL_ColorMask(0, 0, 0, 0);
876         GL_BlendFunc(GL_ONE, GL_ZERO);
877         GL_DepthMask(false);
878         GL_DepthTest(true);
879         qglPolygonOffset(r_shadowpolygonfactor, r_shadowpolygonoffset);
880         qglDepthFunc(GL_LESS);
881         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
882         qglEnable(GL_STENCIL_TEST);
883         qglStencilFunc(GL_ALWAYS, 128, ~0);
884         r_shadow_rendermode = r_shadow_shadowingrendermode;
885         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
886         {
887                 qglDisable(GL_CULL_FACE);
888                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
889                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
890                 qglStencilMask(~0);
891                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
892                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
893                 qglStencilMask(~0);
894                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
895         }
896         else
897         {
898                 qglEnable(GL_CULL_FACE);
899                 qglStencilMask(~0);
900                 // this is changed by every shadow render so its value here is unimportant
901                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
902         }
903         GL_Clear(GL_STENCIL_BUFFER_BIT);
904         renderstats.lights_clears++;
905 }
906
907 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
908 {
909         R_Shadow_RenderMode_Reset();
910         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
911         GL_DepthMask(false);
912         GL_DepthTest(true);
913         qglPolygonOffset(r_polygonfactor, r_polygonoffset);
914         //qglDisable(GL_POLYGON_OFFSET_FILL);
915         GL_Color(1, 1, 1, 1);
916         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
917         if (transparent)
918                 qglDepthFunc(GL_LEQUAL);
919         else
920                 qglDepthFunc(GL_EQUAL);
921         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
922         qglEnable(GL_CULL_FACE);
923         if (stenciltest)
924                 qglEnable(GL_STENCIL_TEST);
925         else
926                 qglDisable(GL_STENCIL_TEST);
927         qglStencilMask(~0);
928         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
929         // only draw light where this geometry was already rendered AND the
930         // stencil is 128 (values other than this mean shadow)
931         qglStencilFunc(GL_EQUAL, 128, ~0);
932         r_shadow_rendermode = r_shadow_lightingrendermode;
933         // do global setup needed for the chosen lighting mode
934         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
935         {
936                 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
937                 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
938                 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
939                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
940                 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
941                 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
942                 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
943                 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
944                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
945                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
946                 CHECKGLERROR
947         }
948 }
949
950 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
951 {
952         R_Shadow_RenderMode_Reset();
953         GL_BlendFunc(GL_ONE, GL_ONE);
954         GL_DepthMask(false);
955         GL_DepthTest(!r_showdisabledepthtest.integer);
956         qglPolygonOffset(r_polygonfactor, r_polygonoffset);
957         GL_Color(0.0, 0.0125, 0.1, 1);
958         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
959         qglDepthFunc(GL_GEQUAL);
960         qglCullFace(GL_FRONT); // this culls back
961         qglDisable(GL_CULL_FACE);
962         qglDisable(GL_STENCIL_TEST);
963         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
964 }
965
966 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
967 {
968         R_Shadow_RenderMode_Reset();
969         GL_BlendFunc(GL_ONE, GL_ONE);
970         GL_DepthMask(false);
971         GL_DepthTest(!r_showdisabledepthtest.integer);
972         qglPolygonOffset(r_polygonfactor, r_polygonoffset);
973         GL_Color(0.1, 0.0125, 0, 1);
974         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
975         if (transparent)
976                 qglDepthFunc(GL_LEQUAL);
977         else
978                 qglDepthFunc(GL_EQUAL);
979         qglCullFace(GL_FRONT); // this culls back
980         qglEnable(GL_CULL_FACE);
981         if (stenciltest)
982                 qglEnable(GL_STENCIL_TEST);
983         else
984                 qglDisable(GL_STENCIL_TEST);
985         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
986 }
987
988 void R_Shadow_RenderMode_End(void)
989 {
990         R_Shadow_RenderMode_Reset();
991         R_Shadow_RenderMode_ActiveLight(NULL);
992         GL_BlendFunc(GL_ONE, GL_ZERO);
993         GL_DepthMask(true);
994         GL_DepthTest(true);
995         qglPolygonOffset(r_polygonfactor, r_polygonoffset);
996         //qglDisable(GL_POLYGON_OFFSET_FILL);
997         GL_Color(1, 1, 1, 1);
998         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
999         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1000         qglDepthFunc(GL_LEQUAL);
1001         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1002         qglEnable(GL_CULL_FACE);
1003         qglDisable(GL_STENCIL_TEST);
1004         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1005         if (gl_support_stenciltwoside)
1006                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1007         qglStencilMask(~0);
1008         qglStencilFunc(GL_ALWAYS, 128, ~0);
1009         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1010 }
1011
1012 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1013 {
1014         int i, ix1, iy1, ix2, iy2;
1015         float x1, y1, x2, y2;
1016         vec4_t v, v2;
1017         rmesh_t mesh;
1018         mplane_t planes[11];
1019         float vertex3f[256*3];
1020
1021         // if view is inside the light box, just say yes it's visible
1022         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1023         {
1024                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1025                 return false;
1026         }
1027
1028         // create a temporary brush describing the area the light can affect in worldspace
1029         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1030         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1031         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1032         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1033         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1034         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1035         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1036         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1037         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1038         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1039         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1040
1041         // turn the brush into a mesh
1042         memset(&mesh, 0, sizeof(rmesh_t));
1043         mesh.maxvertices = 256;
1044         mesh.vertex3f = vertex3f;
1045         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1046         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1047
1048         // if that mesh is empty, the light is not visible at all
1049         if (!mesh.numvertices)
1050                 return true;
1051
1052         if (!r_shadow_scissor.integer)
1053                 return false;
1054
1055         // if that mesh is not empty, check what area of the screen it covers
1056         x1 = y1 = x2 = y2 = 0;
1057         v[3] = 1.0f;
1058         for (i = 0;i < mesh.numvertices;i++)
1059         {
1060                 VectorCopy(mesh.vertex3f + i * 3, v);
1061                 GL_TransformToScreen(v, v2);
1062                 //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]);
1063                 if (i)
1064                 {
1065                         if (x1 > v2[0]) x1 = v2[0];
1066                         if (x2 < v2[0]) x2 = v2[0];
1067                         if (y1 > v2[1]) y1 = v2[1];
1068                         if (y2 < v2[1]) y2 = v2[1];
1069                 }
1070                 else
1071                 {
1072                         x1 = x2 = v2[0];
1073                         y1 = y2 = v2[1];
1074                 }
1075         }
1076
1077         // now convert the scissor rectangle to integer screen coordinates
1078         ix1 = (int)(x1 - 1.0f);
1079         iy1 = (int)(y1 - 1.0f);
1080         ix2 = (int)(x2 + 1.0f);
1081         iy2 = (int)(y2 + 1.0f);
1082         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1083
1084         // clamp it to the screen
1085         if (ix1 < r_view_x) ix1 = r_view_x;
1086         if (iy1 < r_view_y) iy1 = r_view_y;
1087         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1088         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1089
1090         // if it is inside out, it's not visible
1091         if (ix2 <= ix1 || iy2 <= iy1)
1092                 return true;
1093
1094         // the light area is visible, set up the scissor rectangle
1095         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1096         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1097         //qglEnable(GL_SCISSOR_TEST);
1098         renderstats.lights_scissored++;
1099         return false;
1100 }
1101
1102 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1103 {
1104         int numverts = surface->num_vertices;
1105         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1106         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1107         float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1108         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1109         if (r_textureunits.integer >= 3)
1110         {
1111                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1112                 {
1113                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1114                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1115                         if ((dot = DotProduct(n, v)) < 0)
1116                         {
1117                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1118                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1119                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1120                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1121                                 if (fogenabled)
1122                                 {
1123                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1124                                         VectorScale(color4f, f, color4f);
1125                                 }
1126                         }
1127                         else
1128                                 VectorClear(color4f);
1129                         color4f[3] = 1;
1130                 }
1131         }
1132         else if (r_textureunits.integer >= 2)
1133         {
1134                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1135                 {
1136                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1137                         if ((dist = fabs(v[2])) < 1)
1138                         {
1139                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1140                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1141                                 if ((dot = DotProduct(n, v)) < 0)
1142                                 {
1143                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1144                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1145                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1146                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1147                                 }
1148                                 else
1149                                 {
1150                                         color4f[0] = ambientcolor[0] * distintensity;
1151                                         color4f[1] = ambientcolor[1] * distintensity;
1152                                         color4f[2] = ambientcolor[2] * distintensity;
1153                                 }
1154                                 if (fogenabled)
1155                                 {
1156                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1157                                         VectorScale(color4f, f, color4f);
1158                                 }
1159                         }
1160                         else
1161                                 VectorClear(color4f);
1162                         color4f[3] = 1;
1163                 }
1164         }
1165         else
1166         {
1167                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1168                 {
1169                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1170                         if ((dist = DotProduct(v, v)) < 1)
1171                         {
1172                                 dist = sqrt(dist);
1173                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1174                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1175                                 if ((dot = DotProduct(n, v)) < 0)
1176                                 {
1177                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1178                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1179                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1180                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1181                                 }
1182                                 else
1183                                 {
1184                                         color4f[0] = ambientcolor[0] * distintensity;
1185                                         color4f[1] = ambientcolor[1] * distintensity;
1186                                         color4f[2] = ambientcolor[2] * distintensity;
1187                                 }
1188                                 if (fogenabled)
1189                                 {
1190                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1191                                         VectorScale(color4f, f, color4f);
1192                                 }
1193                         }
1194                         else
1195                                 VectorClear(color4f);
1196                         color4f[3] = 1;
1197                 }
1198         }
1199 }
1200
1201 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1202
1203 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1204 {
1205         int i;
1206         float lightdir[3];
1207         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1208         {
1209                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1210                 // the cubemap normalizes this for us
1211                 out3f[0] = DotProduct(svector3f, lightdir);
1212                 out3f[1] = DotProduct(tvector3f, lightdir);
1213                 out3f[2] = DotProduct(normal3f, lightdir);
1214         }
1215 }
1216
1217 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1218 {
1219         int i;
1220         float lightdir[3], eyedir[3], halfdir[3];
1221         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1222         {
1223                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1224                 VectorNormalize(lightdir);
1225                 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1226                 VectorNormalize(eyedir);
1227                 VectorAdd(lightdir, eyedir, halfdir);
1228                 // the cubemap normalizes this for us
1229                 out3f[0] = DotProduct(svector3f, halfdir);
1230                 out3f[1] = DotProduct(tvector3f, halfdir);
1231                 out3f[2] = DotProduct(normal3f, halfdir);
1232         }
1233 }
1234
1235 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1236 {
1237         // used to display how many times a surface is lit for level design purposes
1238         int surfacelistindex;
1239         model_t *model = ent->model;
1240         rmeshstate_t m;
1241         GL_Color(0.1, 0.025, 0, 1);
1242         memset(&m, 0, sizeof(m));
1243         R_Mesh_State(&m);
1244         RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, false, false, numsurfaces, surfacelist);
1245         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1246         {
1247                 const msurface_t *surface = surfacelist[surfacelistindex];
1248                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1249                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
1250                 GL_LockArrays(0, 0);
1251         }
1252 }
1253
1254 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1255 {
1256         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1257         int surfacelistindex;
1258         model_t *model = ent->model;
1259         RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist);
1260         R_SetupSurfaceShader(ent, texture, r_shadow_entityeyeorigin, lightcolorbase, false);
1261         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1262         {
1263                 const msurface_t *surface = surfacelist[surfacelistindex];
1264                 const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1265                 R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
1266                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1267                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1268                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1269                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1270                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1271                 GL_LockArrays(0, 0);
1272         }
1273 }
1274
1275 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1276 {
1277         int renders;
1278         model_t *model = ent->model;
1279         float color2[3];
1280         rmeshstate_t m;
1281         const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1282         GL_Color(1,1,1,1);
1283         // colorscale accounts for how much we multiply the brightness
1284         // during combine.
1285         //
1286         // mult is how many times the final pass of the lighting will be
1287         // performed to get more brightness than otherwise possible.
1288         //
1289         // Limit mult to 64 for sanity sake.
1290         if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1291         {
1292                 // 3 3D combine path (Geforce3, Radeon 8500)
1293                 memset(&m, 0, sizeof(m));
1294                 m.pointer_vertex = rsurface_vertex3f;
1295                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1296                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1297                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1298                 m.tex[1] = R_GetTexture(basetexture);
1299                 m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
1300                 m.texmatrix[1] = texture->currenttexmatrix;
1301                 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1302                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1303                 m.texmatrix[2] = r_shadow_entitytolight;
1304                 GL_BlendFunc(GL_ONE, GL_ONE);
1305         }
1306         else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1307         {
1308                 // 2 3D combine path (Geforce3, original Radeon)
1309                 memset(&m, 0, sizeof(m));
1310                 m.pointer_vertex = rsurface_vertex3f;
1311                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1312                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1313                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1314                 m.tex[1] = R_GetTexture(basetexture);
1315                 m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
1316                 m.texmatrix[1] = texture->currenttexmatrix;
1317                 GL_BlendFunc(GL_ONE, GL_ONE);
1318         }
1319         else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1320         {
1321                 // 4 2D combine path (Geforce3, Radeon 8500)
1322                 memset(&m, 0, sizeof(m));
1323                 m.pointer_vertex = rsurface_vertex3f;
1324                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1325                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1326                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1327                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1328                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1329                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1330                 m.tex[2] = R_GetTexture(basetexture);
1331                 m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
1332                 m.texmatrix[2] = texture->currenttexmatrix;
1333                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1334                 {
1335                         m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1336                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1337                         m.texmatrix[3] = r_shadow_entitytolight;
1338                 }
1339                 GL_BlendFunc(GL_ONE, GL_ONE);
1340         }
1341         else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1342         {
1343                 // 3 2D combine path (Geforce3, original Radeon)
1344                 memset(&m, 0, sizeof(m));
1345                 m.pointer_vertex = rsurface_vertex3f;
1346                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1347                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1348                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1349                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1350                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1351                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1352                 m.tex[2] = R_GetTexture(basetexture);
1353                 m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
1354                 m.texmatrix[2] = texture->currenttexmatrix;
1355                 GL_BlendFunc(GL_ONE, GL_ONE);
1356         }
1357         else
1358         {
1359                 // 2/2/2 2D combine path (any dot3 card)
1360                 memset(&m, 0, sizeof(m));
1361                 m.pointer_vertex = rsurface_vertex3f;
1362                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1363                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1364                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1365                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1366                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1367                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1368                 R_Mesh_State(&m);
1369                 GL_ColorMask(0,0,0,1);
1370                 GL_BlendFunc(GL_ONE, GL_ZERO);
1371                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1372                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1373                 GL_LockArrays(0, 0);
1374
1375                 memset(&m, 0, sizeof(m));
1376                 m.pointer_vertex = rsurface_vertex3f;
1377                 m.tex[0] = R_GetTexture(basetexture);
1378                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1379                 m.texmatrix[0] = texture->currenttexmatrix;
1380                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1381                 {
1382                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1383                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1384                         m.texmatrix[1] = r_shadow_entitytolight;
1385                 }
1386                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1387         }
1388         // this final code is shared
1389         R_Mesh_State(&m);
1390         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1391         VectorScale(lightcolorbase, colorscale, color2);
1392         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1393         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1394         {
1395                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1396                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1397         }
1398         GL_LockArrays(0, 0);
1399 }
1400
1401 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1402 {
1403         int renders;
1404         model_t *model = ent->model;
1405         float color2[3];
1406         rmeshstate_t m;
1407         const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1408         GL_Color(1,1,1,1);
1409         // colorscale accounts for how much we multiply the brightness
1410         // during combine.
1411         //
1412         // mult is how many times the final pass of the lighting will be
1413         // performed to get more brightness than otherwise possible.
1414         //
1415         // Limit mult to 64 for sanity sake.
1416         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1417         {
1418                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1419                 memset(&m, 0, sizeof(m));
1420                 m.pointer_vertex = rsurface_vertex3f;
1421                 m.tex[0] = R_GetTexture(normalmaptexture);
1422                 m.texcombinergb[0] = GL_REPLACE;
1423                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1424                 m.texmatrix[0] = texture->currenttexmatrix;
1425                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1426                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1427                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1428                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1429                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1430                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1431                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1432                 R_Mesh_State(&m);
1433                 GL_ColorMask(0,0,0,1);
1434                 GL_BlendFunc(GL_ONE, GL_ZERO);
1435                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1436                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1437                 GL_LockArrays(0, 0);
1438
1439                 memset(&m, 0, sizeof(m));
1440                 m.pointer_vertex = rsurface_vertex3f;
1441                 m.tex[0] = R_GetTexture(basetexture);
1442                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1443                 m.texmatrix[0] = texture->currenttexmatrix;
1444                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1445                 {
1446                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1447                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1448                         m.texmatrix[1] = r_shadow_entitytolight;
1449                 }
1450                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1451         }
1452         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1453         {
1454                 // 1/2/2 3D combine path (original Radeon)
1455                 memset(&m, 0, sizeof(m));
1456                 m.pointer_vertex = rsurface_vertex3f;
1457                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1458                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1459                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1460                 R_Mesh_State(&m);
1461                 GL_ColorMask(0,0,0,1);
1462                 GL_BlendFunc(GL_ONE, GL_ZERO);
1463                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1464                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1465                 GL_LockArrays(0, 0);
1466
1467                 memset(&m, 0, sizeof(m));
1468                 m.pointer_vertex = rsurface_vertex3f;
1469                 m.tex[0] = R_GetTexture(normalmaptexture);
1470                 m.texcombinergb[0] = GL_REPLACE;
1471                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1472                 m.texmatrix[0] = texture->currenttexmatrix;
1473                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1474                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1475                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1476                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1477                 R_Mesh_State(&m);
1478                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1479                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1480                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1481                 GL_LockArrays(0, 0);
1482
1483                 memset(&m, 0, sizeof(m));
1484                 m.pointer_vertex = rsurface_vertex3f;
1485                 m.tex[0] = R_GetTexture(basetexture);
1486                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1487                 m.texmatrix[0] = texture->currenttexmatrix;
1488                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1489                 {
1490                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1491                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1492                         m.texmatrix[1] = r_shadow_entitytolight;
1493                 }
1494                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1495         }
1496         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1497         {
1498                 // 2/2 3D combine path (original Radeon)
1499                 memset(&m, 0, sizeof(m));
1500                 m.pointer_vertex = rsurface_vertex3f;
1501                 m.tex[0] = R_GetTexture(normalmaptexture);
1502                 m.texcombinergb[0] = GL_REPLACE;
1503                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1504                 m.texmatrix[0] = texture->currenttexmatrix;
1505                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1506                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1507                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1508                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1509                 R_Mesh_State(&m);
1510                 GL_ColorMask(0,0,0,1);
1511                 GL_BlendFunc(GL_ONE, GL_ZERO);
1512                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1513                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1514                 GL_LockArrays(0, 0);
1515
1516                 memset(&m, 0, sizeof(m));
1517                 m.pointer_vertex = rsurface_vertex3f;
1518                 m.tex[0] = R_GetTexture(basetexture);
1519                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1520                 m.texmatrix[0] = texture->currenttexmatrix;
1521                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1522                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1523                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1524                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1525         }
1526         else if (r_textureunits.integer >= 4)
1527         {
1528                 // 4/2 2D combine path (Geforce3, Radeon 8500)
1529                 memset(&m, 0, sizeof(m));
1530                 m.pointer_vertex = rsurface_vertex3f;
1531                 m.tex[0] = R_GetTexture(normalmaptexture);
1532                 m.texcombinergb[0] = GL_REPLACE;
1533                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1534                 m.texmatrix[0] = texture->currenttexmatrix;
1535                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1536                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1537                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1538                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1539                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1540                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1541                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1542                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1543                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1544                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1545                 R_Mesh_State(&m);
1546                 GL_ColorMask(0,0,0,1);
1547                 GL_BlendFunc(GL_ONE, GL_ZERO);
1548                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1549                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1550                 GL_LockArrays(0, 0);
1551
1552                 memset(&m, 0, sizeof(m));
1553                 m.pointer_vertex = rsurface_vertex3f;
1554                 m.tex[0] = R_GetTexture(basetexture);
1555                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1556                 m.texmatrix[0] = texture->currenttexmatrix;
1557                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1558                 {
1559                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1560                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1561                         m.texmatrix[1] = r_shadow_entitytolight;
1562                 }
1563                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1564         }
1565         else
1566         {
1567                 // 2/2/2 2D combine path (any dot3 card)
1568                 memset(&m, 0, sizeof(m));
1569                 m.pointer_vertex = rsurface_vertex3f;
1570                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1571                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1572                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1573                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1574                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1575                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1576                 R_Mesh_State(&m);
1577                 GL_ColorMask(0,0,0,1);
1578                 GL_BlendFunc(GL_ONE, GL_ZERO);
1579                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1580                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1581                 GL_LockArrays(0, 0);
1582
1583                 memset(&m, 0, sizeof(m));
1584                 m.pointer_vertex = rsurface_vertex3f;
1585                 m.tex[0] = R_GetTexture(normalmaptexture);
1586                 m.texcombinergb[0] = GL_REPLACE;
1587                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1588                 m.texmatrix[0] = texture->currenttexmatrix;
1589                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1590                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1591                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1592                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1593                 R_Mesh_State(&m);
1594                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1595                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1596                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1597                 GL_LockArrays(0, 0);
1598
1599                 memset(&m, 0, sizeof(m));
1600                 m.pointer_vertex = rsurface_vertex3f;
1601                 m.tex[0] = R_GetTexture(basetexture);
1602                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1603                 m.texmatrix[0] = texture->currenttexmatrix;
1604                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1605                 {
1606                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1607                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1608                         m.texmatrix[1] = r_shadow_entitytolight;
1609                 }
1610                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1611         }
1612         // this final code is shared
1613         R_Mesh_State(&m);
1614         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1615         VectorScale(lightcolorbase, colorscale, color2);
1616         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1617         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1618         {
1619                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1620                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1621         }
1622         GL_LockArrays(0, 0);
1623 }
1624
1625 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1626 {
1627         int renders;
1628         model_t *model = ent->model;
1629         float color2[3];
1630         rmeshstate_t m;
1631         const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1632         // FIXME: detect blendsquare!
1633         //if (!gl_support_blendsquare)
1634         //      return;
1635         GL_Color(1,1,1,1);
1636         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1637         {
1638                 // 2/0/0/1/2 3D combine blendsquare path
1639                 memset(&m, 0, sizeof(m));
1640                 m.pointer_vertex = rsurface_vertex3f;
1641                 m.tex[0] = R_GetTexture(normalmaptexture);
1642                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1643                 m.texmatrix[0] = texture->currenttexmatrix;
1644                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1645                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1646                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1647                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1648                 R_Mesh_State(&m);
1649                 GL_ColorMask(0,0,0,1);
1650                 // this squares the result
1651                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1652                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1653                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1654                 GL_LockArrays(0, 0);
1655
1656                 memset(&m, 0, sizeof(m));
1657                 m.pointer_vertex = rsurface_vertex3f;
1658                 R_Mesh_State(&m);
1659                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1660                 // square alpha in framebuffer a few times to make it shiny
1661                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1662                 // these comments are a test run through this math for intensity 0.5
1663                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1664                 // 0.25 * 0.25 = 0.0625 (this is another pass)
1665                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1666                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1667                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1668                 GL_LockArrays(0, 0);
1669
1670                 memset(&m, 0, sizeof(m));
1671                 m.pointer_vertex = rsurface_vertex3f;
1672                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1673                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1674                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1675                 R_Mesh_State(&m);
1676                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1677                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1678                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1679                 GL_LockArrays(0, 0);
1680
1681                 memset(&m, 0, sizeof(m));
1682                 m.pointer_vertex = rsurface_vertex3f;
1683                 m.tex[0] = R_GetTexture(glosstexture);
1684                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1685                 m.texmatrix[0] = texture->currenttexmatrix;
1686                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1687                 {
1688                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1689                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1690                         m.texmatrix[1] = r_shadow_entitytolight;
1691                 }
1692                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1693         }
1694         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1695         {
1696                 // 2/0/0/2 3D combine blendsquare path
1697                 memset(&m, 0, sizeof(m));
1698                 m.pointer_vertex = rsurface_vertex3f;
1699                 m.tex[0] = R_GetTexture(normalmaptexture);
1700                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1701                 m.texmatrix[0] = texture->currenttexmatrix;
1702                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1703                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1704                 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1705                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1706                 R_Mesh_State(&m);
1707                 GL_ColorMask(0,0,0,1);
1708                 // this squares the result
1709                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1710                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1711                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1712                 GL_LockArrays(0, 0);
1713
1714                 memset(&m, 0, sizeof(m));
1715                 m.pointer_vertex = rsurface_vertex3f;
1716                 R_Mesh_State(&m);
1717                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1718                 // square alpha in framebuffer a few times to make it shiny
1719                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1720                 // these comments are a test run through this math for intensity 0.5
1721                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1722                 // 0.25 * 0.25 = 0.0625 (this is another pass)
1723                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1724                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1725                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1726                 GL_LockArrays(0, 0);
1727
1728                 memset(&m, 0, sizeof(m));
1729                 m.pointer_vertex = rsurface_vertex3f;
1730                 m.tex[0] = R_GetTexture(glosstexture);
1731                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1732                 m.texmatrix[0] = texture->currenttexmatrix;
1733                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1734                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1735                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1736                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1737         }
1738         else
1739         {
1740                 // 2/0/0/2/2 2D combine blendsquare path
1741                 memset(&m, 0, sizeof(m));
1742                 m.pointer_vertex = rsurface_vertex3f;
1743                 m.tex[0] = R_GetTexture(normalmaptexture);
1744                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1745                 m.texmatrix[0] = 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                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1750                 R_Mesh_State(&m);
1751                 GL_ColorMask(0,0,0,1);
1752                 // this squares the result
1753                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1754                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1755                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1756                 GL_LockArrays(0, 0);
1757
1758                 memset(&m, 0, sizeof(m));
1759                 m.pointer_vertex = rsurface_vertex3f;
1760                 R_Mesh_State(&m);
1761                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1762                 // square alpha in framebuffer a few times to make it shiny
1763                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1764                 // these comments are a test run through this math for intensity 0.5
1765                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1766                 // 0.25 * 0.25 = 0.0625 (this is another pass)
1767                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1768                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1769                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1770                 GL_LockArrays(0, 0);
1771
1772                 memset(&m, 0, sizeof(m));
1773                 m.pointer_vertex = rsurface_vertex3f;
1774                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1775                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1776                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1777                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1778                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1779                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1780                 R_Mesh_State(&m);
1781                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1782                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1783                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1784                 GL_LockArrays(0, 0);
1785
1786                 memset(&m, 0, sizeof(m));
1787                 m.pointer_vertex = rsurface_vertex3f;
1788                 m.tex[0] = R_GetTexture(glosstexture);
1789                 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1790                 m.texmatrix[0] = texture->currenttexmatrix;
1791                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1792                 {
1793                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1794                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1795                         m.texmatrix[1] = r_shadow_entitytolight;
1796                 }
1797                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1798         }
1799         R_Mesh_State(&m);
1800         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1801         VectorScale(lightcolorbase, colorscale, color2);
1802         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1803         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1804         {
1805                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1806                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1807         }
1808         GL_LockArrays(0, 0);
1809 }
1810
1811 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1812 {
1813         // ARB path (any Geforce, any Radeon)
1814         int surfacelistindex;
1815         qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1816         qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1817         qboolean dospecular = specularscale > 0;
1818         if (!doambient && !dodiffuse && !dospecular)
1819                 return;
1820         RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist);
1821         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1822         {
1823                 const msurface_t *surface = surfacelist[surfacelistindex];
1824                 if (doambient)
1825                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
1826                 if (dodiffuse)
1827                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1828                 if (dopants)
1829                 {
1830                         if (doambient)
1831                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
1832                         if (dodiffuse)
1833                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1834                 }
1835                 if (doshirt)
1836                 {
1837                         if (doambient)
1838                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
1839                         if (dodiffuse)
1840                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1841                 }
1842                 if (dospecular)
1843                         R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
1844         }
1845 }
1846
1847 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
1848 {
1849         int renders;
1850         const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1851         R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1852         for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
1853         {
1854                 int i;
1855                 float *c;
1856 #if 1
1857                 // due to low fillrate on the cards this vertex lighting path is
1858                 // designed for, we manually cull all triangles that do not
1859                 // contain a lit vertex
1860                 int draw;
1861                 const int *e;
1862                 int newnumtriangles;
1863                 int *newe;
1864                 int newelements[3072];
1865                 draw = false;
1866                 newnumtriangles = 0;
1867                 newe = newelements;
1868                 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1869                 {
1870                         if (newnumtriangles >= 1024)
1871                         {
1872                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1873                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1874                                 GL_LockArrays(0, 0);
1875                                 newnumtriangles = 0;
1876                                 newe = newelements;
1877                         }
1878                         if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1879                         {
1880                                 newe[0] = e[0];
1881                                 newe[1] = e[1];
1882                                 newe[2] = e[2];
1883                                 newnumtriangles++;
1884                                 newe += 3;
1885                                 draw = true;
1886                         }
1887                 }
1888                 if (newnumtriangles >= 1)
1889                 {
1890                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1891                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1892                         GL_LockArrays(0, 0);
1893                         draw = true;
1894                 }
1895                 if (!draw)
1896                         break;
1897 #else
1898                 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1899                         if (VectorLength2(c))
1900                                 goto goodpass;
1901                 break;
1902 goodpass:
1903                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1904                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1905                 GL_LockArrays(0, 0);
1906 #endif
1907                 // now reduce the intensity for the next overbright pass
1908                 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1909                 {
1910                         c[0] = max(0, c[0] - 1);
1911                         c[1] = max(0, c[1] - 1);
1912                         c[2] = max(0, c[2] - 1);
1913                 }
1914         }
1915 }
1916
1917 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1918 {
1919         int surfacelistindex;
1920         model_t *model = ent->model;
1921         float ambientcolorbase[3], diffusecolorbase[3];
1922         float ambientcolorpants[3], diffusecolorpants[3];
1923         float ambientcolorshirt[3], diffusecolorshirt[3];
1924         rmeshstate_t m;
1925         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
1926         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
1927         VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
1928         VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
1929         VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
1930         VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
1931         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1932         memset(&m, 0, sizeof(m));
1933         m.tex[0] = R_GetTexture(basetexture);
1934         if (r_textureunits.integer >= 2)
1935         {
1936                 // voodoo2
1937                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1938                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1939                 if (r_textureunits.integer >= 3)
1940                 {
1941                         // Geforce3/Radeon class but not using dot3
1942                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1943                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
1944                 }
1945         }
1946         m.pointer_color = rsurface_array_color4f;
1947         R_Mesh_State(&m);
1948         RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, false, numsurfaces, surfacelist);
1949         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1950         {
1951                 const msurface_t *surface = surfacelist[surfacelistindex];
1952                 // OpenGL 1.1 path (anything)
1953                 R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
1954                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1955                 if (r_textureunits.integer >= 2)
1956                 {
1957                         // voodoo2 or TNT
1958                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
1959                         if (r_textureunits.integer >= 3)
1960                         {
1961                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
1962                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
1963                         }
1964                 }
1965                 R_Mesh_TexBind(0, R_GetTexture(basetexture));
1966                 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorbase, ambientcolorbase);
1967                 if (dopants)
1968                 {
1969                         R_Mesh_TexBind(0, R_GetTexture(pantstexture));
1970                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorpants, ambientcolorpants);
1971                 }
1972                 if (doshirt)
1973                 {
1974                         R_Mesh_TexBind(0, R_GetTexture(shirttexture));
1975                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorshirt, ambientcolorshirt);
1976                 }
1977         }
1978 }
1979
1980 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
1981 {
1982         // FIXME: support MATERIALFLAG_NODEPTHTEST
1983         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
1984         // calculate colors to render this texture with
1985         lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
1986         lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
1987         lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
1988         if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
1989                 return;
1990         if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
1991                 qglDisable(GL_CULL_FACE);
1992         else
1993                 qglEnable(GL_CULL_FACE);
1994         if (texture->colormapping)
1995         {
1996                 qboolean dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
1997                 qboolean doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
1998                 if (dopants)
1999                 {
2000                         lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
2001                         lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
2002                         lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
2003                 }
2004                 else
2005                         VectorClear(lightcolorpants);
2006                 if (doshirt)
2007                 {
2008                         lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
2009                         lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
2010                         lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
2011                 }
2012                 else
2013                         VectorClear(lightcolorshirt);
2014                 switch (r_shadow_rendermode)
2015                 {
2016                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2017                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2018                         break;
2019                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2020                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2021                         break;
2022                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2023                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2024                         break;
2025                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2026                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2027                         break;
2028                 default:
2029                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2030                         break;
2031                 }
2032         }
2033         else
2034         {
2035                 switch (r_shadow_rendermode)
2036                 {
2037                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2038                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2039                         break;
2040                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2041                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2042                         break;
2043                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2044                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2045                         break;
2046                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2047                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2048                         break;
2049                 default:
2050                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2051                         break;
2052                 }
2053         }
2054 }
2055
2056 void R_RTLight_Update(dlight_t *light, int isstatic)
2057 {
2058         int j, k;
2059         float scale;
2060         rtlight_t *rtlight = &light->rtlight;
2061         R_RTLight_Uncompile(rtlight);
2062         memset(rtlight, 0, sizeof(*rtlight));
2063
2064         VectorCopy(light->origin, rtlight->shadoworigin);
2065         VectorCopy(light->color, rtlight->color);
2066         rtlight->radius = light->radius;
2067         //rtlight->cullradius = rtlight->radius;
2068         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2069         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2070         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2071         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2072         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2073         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2074         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2075         rtlight->cubemapname[0] = 0;
2076         if (light->cubemapname[0])
2077                 strcpy(rtlight->cubemapname, light->cubemapname);
2078         else if (light->cubemapnum > 0)
2079                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2080         rtlight->shadow = light->shadow;
2081         rtlight->corona = light->corona;
2082         rtlight->style = light->style;
2083         rtlight->isstatic = isstatic;
2084         rtlight->coronasizescale = light->coronasizescale;
2085         rtlight->ambientscale = light->ambientscale;
2086         rtlight->diffusescale = light->diffusescale;
2087         rtlight->specularscale = light->specularscale;
2088         rtlight->flags = light->flags;
2089         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2090         // ConcatScale won't work here because this needs to scale rotate and
2091         // translate, not just rotate
2092         scale = 1.0f / rtlight->radius;
2093         for (k = 0;k < 3;k++)
2094                 for (j = 0;j < 4;j++)
2095                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2096 }
2097
2098 // compiles rtlight geometry
2099 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2100 void R_RTLight_Compile(rtlight_t *rtlight)
2101 {
2102         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2103         entity_render_t *ent = r_refdef.worldentity;
2104         model_t *model = r_refdef.worldmodel;
2105         unsigned char *data;
2106
2107         // compile the light
2108         rtlight->compiled = true;
2109         rtlight->static_numleafs = 0;
2110         rtlight->static_numleafpvsbytes = 0;
2111         rtlight->static_leaflist = NULL;
2112         rtlight->static_leafpvs = NULL;
2113         rtlight->static_numsurfaces = 0;
2114         rtlight->static_surfacelist = NULL;
2115         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2116         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2117         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2118         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2119         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2120         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2121
2122         if (model && model->GetLightInfo)
2123         {
2124                 // this variable must be set for the CompileShadowVolume code
2125                 r_shadow_compilingrtlight = rtlight;
2126                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2127                 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);
2128                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2129                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2130                 rtlight->static_numleafs = numleafs;
2131                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2132                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2133                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2134                 rtlight->static_numsurfaces = numsurfaces;
2135                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2136                 if (numleafs)
2137                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2138                 if (numleafpvsbytes)
2139                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2140                 if (numsurfaces)
2141                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2142                 if (model->CompileShadowVolume && rtlight->shadow)
2143                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2144                 // now we're done compiling the rtlight
2145                 r_shadow_compilingrtlight = NULL;
2146         }
2147
2148
2149         // use smallest available cullradius - box radius or light radius
2150         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2151         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2152
2153         shadowmeshes = 0;
2154         shadowtris = 0;
2155         if (rtlight->static_meshchain_shadow)
2156         {
2157                 shadowmesh_t *mesh;
2158                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2159                 {
2160                         shadowmeshes++;
2161                         shadowtris += mesh->numtriangles;
2162                 }
2163         }
2164
2165         if (developer.integer >= 10)
2166                 Con_Printf("static light built: %f %f %f : %f %f %f box, %i 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], shadowtris, shadowmeshes);
2167 }
2168
2169 void R_RTLight_Uncompile(rtlight_t *rtlight)
2170 {
2171         if (rtlight->compiled)
2172         {
2173                 if (rtlight->static_meshchain_shadow)
2174                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2175                 rtlight->static_meshchain_shadow = NULL;
2176                 // these allocations are grouped
2177                 if (rtlight->static_leaflist)
2178                         Mem_Free(rtlight->static_leaflist);
2179                 rtlight->static_numleafs = 0;
2180                 rtlight->static_numleafpvsbytes = 0;
2181                 rtlight->static_leaflist = NULL;
2182                 rtlight->static_leafpvs = NULL;
2183                 rtlight->static_numsurfaces = 0;
2184                 rtlight->static_surfacelist = NULL;
2185                 rtlight->compiled = false;
2186         }
2187 }
2188
2189 void R_Shadow_UncompileWorldLights(void)
2190 {
2191         dlight_t *light;
2192         for (light = r_shadow_worldlightchain;light;light = light->next)
2193                 R_RTLight_Uncompile(&light->rtlight);
2194 }
2195
2196 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2197 {
2198         model_t *model = ent->model;
2199         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2200         vec_t relativeshadowradius;
2201         if (ent == r_refdef.worldentity)
2202         {
2203                 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2204                 {
2205                         shadowmesh_t *mesh;
2206                         R_Mesh_Matrix(&ent->matrix);
2207                         for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2208                         {
2209                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2210                                 R_Mesh_VertexPointer(mesh->vertex3f);
2211                                 GL_LockArrays(0, mesh->numverts);
2212                                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2213                                 {
2214                                         // decrement stencil if backface is behind depthbuffer
2215                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2216                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2217                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2218                                         // increment stencil if frontface is behind depthbuffer
2219                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2220                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2221                                 }
2222                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2223                                 GL_LockArrays(0, 0);
2224                         }
2225                 }
2226                 else if (numsurfaces)
2227                 {
2228                         R_Mesh_Matrix(&ent->matrix);
2229                         model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2230                 }
2231         }
2232         else
2233         {
2234                 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2235                 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2236                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2237                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2238                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2239                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2240                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2241                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2242                 R_Mesh_Matrix(&ent->matrix);
2243                 model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2244         }
2245 }
2246
2247 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2248 {
2249         // set up properties for rendering light onto this entity
2250         Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2251         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2252         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2253         Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2254         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2255         R_Mesh_Matrix(&ent->matrix);
2256 }
2257
2258 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2259 {
2260         model_t *model = ent->model;
2261         if (!model->DrawLight)
2262                 return;
2263         R_Shadow_SetupEntityLight(ent);
2264         if (ent == r_refdef.worldentity)
2265                 model->DrawLight(ent, numsurfaces, surfacelist);
2266         else
2267                 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
2268 }
2269
2270 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2271 {
2272         int i, usestencil;
2273         float f;
2274         int numleafs, numsurfaces;
2275         int *leaflist, *surfacelist;
2276         unsigned char *leafpvs;
2277         int numlightentities;
2278         int numshadowentities;
2279         entity_render_t *lightentities[MAX_EDICTS];
2280         entity_render_t *shadowentities[MAX_EDICTS];
2281
2282         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2283         // skip lights that are basically invisible (color 0 0 0)
2284         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2285                 return;
2286
2287         // loading is done before visibility checks because loading should happen
2288         // all at once at the start of a level, not when it stalls gameplay.
2289         // (especially important to benchmarks)
2290         // compile light
2291         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2292                 R_RTLight_Compile(rtlight);
2293         // load cubemap
2294         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2295
2296         // look up the light style value at this time
2297         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2298         VectorScale(rtlight->color, f, rtlight->currentcolor);
2299         /*
2300         if (rtlight->selected)
2301         {
2302                 f = 2 + sin(realtime * M_PI * 4.0);
2303                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2304         }
2305         */
2306
2307         // if lightstyle is currently off, don't draw the light
2308         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2309                 return;
2310
2311         // if the light box is offscreen, skip it
2312         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2313                 return;
2314
2315         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2316         {
2317                 // compiled light, world available and can receive realtime lighting
2318                 // retrieve leaf information
2319                 numleafs = rtlight->static_numleafs;
2320                 leaflist = rtlight->static_leaflist;
2321                 leafpvs = rtlight->static_leafpvs;
2322                 numsurfaces = rtlight->static_numsurfaces;
2323                 surfacelist = rtlight->static_surfacelist;
2324         }
2325         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2326         {
2327                 // dynamic light, world available and can receive realtime lighting
2328                 // calculate lit surfaces and leafs
2329                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2330                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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);
2331                 leaflist = r_shadow_buffer_leaflist;
2332                 leafpvs = r_shadow_buffer_leafpvs;
2333                 surfacelist = r_shadow_buffer_surfacelist;
2334                 // if the reduced leaf bounds are offscreen, skip it
2335                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2336                         return;
2337         }
2338         else
2339         {
2340                 // no world
2341                 numleafs = 0;
2342                 leaflist = NULL;
2343                 leafpvs = NULL;
2344                 numsurfaces = 0;
2345                 surfacelist = NULL;
2346         }
2347         // check if light is illuminating any visible leafs
2348         if (numleafs)
2349         {
2350                 for (i = 0;i < numleafs;i++)
2351                         if (r_worldleafvisible[leaflist[i]])
2352                                 break;
2353                 if (i == numleafs)
2354                         return;
2355         }
2356         // set up a scissor rectangle for this light
2357         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2358                 return;
2359
2360         // make a list of lit entities and shadow casting entities
2361         numlightentities = 0;
2362         numshadowentities = 0;
2363         // don't count the world unless some surfaces are actually lit
2364         if (numsurfaces)
2365         {
2366                 lightentities[numlightentities++] = r_refdef.worldentity;
2367                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2368         }
2369         // add dynamic entities that are lit by the light
2370         if (r_drawentities.integer)
2371         {
2372                 for (i = 0;i < r_refdef.numentities;i++)
2373                 {
2374                         model_t *model;
2375                         entity_render_t *ent = r_refdef.entities[i];
2376                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2377                          && (model = ent->model)
2378                          && !(ent->flags & RENDER_TRANSPARENT)
2379                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2380                         {
2381                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2382                                 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2383                                         shadowentities[numshadowentities++] = ent;
2384                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && model->DrawLight)
2385                                         lightentities[numlightentities++] = ent;
2386                         }
2387                 }
2388         }
2389
2390         // return if there's nothing at all to light
2391         if (!numlightentities)
2392                 return;
2393
2394         // don't let sound skip if going slow
2395         if (r_refdef.extraupdate)
2396                 S_ExtraUpdate ();
2397
2398         // make this the active rtlight for rendering purposes
2399         R_Shadow_RenderMode_ActiveLight(rtlight);
2400         // count this light in the r_speeds
2401         renderstats.lights++;
2402
2403         usestencil = false;
2404         if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2405         {
2406                 // draw stencil shadow volumes to mask off pixels that are in shadow
2407                 // so that they won't receive lighting
2408                 if (gl_stencil)
2409                 {
2410                         usestencil = true;
2411                         R_Shadow_RenderMode_StencilShadowVolumes();
2412                         for (i = 0;i < numshadowentities;i++)
2413                                 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2414                 }
2415
2416                 // optionally draw visible shape of the shadow volumes
2417                 // for performance analysis by level designers
2418                 if (r_showshadowvolumes.integer)
2419                 {
2420                         R_Shadow_RenderMode_VisibleShadowVolumes();
2421                         for (i = 0;i < numshadowentities;i++)
2422                                 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2423                 }
2424         }
2425
2426         if (numlightentities)
2427         {
2428                 // draw lighting in the unmasked areas
2429                 R_Shadow_RenderMode_Lighting(usestencil, false);
2430                 for (i = 0;i < numlightentities;i++)
2431                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2432
2433                 // optionally draw the illuminated areas
2434                 // for performance analysis by level designers
2435                 if (r_showlighting.integer)
2436                 {
2437                         R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2438                         for (i = 0;i < numlightentities;i++)
2439                                 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2440                 }
2441         }
2442 }
2443
2444 void R_ShadowVolumeLighting(qboolean visible)
2445 {
2446         int lnum, flag;
2447         dlight_t *light;
2448
2449         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2450                 R_Shadow_EditLights_Reload_f();
2451
2452         R_Shadow_RenderMode_Begin();
2453
2454         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2455         if (r_shadow_debuglight.integer >= 0)
2456         {
2457                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2458                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2459                                 R_DrawRTLight(&light->rtlight, visible);
2460         }
2461         else
2462                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2463                         if (light->flags & flag)
2464                                 R_DrawRTLight(&light->rtlight, visible);
2465         if (r_rtdlight)
2466                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2467                         R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2468
2469         R_Shadow_RenderMode_End();
2470 }
2471
2472 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2473 typedef struct suffixinfo_s
2474 {
2475         char *suffix;
2476         qboolean flipx, flipy, flipdiagonal;
2477 }
2478 suffixinfo_t;
2479 static suffixinfo_t suffix[3][6] =
2480 {
2481         {
2482                 {"px",   false, false, false},
2483                 {"nx",   false, false, false},
2484                 {"py",   false, false, false},
2485                 {"ny",   false, false, false},
2486                 {"pz",   false, false, false},
2487                 {"nz",   false, false, false}
2488         },
2489         {
2490                 {"posx", false, false, false},
2491                 {"negx", false, false, false},
2492                 {"posy", false, false, false},
2493                 {"negy", false, false, false},
2494                 {"posz", false, false, false},
2495                 {"negz", false, false, false}
2496         },
2497         {
2498                 {"rt",    true, false,  true},
2499                 {"lf",   false,  true,  true},
2500                 {"ft",    true,  true, false},
2501                 {"bk",   false, false, false},
2502                 {"up",    true, false,  true},
2503                 {"dn",    true, false,  true}
2504         }
2505 };
2506
2507 static int componentorder[4] = {0, 1, 2, 3};
2508
2509 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2510 {
2511         int i, j, cubemapsize;
2512         unsigned char *cubemappixels, *image_rgba;
2513         rtexture_t *cubemaptexture;
2514         char name[256];
2515         // must start 0 so the first loadimagepixels has no requested width/height
2516         cubemapsize = 0;
2517         cubemappixels = NULL;
2518         cubemaptexture = NULL;
2519         // keep trying different suffix groups (posx, px, rt) until one loads
2520         for (j = 0;j < 3 && !cubemappixels;j++)
2521         {
2522                 // load the 6 images in the suffix group
2523                 for (i = 0;i < 6;i++)
2524                 {
2525                         // generate an image name based on the base and and suffix
2526                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2527                         // load it
2528                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2529                         {
2530                                 // an image loaded, make sure width and height are equal
2531                                 if (image_width == image_height)
2532                                 {
2533                                         // if this is the first image to load successfully, allocate the cubemap memory
2534                                         if (!cubemappixels && image_width >= 1)
2535                                         {
2536                                                 cubemapsize = image_width;
2537                                                 // note this clears to black, so unavailable sides are black
2538                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2539                                         }
2540                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2541                                         if (cubemappixels)
2542                                                 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);
2543                                 }
2544                                 else
2545                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2546                                 // free the image
2547                                 Mem_Free(image_rgba);
2548                         }
2549                 }
2550         }
2551         // if a cubemap loaded, upload it
2552         if (cubemappixels)
2553         {
2554                 if (!r_shadow_filters_texturepool)
2555                         r_shadow_filters_texturepool = R_AllocTexturePool();
2556                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2557                 Mem_Free(cubemappixels);
2558         }
2559         else
2560         {
2561                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2562                 for (j = 0;j < 3;j++)
2563                         for (i = 0;i < 6;i++)
2564                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2565                 Con_Print(" and was unable to find any of them.\n");
2566         }
2567         return cubemaptexture;
2568 }
2569
2570 rtexture_t *R_Shadow_Cubemap(const char *basename)
2571 {
2572         int i;
2573         for (i = 0;i < numcubemaps;i++)
2574                 if (!strcasecmp(cubemaps[i].basename, basename))
2575                         return cubemaps[i].texture;
2576         if (i >= MAX_CUBEMAPS)
2577                 return r_texture_whitecube;
2578         numcubemaps++;
2579         strcpy(cubemaps[i].basename, basename);
2580         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2581         if (!cubemaps[i].texture)
2582                 cubemaps[i].texture = r_texture_whitecube;
2583         return cubemaps[i].texture;
2584 }
2585
2586 void R_Shadow_FreeCubemaps(void)
2587 {
2588         numcubemaps = 0;
2589         R_FreeTexturePool(&r_shadow_filters_texturepool);
2590 }
2591
2592 dlight_t *R_Shadow_NewWorldLight(void)
2593 {
2594         dlight_t *light;
2595         light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2596         light->next = r_shadow_worldlightchain;
2597         r_shadow_worldlightchain = light;
2598         return light;
2599 }
2600
2601 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)
2602 {
2603         VectorCopy(origin, light->origin);
2604         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2605         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2606         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2607         light->color[0] = max(color[0], 0);
2608         light->color[1] = max(color[1], 0);
2609         light->color[2] = max(color[2], 0);
2610         light->radius = max(radius, 0);
2611         light->style = style;
2612         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2613         {
2614                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2615                 light->style = 0;
2616         }
2617         light->shadow = shadowenable;
2618         light->corona = corona;
2619         if (!cubemapname)
2620                 cubemapname = "";
2621         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2622         light->coronasizescale = coronasizescale;
2623         light->ambientscale = ambientscale;
2624         light->diffusescale = diffusescale;
2625         light->specularscale = specularscale;
2626         light->flags = flags;
2627         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2628
2629         R_RTLight_Update(light, true);
2630 }
2631
2632 void R_Shadow_FreeWorldLight(dlight_t *light)
2633 {
2634         dlight_t **lightpointer;
2635         R_RTLight_Uncompile(&light->rtlight);
2636         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2637         if (*lightpointer != light)
2638                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2639         *lightpointer = light->next;
2640         Mem_Free(light);
2641 }
2642
2643 void R_Shadow_ClearWorldLights(void)
2644 {
2645         while (r_shadow_worldlightchain)
2646                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2647         r_shadow_selectedlight = NULL;
2648         R_Shadow_FreeCubemaps();
2649 }
2650
2651 void R_Shadow_SelectLight(dlight_t *light)
2652 {
2653         if (r_shadow_selectedlight)
2654                 r_shadow_selectedlight->selected = false;
2655         r_shadow_selectedlight = light;
2656         if (r_shadow_selectedlight)
2657                 r_shadow_selectedlight->selected = true;
2658 }
2659
2660 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
2661 {
2662         float scale = r_editlights_cursorgrid.value * 0.5f;
2663         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2664 }
2665
2666 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
2667 {
2668         float intensity;
2669         const dlight_t *light = (dlight_t *)ent;
2670         intensity = 0.5;
2671         if (light->selected)
2672                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2673         if (!light->shadow)
2674                 intensity *= 0.5f;
2675         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacenumber]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2676 }
2677
2678 void R_Shadow_DrawLightSprites(void)
2679 {
2680         int i;
2681         dlight_t *light;
2682
2683         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2684                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2685         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2686 }
2687
2688 void R_Shadow_SelectLightInView(void)
2689 {
2690         float bestrating, rating, temp[3];
2691         dlight_t *best, *light;
2692         best = NULL;
2693         bestrating = 0;
2694         for (light = r_shadow_worldlightchain;light;light = light->next)
2695         {
2696                 VectorSubtract(light->origin, r_vieworigin, temp);
2697                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
2698                 if (rating >= 0.95)
2699                 {
2700                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2701                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
2702                         {
2703                                 bestrating = rating;
2704                                 best = light;
2705                         }
2706                 }
2707         }
2708         R_Shadow_SelectLight(best);
2709 }
2710
2711 void R_Shadow_LoadWorldLights(void)
2712 {
2713         int n, a, style, shadow, flags;
2714         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2715         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2716         if (r_refdef.worldmodel == NULL)
2717         {
2718                 Con_Print("No map loaded.\n");
2719                 return;
2720         }
2721         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2722         strlcat (name, ".rtlights", sizeof (name));
2723         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2724         if (lightsstring)
2725         {
2726                 s = lightsstring;
2727                 n = 0;
2728                 while (*s)
2729                 {
2730                         t = s;
2731                         /*
2732                         shadow = true;
2733                         for (;COM_Parse(t, true) && strcmp(
2734                         if (COM_Parse(t, true))
2735                         {
2736                                 if (com_token[0] == '!')
2737                                 {
2738                                         shadow = false;
2739                                         origin[0] = atof(com_token+1);
2740                                 }
2741                                 else
2742                                         origin[0] = atof(com_token);
2743                                 if (Com_Parse(t
2744                         }
2745                         */
2746                         t = s;
2747                         while (*s && *s != '\n' && *s != '\r')
2748                                 s++;
2749                         if (!*s)
2750                                 break;
2751                         tempchar = *s;
2752                         shadow = true;
2753                         // check for modifier flags
2754                         if (*t == '!')
2755                         {
2756                                 shadow = false;
2757                                 t++;
2758                         }
2759                         *s = 0;
2760                         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);
2761                         *s = tempchar;
2762                         if (a < 18)
2763                                 flags = LIGHTFLAG_REALTIMEMODE;
2764                         if (a < 17)
2765                                 specularscale = 1;
2766                         if (a < 16)
2767                                 diffusescale = 1;
2768                         if (a < 15)
2769                                 ambientscale = 0;
2770                         if (a < 14)
2771                                 coronasizescale = 0.25f;
2772                         if (a < 13)
2773                                 VectorClear(angles);
2774                         if (a < 10)
2775                                 corona = 0;
2776                         if (a < 9 || !strcmp(cubemapname, "\"\""))
2777                                 cubemapname[0] = 0;
2778                         // remove quotes on cubemapname
2779                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2780                         {
2781                                 cubemapname[strlen(cubemapname)-1] = 0;
2782                                 strcpy(cubemapname, cubemapname + 1);
2783                         }
2784                         if (a < 8)
2785                         {
2786                                 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);
2787                                 break;
2788                         }
2789                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2790                         if (*s == '\r')
2791                                 s++;
2792                         if (*s == '\n')
2793                                 s++;
2794                         n++;
2795                 }
2796                 if (*s)
2797                         Con_Printf("invalid rtlights file \"%s\"\n", name);
2798                 Mem_Free(lightsstring);
2799         }
2800 }
2801
2802 void R_Shadow_SaveWorldLights(void)
2803 {
2804         dlight_t *light;
2805         size_t bufchars, bufmaxchars;
2806         char *buf, *oldbuf;
2807         char name[MAX_QPATH];
2808         char line[MAX_INPUTLINE];
2809         if (!r_shadow_worldlightchain)
2810                 return;
2811         if (r_refdef.worldmodel == NULL)
2812         {
2813                 Con_Print("No map loaded.\n");
2814                 return;
2815         }
2816         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2817         strlcat (name, ".rtlights", sizeof (name));
2818         bufchars = bufmaxchars = 0;
2819         buf = NULL;
2820         for (light = r_shadow_worldlightchain;light;light = light->next)
2821         {
2822                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
2823                         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);
2824                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
2825                         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]);
2826                 else
2827                         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);
2828                 if (bufchars + strlen(line) > bufmaxchars)
2829                 {
2830                         bufmaxchars = bufchars + strlen(line) + 2048;
2831                         oldbuf = buf;
2832                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
2833                         if (oldbuf)
2834                         {
2835                                 if (bufchars)
2836                                         memcpy(buf, oldbuf, bufchars);
2837                                 Mem_Free(oldbuf);
2838                         }
2839                 }
2840                 if (strlen(line))
2841                 {
2842                         memcpy(buf + bufchars, line, strlen(line));
2843                         bufchars += strlen(line);
2844                 }
2845         }
2846         if (bufchars)
2847                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
2848         if (buf)
2849                 Mem_Free(buf);
2850 }
2851
2852 void R_Shadow_LoadLightsFile(void)
2853 {
2854         int n, a, style;
2855         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
2856         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2857         if (r_refdef.worldmodel == NULL)
2858         {
2859                 Con_Print("No map loaded.\n");
2860                 return;
2861         }
2862         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2863         strlcat (name, ".lights", sizeof (name));
2864         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2865         if (lightsstring)
2866         {
2867                 s = lightsstring;
2868                 n = 0;
2869                 while (*s)
2870                 {
2871                         t = s;
2872                         while (*s && *s != '\n' && *s != '\r')
2873                                 s++;
2874                         if (!*s)
2875                                 break;
2876                         tempchar = *s;
2877                         *s = 0;
2878                         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);
2879                         *s = tempchar;
2880                         if (a < 14)
2881                         {
2882                                 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);
2883                                 break;
2884                         }
2885                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2886                         radius = bound(15, radius, 4096);
2887                         VectorScale(color, (2.0f / (8388608.0f)), color);
2888                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
2889                         if (*s == '\r')
2890                                 s++;
2891                         if (*s == '\n')
2892                                 s++;
2893                         n++;
2894                 }
2895                 if (*s)
2896                         Con_Printf("invalid lights file \"%s\"\n", name);
2897                 Mem_Free(lightsstring);
2898         }
2899 }
2900
2901 // tyrlite/hmap2 light types in the delay field
2902 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
2903
2904 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2905 {
2906         int entnum, style, islight, skin, pflags, effects, type, n;
2907         char *entfiledata;
2908         const char *data;
2909         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
2910         char key[256], value[MAX_INPUTLINE];
2911
2912         if (r_refdef.worldmodel == NULL)
2913         {
2914                 Con_Print("No map loaded.\n");
2915                 return;
2916         }
2917         // try to load a .ent file first
2918         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
2919         strlcat (key, ".ent", sizeof (key));
2920         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
2921         // and if that is not found, fall back to the bsp file entity string
2922         if (!data)
2923                 data = r_refdef.worldmodel->brush.entities;
2924         if (!data)
2925                 return;
2926         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
2927         {
2928                 type = LIGHTTYPE_MINUSX;
2929                 origin[0] = origin[1] = origin[2] = 0;
2930                 originhack[0] = originhack[1] = originhack[2] = 0;
2931                 angles[0] = angles[1] = angles[2] = 0;
2932                 color[0] = color[1] = color[2] = 1;
2933                 light[0] = light[1] = light[2] = 1;light[3] = 300;
2934                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2935                 fadescale = 1;
2936                 lightscale = 1;
2937                 style = 0;
2938                 skin = 0;
2939                 pflags = 0;
2940                 effects = 0;
2941                 islight = false;
2942                 while (1)
2943                 {
2944                         if (!COM_ParseToken(&data, false))
2945                                 break; // error
2946                         if (com_token[0] == '}')
2947                                 break; // end of entity
2948                         if (com_token[0] == '_')
2949                                 strcpy(key, com_token + 1);
2950                         else
2951                                 strcpy(key, com_token);
2952                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
2953                                 key[strlen(key)-1] = 0;
2954                         if (!COM_ParseToken(&data, false))
2955                                 break; // error
2956                         strcpy(value, com_token);
2957
2958                         // now that we have the key pair worked out...
2959                         if (!strcmp("light", key))
2960                         {
2961                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
2962                                 if (n == 1)
2963                                 {
2964                                         // quake
2965                                         light[0] = vec[0] * (1.0f / 256.0f);
2966                                         light[1] = vec[0] * (1.0f / 256.0f);
2967                                         light[2] = vec[0] * (1.0f / 256.0f);
2968                                         light[3] = vec[0];
2969                                 }
2970                                 else if (n == 4)
2971                                 {
2972                                         // halflife
2973                                         light[0] = vec[0] * (1.0f / 255.0f);
2974                                         light[1] = vec[1] * (1.0f / 255.0f);
2975                                         light[2] = vec[2] * (1.0f / 255.0f);
2976                                         light[3] = vec[3];
2977                                 }
2978                         }
2979                         else if (!strcmp("delay", key))
2980                                 type = atoi(value);
2981                         else if (!strcmp("origin", key))
2982                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2983                         else if (!strcmp("angle", key))
2984                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2985                         else if (!strcmp("angles", key))
2986                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2987                         else if (!strcmp("color", key))
2988                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2989                         else if (!strcmp("wait", key))
2990                                 fadescale = atof(value);
2991                         else if (!strcmp("classname", key))
2992                         {
2993                                 if (!strncmp(value, "light", 5))
2994                                 {
2995                                         islight = true;
2996                                         if (!strcmp(value, "light_fluoro"))
2997                                         {
2998                                                 originhack[0] = 0;
2999                                                 originhack[1] = 0;
3000                                                 originhack[2] = 0;
3001                                                 overridecolor[0] = 1;
3002                                                 overridecolor[1] = 1;
3003                                                 overridecolor[2] = 1;
3004                                         }
3005                                         if (!strcmp(value, "light_fluorospark"))
3006                                         {
3007                                                 originhack[0] = 0;
3008                                                 originhack[1] = 0;
3009                                                 originhack[2] = 0;
3010                                                 overridecolor[0] = 1;
3011                                                 overridecolor[1] = 1;
3012                                                 overridecolor[2] = 1;
3013                                         }
3014                                         if (!strcmp(value, "light_globe"))
3015                                         {
3016                                                 originhack[0] = 0;
3017                                                 originhack[1] = 0;
3018                                                 originhack[2] = 0;
3019                                                 overridecolor[0] = 1;
3020                                                 overridecolor[1] = 0.8;
3021                                                 overridecolor[2] = 0.4;
3022                                         }
3023                                         if (!strcmp(value, "light_flame_large_yellow"))
3024                                         {
3025                                                 originhack[0] = 0;
3026                                                 originhack[1] = 0;
3027                                                 originhack[2] = 0;
3028                                                 overridecolor[0] = 1;
3029                                                 overridecolor[1] = 0.5;
3030                                                 overridecolor[2] = 0.1;
3031                                         }
3032                                         if (!strcmp(value, "light_flame_small_yellow"))
3033                                         {
3034                                                 originhack[0] = 0;
3035                                                 originhack[1] = 0;
3036                                                 originhack[2] = 0;
3037                                                 overridecolor[0] = 1;
3038                                                 overridecolor[1] = 0.5;
3039                                                 overridecolor[2] = 0.1;
3040                                         }
3041                                         if (!strcmp(value, "light_torch_small_white"))
3042                                         {
3043                                                 originhack[0] = 0;
3044                                                 originhack[1] = 0;
3045                  &n