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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is 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_ZPASS_STENCIL,
149         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155         R_SHADOW_RENDERMODE_LIGHT_DOT3,
156         R_SHADOW_RENDERMODE_LIGHT_GLSL,
157         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
158         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
159 }
160 r_shadow_rendermode_t;
161
162 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
163 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
164 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
165 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
166
167 int maxshadowtriangles;
168 int *shadowelements;
169
170 int maxshadowvertices;
171 float *shadowvertex3f;
172
173 int maxshadowmark;
174 int numshadowmark;
175 int *shadowmark;
176 int *shadowmarklist;
177 int shadowmarkcount;
178
179 int maxvertexupdate;
180 int *vertexupdate;
181 int *vertexremap;
182 int vertexupdatenum;
183
184 int r_shadow_buffer_numleafpvsbytes;
185 unsigned char *r_shadow_buffer_visitingleafpvs;
186 unsigned char *r_shadow_buffer_leafpvs;
187 int *r_shadow_buffer_leaflist;
188
189 int r_shadow_buffer_numsurfacepvsbytes;
190 unsigned char *r_shadow_buffer_surfacepvs;
191 int *r_shadow_buffer_surfacelist;
192
193 int r_shadow_buffer_numshadowtrispvsbytes;
194 unsigned char *r_shadow_buffer_shadowtrispvs;
195 int r_shadow_buffer_numlighttrispvsbytes;
196 unsigned char *r_shadow_buffer_lighttrispvs;
197
198 rtexturepool_t *r_shadow_texturepool;
199 rtexture_t *r_shadow_attenuationgradienttexture;
200 rtexture_t *r_shadow_attenuation2dtexture;
201 rtexture_t *r_shadow_attenuation3dtexture;
202 rtexture_t *r_shadow_lightcorona;
203
204 // lights are reloaded when this changes
205 char r_shadow_mapname[MAX_QPATH];
206
207 // used only for light filters (cubemaps)
208 rtexturepool_t *r_shadow_filters_texturepool;
209
210 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"};
211 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"};
212 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
213 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
214 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)"};
215 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
216 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
217 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
218 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
219 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
220 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
221 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
222 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
223 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
224 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
225 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
226 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
227 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
228 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
229 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
230 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)"};
231 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"};
232 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
233 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
234 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"};
235 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
236 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
237 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)"};
238 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
239 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
240 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
241 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)"};
242 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
243 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
244 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
245 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
246 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
247 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
248 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
249 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
250 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
251 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
252 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
253 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
254
255 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
256 #define ATTENTABLESIZE 256
257 // 1D gradient, 2D circle and 3D sphere attenuation textures
258 #define ATTEN1DSIZE 32
259 #define ATTEN2DSIZE 64
260 #define ATTEN3DSIZE 32
261
262 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
263 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
264 static float r_shadow_attentable[ATTENTABLESIZE+1];
265
266 rtlight_t *r_shadow_compilingrtlight;
267 static memexpandablearray_t r_shadow_worldlightsarray;
268 dlight_t *r_shadow_selectedlight;
269 dlight_t r_shadow_bufferlight;
270 vec3_t r_editlights_cursorlocation;
271
272 extern int con_vislines;
273
274 typedef struct cubemapinfo_s
275 {
276         char basename[64];
277         rtexture_t *texture;
278 }
279 cubemapinfo_t;
280
281 #define MAX_CUBEMAPS 256
282 static int numcubemaps;
283 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
284
285 void R_Shadow_UncompileWorldLights(void);
286 void R_Shadow_ClearWorldLights(void);
287 void R_Shadow_SaveWorldLights(void);
288 void R_Shadow_LoadWorldLights(void);
289 void R_Shadow_LoadLightsFile(void);
290 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
291 void R_Shadow_EditLights_Reload_f(void);
292 void R_Shadow_ValidateCvars(void);
293 static void R_Shadow_MakeTextures(void);
294
295 // VorteX: custom editor light sprites
296 #define EDLIGHTSPRSIZE                  8
297 cachepic_t *r_editlights_sprcursor;
298 cachepic_t *r_editlights_sprlight;
299 cachepic_t *r_editlights_sprnoshadowlight;
300 cachepic_t *r_editlights_sprcubemaplight;
301 cachepic_t *r_editlights_sprcubemapnoshadowlight;
302 cachepic_t *r_editlights_sprselection;
303
304 void r_shadow_start(void)
305 {
306         // allocate vertex processing arrays
307         numcubemaps = 0;
308         r_shadow_attenuationgradienttexture = NULL;
309         r_shadow_attenuation2dtexture = NULL;
310         r_shadow_attenuation3dtexture = NULL;
311         r_shadow_texturepool = NULL;
312         r_shadow_filters_texturepool = NULL;
313         R_Shadow_ValidateCvars();
314         R_Shadow_MakeTextures();
315         maxshadowtriangles = 0;
316         shadowelements = NULL;
317         maxshadowvertices = 0;
318         shadowvertex3f = NULL;
319         maxvertexupdate = 0;
320         vertexupdate = NULL;
321         vertexremap = NULL;
322         vertexupdatenum = 0;
323         maxshadowmark = 0;
324         numshadowmark = 0;
325         shadowmark = NULL;
326         shadowmarklist = NULL;
327         shadowmarkcount = 0;
328         r_shadow_buffer_numleafpvsbytes = 0;
329         r_shadow_buffer_visitingleafpvs = NULL;
330         r_shadow_buffer_leafpvs = NULL;
331         r_shadow_buffer_leaflist = NULL;
332         r_shadow_buffer_numsurfacepvsbytes = 0;
333         r_shadow_buffer_surfacepvs = NULL;
334         r_shadow_buffer_surfacelist = NULL;
335         r_shadow_buffer_numshadowtrispvsbytes = 0;
336         r_shadow_buffer_shadowtrispvs = NULL;
337         r_shadow_buffer_numlighttrispvsbytes = 0;
338         r_shadow_buffer_lighttrispvs = NULL;
339 }
340
341 void r_shadow_shutdown(void)
342 {
343         R_Shadow_UncompileWorldLights();
344         numcubemaps = 0;
345         r_shadow_attenuationgradienttexture = NULL;
346         r_shadow_attenuation2dtexture = NULL;
347         r_shadow_attenuation3dtexture = NULL;
348         R_FreeTexturePool(&r_shadow_texturepool);
349         R_FreeTexturePool(&r_shadow_filters_texturepool);
350         maxshadowtriangles = 0;
351         if (shadowelements)
352                 Mem_Free(shadowelements);
353         shadowelements = NULL;
354         if (shadowvertex3f)
355                 Mem_Free(shadowvertex3f);
356         shadowvertex3f = NULL;
357         maxvertexupdate = 0;
358         if (vertexupdate)
359                 Mem_Free(vertexupdate);
360         vertexupdate = NULL;
361         if (vertexremap)
362                 Mem_Free(vertexremap);
363         vertexremap = NULL;
364         vertexupdatenum = 0;
365         maxshadowmark = 0;
366         numshadowmark = 0;
367         if (shadowmark)
368                 Mem_Free(shadowmark);
369         shadowmark = NULL;
370         if (shadowmarklist)
371                 Mem_Free(shadowmarklist);
372         shadowmarklist = NULL;
373         shadowmarkcount = 0;
374         r_shadow_buffer_numleafpvsbytes = 0;
375         if (r_shadow_buffer_visitingleafpvs)
376                 Mem_Free(r_shadow_buffer_visitingleafpvs);
377         r_shadow_buffer_visitingleafpvs = NULL;
378         if (r_shadow_buffer_leafpvs)
379                 Mem_Free(r_shadow_buffer_leafpvs);
380         r_shadow_buffer_leafpvs = NULL;
381         if (r_shadow_buffer_leaflist)
382                 Mem_Free(r_shadow_buffer_leaflist);
383         r_shadow_buffer_leaflist = NULL;
384         r_shadow_buffer_numsurfacepvsbytes = 0;
385         if (r_shadow_buffer_surfacepvs)
386                 Mem_Free(r_shadow_buffer_surfacepvs);
387         r_shadow_buffer_surfacepvs = NULL;
388         if (r_shadow_buffer_surfacelist)
389                 Mem_Free(r_shadow_buffer_surfacelist);
390         r_shadow_buffer_surfacelist = NULL;
391         r_shadow_buffer_numshadowtrispvsbytes = 0;
392         if (r_shadow_buffer_shadowtrispvs)
393                 Mem_Free(r_shadow_buffer_shadowtrispvs);
394         r_shadow_buffer_numlighttrispvsbytes = 0;
395         if (r_shadow_buffer_lighttrispvs)
396                 Mem_Free(r_shadow_buffer_lighttrispvs);
397 }
398
399 void r_shadow_newmap(void)
400 {
401         if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
402                 R_Shadow_EditLights_Reload_f();
403 }
404
405 void R_Shadow_Help_f(void)
406 {
407         Con_Printf(
408 "Documentation on r_shadow system:\n"
409 "Settings:\n"
410 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
411 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
412 "r_shadow_debuglight : render only this light number (-1 = all)\n"
413 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
414 "r_shadow_gloss2intensity : brightness of forced gloss\n"
415 "r_shadow_glossintensity : brightness of textured gloss\n"
416 "r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
417 "r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
418 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
419 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
420 "r_shadow_portallight : use portal visibility for static light precomputation\n"
421 "r_shadow_projectdistance : shadow volume projection distance\n"
422 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
423 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
424 "r_shadow_realtime_world : use high quality world lighting mode\n"
425 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
426 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
427 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
428 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
429 "r_shadow_scissor : use scissor optimization\n"
430 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
431 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
432 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
433 "r_showlighting : useful for performance testing; bright = slow!\n"
434 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
435 "Commands:\n"
436 "r_shadow_help : this help\n"
437         );
438 }
439
440 void R_Shadow_Init(void)
441 {
442         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
443         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
444         Cvar_RegisterVariable(&r_shadow_usenormalmap);
445         Cvar_RegisterVariable(&r_shadow_debuglight);
446         Cvar_RegisterVariable(&r_shadow_gloss);
447         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
448         Cvar_RegisterVariable(&r_shadow_glossintensity);
449         Cvar_RegisterVariable(&r_shadow_glossexponent);
450         Cvar_RegisterVariable(&r_shadow_glossexact);
451         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
452         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
453         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
454         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
455         Cvar_RegisterVariable(&r_shadow_portallight);
456         Cvar_RegisterVariable(&r_shadow_projectdistance);
457         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
458         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
459         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
460         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
461         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
462         Cvar_RegisterVariable(&r_shadow_realtime_world);
463         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
464         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
465         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
466         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
467         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
468         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
469         Cvar_RegisterVariable(&r_shadow_scissor);
470         Cvar_RegisterVariable(&r_shadow_culltriangles);
471         Cvar_RegisterVariable(&r_shadow_polygonfactor);
472         Cvar_RegisterVariable(&r_shadow_polygonoffset);
473         Cvar_RegisterVariable(&r_shadow_texture3d);
474         Cvar_RegisterVariable(&r_coronas);
475         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
476         Cvar_RegisterVariable(&r_coronas_occlusionquery);
477         Cvar_RegisterVariable(&gl_flashblend);
478         Cvar_RegisterVariable(&gl_ext_separatestencil);
479         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
480         if (gamemode == GAME_TENEBRAE)
481         {
482                 Cvar_SetValue("r_shadow_gloss", 2);
483                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
484         }
485         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
486         R_Shadow_EditLights_Init();
487         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
488         maxshadowtriangles = 0;
489         shadowelements = NULL;
490         maxshadowvertices = 0;
491         shadowvertex3f = NULL;
492         maxvertexupdate = 0;
493         vertexupdate = NULL;
494         vertexremap = NULL;
495         vertexupdatenum = 0;
496         maxshadowmark = 0;
497         numshadowmark = 0;
498         shadowmark = NULL;
499         shadowmarklist = NULL;
500         shadowmarkcount = 0;
501         r_shadow_buffer_numleafpvsbytes = 0;
502         r_shadow_buffer_visitingleafpvs = NULL;
503         r_shadow_buffer_leafpvs = NULL;
504         r_shadow_buffer_leaflist = NULL;
505         r_shadow_buffer_numsurfacepvsbytes = 0;
506         r_shadow_buffer_surfacepvs = NULL;
507         r_shadow_buffer_surfacelist = NULL;
508         r_shadow_buffer_shadowtrispvs = NULL;
509         r_shadow_buffer_lighttrispvs = NULL;
510         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
511 }
512
513 matrix4x4_t matrix_attenuationxyz =
514 {
515         {
516                 {0.5, 0.0, 0.0, 0.5},
517                 {0.0, 0.5, 0.0, 0.5},
518                 {0.0, 0.0, 0.5, 0.5},
519                 {0.0, 0.0, 0.0, 1.0}
520         }
521 };
522
523 matrix4x4_t matrix_attenuationz =
524 {
525         {
526                 {0.0, 0.0, 0.5, 0.5},
527                 {0.0, 0.0, 0.0, 0.5},
528                 {0.0, 0.0, 0.0, 0.5},
529                 {0.0, 0.0, 0.0, 1.0}
530         }
531 };
532
533 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
534 {
535         // make sure shadowelements is big enough for this volume
536         if (maxshadowtriangles < numtriangles)
537         {
538                 maxshadowtriangles = numtriangles;
539                 if (shadowelements)
540                         Mem_Free(shadowelements);
541                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
542         }
543         // make sure shadowvertex3f is big enough for this volume
544         if (maxshadowvertices < numvertices)
545         {
546                 maxshadowvertices = numvertices;
547                 if (shadowvertex3f)
548                         Mem_Free(shadowvertex3f);
549                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
550         }
551 }
552
553 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
554 {
555         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
556         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
557         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
558         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
559         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
560         {
561                 if (r_shadow_buffer_visitingleafpvs)
562                         Mem_Free(r_shadow_buffer_visitingleafpvs);
563                 if (r_shadow_buffer_leafpvs)
564                         Mem_Free(r_shadow_buffer_leafpvs);
565                 if (r_shadow_buffer_leaflist)
566                         Mem_Free(r_shadow_buffer_leaflist);
567                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
568                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
569                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
570                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
571         }
572         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
573         {
574                 if (r_shadow_buffer_surfacepvs)
575                         Mem_Free(r_shadow_buffer_surfacepvs);
576                 if (r_shadow_buffer_surfacelist)
577                         Mem_Free(r_shadow_buffer_surfacelist);
578                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
579                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
580                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
581         }
582         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
583         {
584                 if (r_shadow_buffer_shadowtrispvs)
585                         Mem_Free(r_shadow_buffer_shadowtrispvs);
586                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
587                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
588         }
589         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
590         {
591                 if (r_shadow_buffer_lighttrispvs)
592                         Mem_Free(r_shadow_buffer_lighttrispvs);
593                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
594                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
595         }
596 }
597
598 void R_Shadow_PrepareShadowMark(int numtris)
599 {
600         // make sure shadowmark is big enough for this volume
601         if (maxshadowmark < numtris)
602         {
603                 maxshadowmark = numtris;
604                 if (shadowmark)
605                         Mem_Free(shadowmark);
606                 if (shadowmarklist)
607                         Mem_Free(shadowmarklist);
608                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
609                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
610                 shadowmarkcount = 0;
611         }
612         shadowmarkcount++;
613         // if shadowmarkcount wrapped we clear the array and adjust accordingly
614         if (shadowmarkcount == 0)
615         {
616                 shadowmarkcount = 1;
617                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
618         }
619         numshadowmark = 0;
620 }
621
622 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
623 {
624         int i, j;
625         int outtriangles = 0, outvertices = 0;
626         const int *element;
627         const float *vertex;
628         float ratio, direction[3], projectvector[3];
629
630         if (projectdirection)
631                 VectorScale(projectdirection, projectdistance, projectvector);
632         else
633                 VectorClear(projectvector);
634
635         // create the vertices
636         if (projectdirection)
637         {
638                 for (i = 0;i < numshadowmarktris;i++)
639                 {
640                         element = inelement3i + shadowmarktris[i] * 3;
641                         for (j = 0;j < 3;j++)
642                         {
643                                 if (vertexupdate[element[j]] != vertexupdatenum)
644                                 {
645                                         vertexupdate[element[j]] = vertexupdatenum;
646                                         vertexremap[element[j]] = outvertices;
647                                         vertex = invertex3f + element[j] * 3;
648                                         // project one copy of the vertex according to projectvector
649                                         VectorCopy(vertex, outvertex3f);
650                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
651                                         outvertex3f += 6;
652                                         outvertices += 2;
653                                 }
654                         }
655                 }
656         }
657         else
658         {
659                 for (i = 0;i < numshadowmarktris;i++)
660                 {
661                         element = inelement3i + shadowmarktris[i] * 3;
662                         for (j = 0;j < 3;j++)
663                         {
664                                 if (vertexupdate[element[j]] != vertexupdatenum)
665                                 {
666                                         vertexupdate[element[j]] = vertexupdatenum;
667                                         vertexremap[element[j]] = outvertices;
668                                         vertex = invertex3f + element[j] * 3;
669                                         // project one copy of the vertex to the sphere radius of the light
670                                         // (FIXME: would projecting it to the light box be better?)
671                                         VectorSubtract(vertex, projectorigin, direction);
672                                         ratio = projectdistance / VectorLength(direction);
673                                         VectorCopy(vertex, outvertex3f);
674                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
675                                         outvertex3f += 6;
676                                         outvertices += 2;
677                                 }
678                         }
679                 }
680         }
681
682         if (r_shadow_frontsidecasting.integer)
683         {
684                 for (i = 0;i < numshadowmarktris;i++)
685                 {
686                         int remappedelement[3];
687                         int markindex;
688                         const int *neighbortriangle;
689
690                         markindex = shadowmarktris[i] * 3;
691                         element = inelement3i + markindex;
692                         neighbortriangle = inneighbor3i + markindex;
693                         // output the front and back triangles
694                         outelement3i[0] = vertexremap[element[0]];
695                         outelement3i[1] = vertexremap[element[1]];
696                         outelement3i[2] = vertexremap[element[2]];
697                         outelement3i[3] = vertexremap[element[2]] + 1;
698                         outelement3i[4] = vertexremap[element[1]] + 1;
699                         outelement3i[5] = vertexremap[element[0]] + 1;
700
701                         outelement3i += 6;
702                         outtriangles += 2;
703                         // output the sides (facing outward from this triangle)
704                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
705                         {
706                                 remappedelement[0] = vertexremap[element[0]];
707                                 remappedelement[1] = vertexremap[element[1]];
708                                 outelement3i[0] = remappedelement[1];
709                                 outelement3i[1] = remappedelement[0];
710                                 outelement3i[2] = remappedelement[0] + 1;
711                                 outelement3i[3] = remappedelement[1];
712                                 outelement3i[4] = remappedelement[0] + 1;
713                                 outelement3i[5] = remappedelement[1] + 1;
714
715                                 outelement3i += 6;
716                                 outtriangles += 2;
717                         }
718                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
719                         {
720                                 remappedelement[1] = vertexremap[element[1]];
721                                 remappedelement[2] = vertexremap[element[2]];
722                                 outelement3i[0] = remappedelement[2];
723                                 outelement3i[1] = remappedelement[1];
724                                 outelement3i[2] = remappedelement[1] + 1;
725                                 outelement3i[3] = remappedelement[2];
726                                 outelement3i[4] = remappedelement[1] + 1;
727                                 outelement3i[5] = remappedelement[2] + 1;
728
729                                 outelement3i += 6;
730                                 outtriangles += 2;
731                         }
732                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
733                         {
734                                 remappedelement[0] = vertexremap[element[0]];
735                                 remappedelement[2] = vertexremap[element[2]];
736                                 outelement3i[0] = remappedelement[0];
737                                 outelement3i[1] = remappedelement[2];
738                                 outelement3i[2] = remappedelement[2] + 1;
739                                 outelement3i[3] = remappedelement[0];
740                                 outelement3i[4] = remappedelement[2] + 1;
741                                 outelement3i[5] = remappedelement[0] + 1;
742
743                                 outelement3i += 6;
744                                 outtriangles += 2;
745                         }
746                 }
747         }
748         else
749         {
750                 for (i = 0;i < numshadowmarktris;i++)
751                 {
752                         int remappedelement[3];
753                         int markindex;
754                         const int *neighbortriangle;
755
756                         markindex = shadowmarktris[i] * 3;
757                         element = inelement3i + markindex;
758                         neighbortriangle = inneighbor3i + markindex;
759                         // output the front and back triangles
760                         outelement3i[0] = vertexremap[element[2]];
761                         outelement3i[1] = vertexremap[element[1]];
762                         outelement3i[2] = vertexremap[element[0]];
763                         outelement3i[3] = vertexremap[element[0]] + 1;
764                         outelement3i[4] = vertexremap[element[1]] + 1;
765                         outelement3i[5] = vertexremap[element[2]] + 1;
766
767                         outelement3i += 6;
768                         outtriangles += 2;
769                         // output the sides (facing outward from this triangle)
770                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
771                         {
772                                 remappedelement[0] = vertexremap[element[0]];
773                                 remappedelement[1] = vertexremap[element[1]];
774                                 outelement3i[0] = remappedelement[0];
775                                 outelement3i[1] = remappedelement[1];
776                                 outelement3i[2] = remappedelement[1] + 1;
777                                 outelement3i[3] = remappedelement[0];
778                                 outelement3i[4] = remappedelement[1] + 1;
779                                 outelement3i[5] = remappedelement[0] + 1;
780
781                                 outelement3i += 6;
782                                 outtriangles += 2;
783                         }
784                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
785                         {
786                                 remappedelement[1] = vertexremap[element[1]];
787                                 remappedelement[2] = vertexremap[element[2]];
788                                 outelement3i[0] = remappedelement[1];
789                                 outelement3i[1] = remappedelement[2];
790                                 outelement3i[2] = remappedelement[2] + 1;
791                                 outelement3i[3] = remappedelement[1];
792                                 outelement3i[4] = remappedelement[2] + 1;
793                                 outelement3i[5] = remappedelement[1] + 1;
794
795                                 outelement3i += 6;
796                                 outtriangles += 2;
797                         }
798                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
799                         {
800                                 remappedelement[0] = vertexremap[element[0]];
801                                 remappedelement[2] = vertexremap[element[2]];
802                                 outelement3i[0] = remappedelement[2];
803                                 outelement3i[1] = remappedelement[0];
804                                 outelement3i[2] = remappedelement[0] + 1;
805                                 outelement3i[3] = remappedelement[2];
806                                 outelement3i[4] = remappedelement[0] + 1;
807                                 outelement3i[5] = remappedelement[2] + 1;
808
809                                 outelement3i += 6;
810                                 outtriangles += 2;
811                         }
812                 }
813         }
814         if (outnumvertices)
815                 *outnumvertices = outvertices;
816         return outtriangles;
817 }
818
819 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
820 {
821         int i, j, k;
822         int outtriangles = 0, outvertices = 0;
823         const int *element;
824         const float *vertex;
825         float ratio, direction[3], projectvector[3];
826         qboolean side[4];
827
828         if (projectdirection)
829                 VectorScale(projectdirection, projectdistance, projectvector);
830         else
831                 VectorClear(projectvector);
832
833         for (i = 0;i < numshadowmarktris;i++)
834         {
835                 int remappedelement[3];
836                 int markindex;
837                 const int *neighbortriangle;
838
839                 markindex = shadowmarktris[i] * 3;
840                 neighbortriangle = inneighbor3i + markindex;
841                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
842                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
843                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
844                 if (side[0] + side[1] + side[2] == 0)
845                         continue;
846
847                 side[3] = side[0];
848                 element = inelement3i + markindex;
849
850                 // create the vertices
851                 for (j = 0;j < 3;j++)
852                 {
853                         if (side[j] + side[j+1] == 0)
854                                 continue;
855                         k = element[j];
856                         if (vertexupdate[k] != vertexupdatenum)
857                         {
858                                 vertexupdate[k] = vertexupdatenum;
859                                 vertexremap[k] = outvertices;
860                                 vertex = invertex3f + k * 3;
861                                 VectorCopy(vertex, outvertex3f);
862                                 if (projectdirection)
863                                 {
864                                         // project one copy of the vertex according to projectvector
865                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
866                                 }
867                                 else
868                                 {
869                                         // project one copy of the vertex to the sphere radius of the light
870                                         // (FIXME: would projecting it to the light box be better?)
871                                         VectorSubtract(vertex, projectorigin, direction);
872                                         ratio = projectdistance / VectorLength(direction);
873                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
874                                 }
875                                 outvertex3f += 6;
876                                 outvertices += 2;
877                         }
878                 }
879
880                 // output the sides (facing outward from this triangle)
881                 if (!side[0])
882                 {
883                         remappedelement[0] = vertexremap[element[0]];
884                         remappedelement[1] = vertexremap[element[1]];
885                         outelement3i[0] = remappedelement[1];
886                         outelement3i[1] = remappedelement[0];
887                         outelement3i[2] = remappedelement[0] + 1;
888                         outelement3i[3] = remappedelement[1];
889                         outelement3i[4] = remappedelement[0] + 1;
890                         outelement3i[5] = remappedelement[1] + 1;
891
892                         outelement3i += 6;
893                         outtriangles += 2;
894                 }
895                 if (!side[1])
896                 {
897                         remappedelement[1] = vertexremap[element[1]];
898                         remappedelement[2] = vertexremap[element[2]];
899                         outelement3i[0] = remappedelement[2];
900                         outelement3i[1] = remappedelement[1];
901                         outelement3i[2] = remappedelement[1] + 1;
902                         outelement3i[3] = remappedelement[2];
903                         outelement3i[4] = remappedelement[1] + 1;
904                         outelement3i[5] = remappedelement[2] + 1;
905
906                         outelement3i += 6;
907                         outtriangles += 2;
908                 }
909                 if (!side[2])
910                 {
911                         remappedelement[0] = vertexremap[element[0]];
912                         remappedelement[2] = vertexremap[element[2]];
913                         outelement3i[0] = remappedelement[0];
914                         outelement3i[1] = remappedelement[2];
915                         outelement3i[2] = remappedelement[2] + 1;
916                         outelement3i[3] = remappedelement[0];
917                         outelement3i[4] = remappedelement[2] + 1;
918                         outelement3i[5] = remappedelement[0] + 1;
919
920                         outelement3i += 6;
921                         outtriangles += 2;
922                 }
923         }
924         if (outnumvertices)
925                 *outnumvertices = outvertices;
926         return outtriangles;
927 }
928
929 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
930 {
931         int t, tend;
932         const int *e;
933         const float *v[3];
934         float normal[3];
935         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
936                 return;
937         tend = firsttriangle + numtris;
938         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
939         {
940                 // surface box entirely inside light box, no box cull
941                 if (projectdirection)
942                 {
943                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
944                         {
945                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
946                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
947                                         shadowmarklist[numshadowmark++] = t;
948                         }
949                 }
950                 else
951                 {
952                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
953                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
954                                         shadowmarklist[numshadowmark++] = t;
955                 }
956         }
957         else
958         {
959                 // surface box not entirely inside light box, cull each triangle
960                 if (projectdirection)
961                 {
962                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
963                         {
964                                 v[0] = invertex3f + e[0] * 3;
965                                 v[1] = invertex3f + e[1] * 3;
966                                 v[2] = invertex3f + e[2] * 3;
967                                 TriangleNormal(v[0], v[1], v[2], normal);
968                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
969                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
970                                         shadowmarklist[numshadowmark++] = t;
971                         }
972                 }
973                 else
974                 {
975                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
976                         {
977                                 v[0] = invertex3f + e[0] * 3;
978                                 v[1] = invertex3f + e[1] * 3;
979                                 v[2] = invertex3f + e[2] * 3;
980                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
981                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
982                                         shadowmarklist[numshadowmark++] = t;
983                         }
984                 }
985         }
986 }
987
988 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
989 {
990 #if 1
991         return false;
992 #else
993         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
994                 return false;
995         // check if the shadow volume intersects the near plane
996         //
997         // a ray between the eye and light origin may intersect the caster,
998         // indicating that the shadow may touch the eye location, however we must
999         // test the near plane (a polygon), not merely the eye location, so it is
1000         // easiest to enlarge the caster bounding shape slightly for this.
1001         // TODO
1002         return true;
1003 #endif
1004 }
1005
1006 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1007 {
1008         int i, tris, outverts;
1009         if (projectdistance < 0.1)
1010         {
1011                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1012                 return;
1013         }
1014         if (!numverts || !nummarktris)
1015                 return;
1016         // make sure shadowelements is big enough for this volume
1017         if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
1018                 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
1019
1020         if (maxvertexupdate < numverts)
1021         {
1022                 maxvertexupdate = numverts;
1023                 if (vertexupdate)
1024                         Mem_Free(vertexupdate);
1025                 if (vertexremap)
1026                         Mem_Free(vertexremap);
1027                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1028                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1029                 vertexupdatenum = 0;
1030         }
1031         vertexupdatenum++;
1032         if (vertexupdatenum == 0)
1033         {
1034                 vertexupdatenum = 1;
1035                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1036                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1037         }
1038
1039         for (i = 0;i < nummarktris;i++)
1040                 shadowmark[marktris[i]] = shadowmarkcount;
1041
1042         if (r_shadow_compilingrtlight)
1043         {
1044                 // if we're compiling an rtlight, capture the mesh
1045                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1046                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1047                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1048                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1049         }
1050         else
1051         {
1052                 // decide which type of shadow to generate and set stencil mode
1053                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1054                 // generate the sides or a solid volume, depending on type
1055                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1056                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1057                 else
1058                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1059                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1060                 r_refdef.stats.lights_shadowtriangles += tris;
1061                 CHECKGLERROR
1062                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1063                 GL_LockArrays(0, outverts);
1064                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1065                 {
1066                         // increment stencil if frontface is infront of depthbuffer
1067                         GL_CullFace(r_refdef.view.cullface_front);
1068                         qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1069                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1070                         // decrement stencil if backface is infront of depthbuffer
1071                         GL_CullFace(r_refdef.view.cullface_back);
1072                         qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1073                 }
1074                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1075                 {
1076                         // decrement stencil if backface is behind depthbuffer
1077                         GL_CullFace(r_refdef.view.cullface_front);
1078                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1079                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1080                         // increment stencil if frontface is behind depthbuffer
1081                         GL_CullFace(r_refdef.view.cullface_back);
1082                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1083                 }
1084                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1085                 GL_LockArrays(0, 0);
1086                 CHECKGLERROR
1087         }
1088 }
1089
1090 static void R_Shadow_MakeTextures_MakeCorona(void)
1091 {
1092         float dx, dy;
1093         int x, y, a;
1094         unsigned char pixels[32][32][4];
1095         for (y = 0;y < 32;y++)
1096         {
1097                 dy = (y - 15.5f) * (1.0f / 16.0f);
1098                 for (x = 0;x < 32;x++)
1099                 {
1100                         dx = (x - 15.5f) * (1.0f / 16.0f);
1101                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1102                         a = bound(0, a, 255);
1103                         pixels[y][x][0] = a;
1104                         pixels[y][x][1] = a;
1105                         pixels[y][x][2] = a;
1106                         pixels[y][x][3] = 255;
1107                 }
1108         }
1109         r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
1110 }
1111
1112 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1113 {
1114         float dist = sqrt(x*x+y*y+z*z);
1115         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1116         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1117         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1118 }
1119
1120 static void R_Shadow_MakeTextures(void)
1121 {
1122         int x, y, z;
1123         float intensity, dist;
1124         unsigned int *data;
1125         R_FreeTexturePool(&r_shadow_texturepool);
1126         r_shadow_texturepool = R_AllocTexturePool();
1127         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1128         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1129         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1130         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1131         for (x = 0;x <= ATTENTABLESIZE;x++)
1132         {
1133                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1134                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1135                 r_shadow_attentable[x] = bound(0, intensity, 1);
1136         }
1137         // 1D gradient texture
1138         for (x = 0;x < ATTEN1DSIZE;x++)
1139                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1140         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1141         // 2D circle texture
1142         for (y = 0;y < ATTEN2DSIZE;y++)
1143                 for (x = 0;x < ATTEN2DSIZE;x++)
1144                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1145         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1146         // 3D sphere texture
1147         if (r_shadow_texture3d.integer && gl_texture3d)
1148         {
1149                 for (z = 0;z < ATTEN3DSIZE;z++)
1150                         for (y = 0;y < ATTEN3DSIZE;y++)
1151                                 for (x = 0;x < ATTEN3DSIZE;x++)
1152                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1153                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1154         }
1155         else
1156                 r_shadow_attenuation3dtexture = NULL;
1157         Mem_Free(data);
1158
1159         R_Shadow_MakeTextures_MakeCorona();
1160
1161         // Editor light sprites
1162         r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
1163         r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
1164         r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
1165         r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
1166         r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
1167         r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
1168 }
1169
1170 void R_Shadow_ValidateCvars(void)
1171 {
1172         if (r_shadow_texture3d.integer && !gl_texture3d)
1173                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1174         if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
1175                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1176         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1177                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1178 }
1179
1180 void R_Shadow_RenderMode_Begin(void)
1181 {
1182         R_Shadow_ValidateCvars();
1183
1184         if (!r_shadow_attenuation2dtexture
1185          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1186          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1187          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1188                 R_Shadow_MakeTextures();
1189
1190         CHECKGLERROR
1191         R_Mesh_ColorPointer(NULL, 0, 0);
1192         R_Mesh_ResetTextureState();
1193         GL_BlendFunc(GL_ONE, GL_ZERO);
1194         GL_DepthRange(0, 1);
1195         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1196         GL_DepthTest(true);
1197         GL_DepthMask(false);
1198         GL_Color(0, 0, 0, 1);
1199         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1200
1201         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1202
1203         if (gl_ext_separatestencil.integer)
1204         {
1205                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1206                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1207         }
1208         else if (gl_ext_stenciltwoside.integer)
1209         {
1210                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1211                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1212         }
1213         else
1214         {
1215                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1216                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1217         }
1218
1219         if (r_glsl.integer && gl_support_fragment_shader)
1220                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1221         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1222                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1223         else
1224                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1225 }
1226
1227 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1228 {
1229         rsurface.rtlight = rtlight;
1230 }
1231
1232 void R_Shadow_RenderMode_Reset(void)
1233 {
1234         CHECKGLERROR
1235         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1236         {
1237                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1238         }
1239         R_Mesh_ColorPointer(NULL, 0, 0);
1240         R_Mesh_ResetTextureState();
1241         GL_DepthRange(0, 1);
1242         GL_DepthTest(true);
1243         GL_DepthMask(false);
1244         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1245         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1246         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1247         qglStencilMask(~0);CHECKGLERROR
1248         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1249         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1250         GL_CullFace(r_refdef.view.cullface_back);
1251         GL_Color(1, 1, 1, 1);
1252         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1253         GL_BlendFunc(GL_ONE, GL_ZERO);
1254         R_SetupGenericShader(false);
1255 }
1256
1257 void R_Shadow_ClearStencil(void)
1258 {
1259         CHECKGLERROR
1260         GL_Clear(GL_STENCIL_BUFFER_BIT);
1261         r_refdef.stats.lights_clears++;
1262 }
1263
1264 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1265 {
1266         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1267         if (r_shadow_rendermode == mode)
1268                 return;
1269         CHECKGLERROR
1270         R_Shadow_RenderMode_Reset();
1271         GL_ColorMask(0, 0, 0, 0);
1272         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1273         R_SetupDepthOrShadowShader();
1274         qglDepthFunc(GL_LESS);CHECKGLERROR
1275         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1276         r_shadow_rendermode = mode;
1277         switch(mode)
1278         {
1279         default:
1280                 break;
1281         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1282                 GL_CullFace(GL_NONE);
1283                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1284                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1285                 break;
1286         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1287                 GL_CullFace(GL_NONE);
1288                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1289                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1290                 break;
1291         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
1292                 GL_CullFace(GL_NONE);
1293                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1294                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1295                 qglStencilMask(~0);CHECKGLERROR
1296                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1297                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1298                 qglStencilMask(~0);CHECKGLERROR
1299                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1300                 break;
1301         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
1302                 GL_CullFace(GL_NONE);
1303                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1304                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1305                 qglStencilMask(~0);CHECKGLERROR
1306                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1307                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1308                 qglStencilMask(~0);CHECKGLERROR
1309                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1310                 break;
1311         }
1312 }
1313
1314 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1315 {
1316         CHECKGLERROR
1317         R_Shadow_RenderMode_Reset();
1318         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1319         if (!transparent)
1320         {
1321                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1322         }
1323         if (stenciltest)
1324         {
1325                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1326                 // only draw light where this geometry was already rendered AND the
1327                 // stencil is 128 (values other than this mean shadow)
1328                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1329         }
1330         r_shadow_rendermode = r_shadow_lightingrendermode;
1331         // do global setup needed for the chosen lighting mode
1332         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1333         {
1334                 R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
1335                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
1336         }
1337         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
1338                 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
1339         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1340 }
1341
1342 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1343 {
1344         CHECKGLERROR
1345         R_Shadow_RenderMode_Reset();
1346         GL_BlendFunc(GL_ONE, GL_ONE);
1347         GL_DepthRange(0, 1);
1348         GL_DepthTest(r_showshadowvolumes.integer < 2);
1349         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
1350         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1351         GL_CullFace(GL_NONE);
1352         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1353 }
1354
1355 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1356 {
1357         CHECKGLERROR
1358         R_Shadow_RenderMode_Reset();
1359         GL_BlendFunc(GL_ONE, GL_ONE);
1360         GL_DepthRange(0, 1);
1361         GL_DepthTest(r_showlighting.integer < 2);
1362         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
1363         if (!transparent)
1364         {
1365                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1366         }
1367         if (stenciltest)
1368         {
1369                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1370                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1371         }
1372         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1373 }
1374
1375 void R_Shadow_RenderMode_End(void)
1376 {
1377         CHECKGLERROR
1378         R_Shadow_RenderMode_Reset();
1379         R_Shadow_RenderMode_ActiveLight(NULL);
1380         GL_DepthMask(true);
1381         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1382         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1383 }
1384
1385 int bboxedges[12][2] =
1386 {
1387         // top
1388         {0, 1}, // +X
1389         {0, 2}, // +Y
1390         {1, 3}, // Y, +X
1391         {2, 3}, // X, +Y
1392         // bottom
1393         {4, 5}, // +X
1394         {4, 6}, // +Y
1395         {5, 7}, // Y, +X
1396         {6, 7}, // X, +Y
1397         // verticals
1398         {0, 4}, // +Z
1399         {1, 5}, // X, +Z
1400         {2, 6}, // Y, +Z
1401         {3, 7}, // XY, +Z
1402 };
1403
1404 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1405 {
1406         int i, ix1, iy1, ix2, iy2;
1407         float x1, y1, x2, y2;
1408         vec4_t v, v2;
1409         float vertex[20][3];
1410         int j, k;
1411         vec4_t plane4f;
1412         int numvertices;
1413         float corner[8][4];
1414         float dist[8];
1415         int sign[8];
1416         float f;
1417
1418         if (!r_shadow_scissor.integer)
1419                 return false;
1420
1421         // if view is inside the light box, just say yes it's visible
1422         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
1423         {
1424                 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1425                 return false;
1426         }
1427
1428         x1 = y1 = x2 = y2 = 0;
1429
1430         // transform all corners that are infront of the nearclip plane
1431         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
1432         plane4f[3] = r_refdef.view.frustum[4].dist;
1433         numvertices = 0;
1434         for (i = 0;i < 8;i++)
1435         {
1436                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
1437                 dist[i] = DotProduct4(corner[i], plane4f);
1438                 sign[i] = dist[i] > 0;
1439                 if (!sign[i])
1440                 {
1441                         VectorCopy(corner[i], vertex[numvertices]);
1442                         numvertices++;
1443                 }
1444         }
1445         // if some points are behind the nearclip, add clipped edge points to make
1446         // sure that the scissor boundary is complete
1447         if (numvertices > 0 && numvertices < 8)
1448         {
1449                 // add clipped edge points
1450                 for (i = 0;i < 12;i++)
1451                 {
1452                         j = bboxedges[i][0];
1453                         k = bboxedges[i][1];
1454                         if (sign[j] != sign[k])
1455                         {
1456                                 f = dist[j] / (dist[j] - dist[k]);
1457                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
1458                                 numvertices++;
1459                         }
1460                 }
1461         }
1462
1463         // if we have no points to check, the light is behind the view plane
1464         if (!numvertices)
1465                 return true;
1466
1467         // if we have some points to transform, check what screen area is covered
1468         x1 = y1 = x2 = y2 = 0;
1469         v[3] = 1.0f;
1470         //Con_Printf("%i vertices to transform...\n", numvertices);
1471         for (i = 0;i < numvertices;i++)
1472         {
1473                 VectorCopy(vertex[i], v);
1474                 GL_TransformToScreen(v, v2);
1475                 //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]);
1476                 if (i)
1477                 {
1478                         if (x1 > v2[0]) x1 = v2[0];
1479                         if (x2 < v2[0]) x2 = v2[0];
1480                         if (y1 > v2[1]) y1 = v2[1];
1481                         if (y2 < v2[1]) y2 = v2[1];
1482                 }
1483                 else
1484                 {
1485                         x1 = x2 = v2[0];
1486                         y1 = y2 = v2[1];
1487                 }
1488         }
1489
1490         // now convert the scissor rectangle to integer screen coordinates
1491         ix1 = (int)(x1 - 1.0f);
1492         iy1 = (int)(y1 - 1.0f);
1493         ix2 = (int)(x2 + 1.0f);
1494         iy2 = (int)(y2 + 1.0f);
1495         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1496
1497         // clamp it to the screen
1498         if (ix1 < r_refdef.view.x) ix1 = r_refdef.view.x;
1499         if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y;
1500         if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width;
1501         if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height;
1502
1503         // if it is inside out, it's not visible
1504         if (ix2 <= ix1 || iy2 <= iy1)
1505                 return true;
1506
1507         // the light area is visible, set up the scissor rectangle
1508         GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1509         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1510         //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1511         r_refdef.stats.lights_scissored++;
1512         return false;
1513 }
1514
1515 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
1516 {
1517         float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
1518         float *normal3f = rsurface.normal3f + 3 * firstvertex;
1519         float *color4f = rsurface.array_color4f + 4 * firstvertex;
1520         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1521         if (r_textureunits.integer >= 3)
1522         {
1523                 if (VectorLength2(diffusecolor) > 0)
1524                 {
1525                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1526                         {
1527                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1528                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1529                                 if ((dot = DotProduct(n, v)) < 0)
1530                                 {
1531                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1532                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
1533                                 }
1534                                 else
1535                                         VectorCopy(ambientcolor, color4f);
1536                                 if (r_refdef.fogenabled)
1537                                 {
1538                                         float f;
1539                                         f = FogPoint_Model(vertex3f);
1540                                         VectorScale(color4f, f, color4f);
1541                                 }
1542                                 color4f[3] = 1;
1543                         }
1544                 }
1545                 else
1546                 {
1547                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1548                         {
1549                                 VectorCopy(ambientcolor, color4f);
1550                                 if (r_refdef.fogenabled)
1551                                 {
1552                                         float f;
1553                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1554                                         f = FogPoint_Model(vertex3f);
1555                                         VectorScale(color4f, f, color4f);
1556                                 }
1557                                 color4f[3] = 1;
1558                         }
1559                 }
1560         }
1561         else if (r_textureunits.integer >= 2)
1562         {
1563                 if (VectorLength2(diffusecolor) > 0)
1564                 {
1565                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1566                         {
1567                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1568                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1569                                 {
1570                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1571                                         if ((dot = DotProduct(n, v)) < 0)
1572                                         {
1573                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1574                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1575                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1576                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1577                                         }
1578                                         else
1579                                         {
1580                                                 color4f[0] = ambientcolor[0] * distintensity;
1581                                                 color4f[1] = ambientcolor[1] * distintensity;
1582                                                 color4f[2] = ambientcolor[2] * distintensity;
1583                                         }
1584                                         if (r_refdef.fogenabled)
1585                                         {
1586                                                 float f;
1587                                                 f = FogPoint_Model(vertex3f);
1588                                                 VectorScale(color4f, f, color4f);
1589                                         }
1590                                 }
1591                                 else
1592                                         VectorClear(color4f);
1593                                 color4f[3] = 1;
1594                         }
1595                 }
1596                 else
1597                 {
1598                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1599                         {
1600                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1601                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1602                                 {
1603                                         color4f[0] = ambientcolor[0] * distintensity;
1604                                         color4f[1] = ambientcolor[1] * distintensity;
1605                                         color4f[2] = ambientcolor[2] * distintensity;
1606                                         if (r_refdef.fogenabled)
1607                                         {
1608                                                 float f;
1609                                                 f = FogPoint_Model(vertex3f);
1610                                                 VectorScale(color4f, f, color4f);
1611                                         }
1612                                 }
1613                                 else
1614                                         VectorClear(color4f);
1615                                 color4f[3] = 1;
1616                         }
1617                 }
1618         }
1619         else
1620         {
1621                 if (VectorLength2(diffusecolor) > 0)
1622                 {
1623                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1624                         {
1625                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1626                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1627                                 {
1628                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1629                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1630                                         if ((dot = DotProduct(n, v)) < 0)
1631                                         {
1632                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1633                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1634                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1635                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1636                                         }
1637                                         else
1638                                         {
1639                                                 color4f[0] = ambientcolor[0] * distintensity;
1640                                                 color4f[1] = ambientcolor[1] * distintensity;
1641                                                 color4f[2] = ambientcolor[2] * distintensity;
1642                                         }
1643                                         if (r_refdef.fogenabled)
1644                                         {
1645                                                 float f;
1646                                                 f = FogPoint_Model(vertex3f);
1647                                                 VectorScale(color4f, f, color4f);
1648                                         }
1649                                 }
1650                                 else
1651                                         VectorClear(color4f);
1652                                 color4f[3] = 1;
1653                         }
1654                 }
1655                 else
1656                 {
1657                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1658                         {
1659                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1660                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1661                                 {
1662                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1663                                         color4f[0] = ambientcolor[0] * distintensity;
1664                                         color4f[1] = ambientcolor[1] * distintensity;
1665                                         color4f[2] = ambientcolor[2] * distintensity;
1666                                         if (r_refdef.fogenabled)
1667                                         {
1668                                                 float f;
1669                                                 f = FogPoint_Model(vertex3f);
1670                                                 VectorScale(color4f, f, color4f);
1671                                         }
1672                                 }
1673                                 else
1674                                         VectorClear(color4f);
1675                                 color4f[3] = 1;
1676                         }
1677                 }
1678         }
1679 }
1680
1681 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1682
1683 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1684 {
1685         int i;
1686         float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
1687         const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
1688         const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
1689         const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
1690         const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
1691         float lightdir[3];
1692         for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1693         {
1694                 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
1695                 // the cubemap normalizes this for us
1696                 out3f[0] = DotProduct(svector3f, lightdir);
1697                 out3f[1] = DotProduct(tvector3f, lightdir);
1698                 out3f[2] = DotProduct(normal3f, lightdir);
1699         }
1700 }
1701
1702 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1703 {
1704         int i;
1705         float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
1706         const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
1707         const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
1708         const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
1709         const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
1710         float lightdir[3], eyedir[3], halfdir[3];
1711         for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1712         {
1713                 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
1714                 VectorNormalize(lightdir);
1715                 VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
1716                 VectorNormalize(eyedir);
1717                 VectorAdd(lightdir, eyedir, halfdir);
1718                 // the cubemap normalizes this for us
1719                 out3f[0] = DotProduct(svector3f, halfdir);
1720                 out3f[1] = DotProduct(tvector3f, halfdir);
1721                 out3f[2] = DotProduct(normal3f, halfdir);
1722         }
1723 }
1724
1725 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1726 {
1727         // used to display how many times a surface is lit for level design purposes
1728         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1729 }
1730
1731 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1732 {
1733         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1734         R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
1735         if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
1736                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
1737         else
1738                 R_Mesh_ColorPointer(NULL, 0, 0);
1739         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
1740         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1741         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
1742         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
1743         if (rsurface.texture->backgroundcurrentskinframe)
1744         {
1745                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
1746                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
1747                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
1748         }
1749         //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
1750         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
1751         if(rsurface.texture->colormapping)
1752         {
1753                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
1754                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1755         }
1756         R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
1757         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
1758         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
1759         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
1760         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
1761         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1762         {
1763                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1764         }
1765         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1766         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1767         {
1768                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1769         }
1770 }
1771
1772 static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b)
1773 {
1774         // shared final code for all the dot3 layers
1775         int renders;
1776         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
1777         for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1778         {
1779                 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1780                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1781         }
1782 }
1783
1784 static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1785 {
1786         rmeshstate_t m;
1787         // colorscale accounts for how much we multiply the brightness
1788         // during combine.
1789         //
1790         // mult is how many times the final pass of the lighting will be
1791         // performed to get more brightness than otherwise possible.
1792         //
1793         // Limit mult to 64 for sanity sake.
1794         GL_Color(1,1,1,1);
1795         if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1796         {
1797                 // 3 3D combine path (Geforce3, Radeon 8500)
1798                 memset(&m, 0, sizeof(m));
1799                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1800                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1801                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1802                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1803                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1804                 m.tex[1] = R_GetTexture(basetexture);
1805                 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
1806                 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
1807                 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
1808                 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
1809                 m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
1810                 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1811                 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1812                 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1813                 m.texmatrix[2] = rsurface.entitytolight;
1814                 GL_BlendFunc(GL_ONE, GL_ONE);
1815         }
1816         else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1817         {
1818                 // 2 3D combine path (Geforce3, original Radeon)
1819                 memset(&m, 0, sizeof(m));
1820                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1821                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1822                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1823                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1824                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1825                 m.tex[1] = R_GetTexture(basetexture);
1826                 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
1827                 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
1828                 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
1829                 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
1830                 GL_BlendFunc(GL_ONE, GL_ONE);
1831         }
1832         else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1833         {
1834                 // 4 2D combine path (Geforce3, Radeon 8500)
1835                 memset(&m, 0, sizeof(m));
1836                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1837                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1838                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1839                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1840                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1841                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1842                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1843                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1844                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1845                 m.texmatrix[1] = rsurface.entitytoattenuationz;
1846                 m.tex[2] = R_GetTexture(basetexture);
1847                 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
1848                 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
1849                 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
1850                 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
1851                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1852                 {
1853                         m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
1854                         m.pointer_texcoord3f[3] = rsurface.vertex3f;
1855                         m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
1856                         m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
1857                         m.texmatrix[3] = rsurface.entitytolight;
1858                 }
1859                 GL_BlendFunc(GL_ONE, GL_ONE);
1860         }
1861         else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
1862         {
1863                 // 3 2D combine path (Geforce3, original Radeon)
1864                 memset(&m, 0, sizeof(m));
1865                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1866                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1867                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1868                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1869                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1870                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1871                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1872                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1873                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1874                 m.texmatrix[1] = rsurface.entitytoattenuationz;
1875                 m.tex[2] = R_GetTexture(basetexture);
1876                 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
1877                 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
1878                 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
1879                 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
1880                 GL_BlendFunc(GL_ONE, GL_ONE);
1881         }
1882         else
1883         {
1884                 // 2/2/2 2D combine path (any dot3 card)
1885                 memset(&m, 0, sizeof(m));
1886                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1887                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1888                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1889                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1890                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1891                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1892                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1893                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1894                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1895                 m.texmatrix[1] = rsurface.entitytoattenuationz;
1896                 R_Mesh_TextureState(&m);
1897                 GL_ColorMask(0,0,0,1);
1898                 GL_BlendFunc(GL_ONE, GL_ZERO);
1899                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1900
1901                 // second pass
1902                 memset(&m, 0, sizeof(m));
1903                 m.tex[0] = R_GetTexture(basetexture);
1904                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1905                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1906                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1907                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1908                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1909                 {
1910                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1911                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
1912                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1913                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1914                         m.texmatrix[1] = rsurface.entitytolight;
1915                 }
1916                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1917         }
1918         // this final code is shared
1919         R_Mesh_TextureState(&m);
1920         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1921 }
1922
1923 static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1924 {
1925         rmeshstate_t m;
1926         // colorscale accounts for how much we multiply the brightness
1927         // during combine.
1928         //
1929         // mult is how many times the final pass of the lighting will be
1930         // performed to get more brightness than otherwise possible.
1931         //
1932         // Limit mult to 64 for sanity sake.
1933         GL_Color(1,1,1,1);
1934         // generate normalization cubemap texcoords
1935         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
1936         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1937         {
1938                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1939                 memset(&m, 0, sizeof(m));
1940                 m.tex[0] = R_GetTexture(normalmaptexture);
1941                 m.texcombinergb[0] = GL_REPLACE;
1942                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1943                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1944                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1945                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1946                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1947                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1948                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1949                 m.pointer_texcoord_bufferobject[1] = 0;
1950                 m.pointer_texcoord_bufferoffset[1] = 0;
1951                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1952                 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1953                 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1954                 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1955                 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
1956                 R_Mesh_TextureState(&m);
1957                 GL_ColorMask(0,0,0,1);
1958                 GL_BlendFunc(GL_ONE, GL_ZERO);
1959                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1960
1961                 // second pass
1962                 memset(&m, 0, sizeof(m));
1963                 m.tex[0] = R_GetTexture(basetexture);
1964                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1965                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1966                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1967                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1968                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1969                 {
1970                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1971                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
1972                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1973                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1974                         m.texmatrix[1] = rsurface.entitytolight;
1975                 }
1976                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1977         }
1978         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1979         {
1980                 // 1/2/2 3D combine path (original Radeon)
1981                 memset(&m, 0, sizeof(m));
1982                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1983                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1984                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1985                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1986                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1987                 R_Mesh_TextureState(&m);
1988                 GL_ColorMask(0,0,0,1);
1989                 GL_BlendFunc(GL_ONE, GL_ZERO);
1990                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1991
1992                 // second pass
1993                 memset(&m, 0, sizeof(m));
1994                 m.tex[0] = R_GetTexture(normalmaptexture);
1995                 m.texcombinergb[0] = GL_REPLACE;
1996                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1997                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1998                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1999                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2000                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2001                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2002                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2003                 m.pointer_texcoord_bufferobject[1] = 0;
2004                 m.pointer_texcoord_bufferoffset[1] = 0;
2005                 R_Mesh_TextureState(&m);
2006                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2007                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2008
2009                 // second pass
2010                 memset(&m, 0, sizeof(m));
2011                 m.tex[0] = R_GetTexture(basetexture);
2012                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2013                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2014                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2015                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2016                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2017                 {
2018                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2019                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
2020                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2021                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2022                         m.texmatrix[1] = rsurface.entitytolight;
2023                 }
2024                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2025         }
2026         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
2027         {
2028                 // 2/2 3D combine path (original Radeon)
2029                 memset(&m, 0, sizeof(m));
2030                 m.tex[0] = R_GetTexture(normalmaptexture);
2031                 m.texcombinergb[0] = GL_REPLACE;
2032                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2033                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2034                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2035                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2036                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2037                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2038                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2039                 m.pointer_texcoord_bufferobject[1] = 0;
2040                 m.pointer_texcoord_bufferoffset[1] = 0;
2041                 R_Mesh_TextureState(&m);
2042                 GL_ColorMask(0,0,0,1);
2043                 GL_BlendFunc(GL_ONE, GL_ZERO);
2044                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2045
2046                 // second pass
2047                 memset(&m, 0, sizeof(m));
2048                 m.tex[0] = R_GetTexture(basetexture);
2049                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2050                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2051                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2052                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2053                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2054                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2055                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2056                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2057                 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2058                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2059         }
2060         else if (r_textureunits.integer >= 4)
2061         {
2062                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2063                 memset(&m, 0, sizeof(m));
2064                 m.tex[0] = R_GetTexture(normalmaptexture);
2065                 m.texcombinergb[0] = GL_REPLACE;
2066                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2067                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2068                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2069                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2070                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2071                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2072                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2073                 m.pointer_texcoord_bufferobject[1] = 0;
2074                 m.pointer_texcoord_bufferoffset[1] = 0;
2075                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2076                 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2077                 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2078                 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2079                 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
2080                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2081                 m.pointer_texcoord3f[3] = rsurface.vertex3f;
2082                 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
2083                 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
2084                 m.texmatrix[3] = rsurface.entitytoattenuationz;
2085                 R_Mesh_TextureState(&m);
2086                 GL_ColorMask(0,0,0,1);
2087                 GL_BlendFunc(GL_ONE, GL_ZERO);
2088                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2089
2090                 // second pass
2091                 memset(&m, 0, sizeof(m));
2092                 m.tex[0] = R_GetTexture(basetexture);
2093                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2094                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2095                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2096                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2097                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2098                 {
2099                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2100                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
2101                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2102                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2103                         m.texmatrix[1] = rsurface.entitytolight;
2104                 }
2105                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2106         }
2107         else
2108         {
2109                 // 2/2/2 2D combine path (any dot3 card)
2110                 memset(&m, 0, sizeof(m));
2111                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2112                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2113                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2114                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2115                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2116                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2117                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2118                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2119                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2120                 m.texmatrix[1] = rsurface.entitytoattenuationz;
2121                 R_Mesh_TextureState(&m);
2122                 GL_ColorMask(0,0,0,1);
2123                 GL_BlendFunc(GL_ONE, GL_ZERO);
2124                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2125
2126                 // second pass
2127                 memset(&m, 0, sizeof(m));
2128                 m.tex[0] = R_GetTexture(normalmaptexture);
2129                 m.texcombinergb[0] = GL_REPLACE;
2130                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2131                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2132                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2133                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2134                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2135                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2136                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2137                 m.pointer_texcoord_bufferobject[1] = 0;
2138                 m.pointer_texcoord_bufferoffset[1] = 0;
2139                 R_Mesh_TextureState(&m);
2140                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2141                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2142
2143                 // second pass
2144                 memset(&m, 0, sizeof(m));
2145                 m.tex[0] = R_GetTexture(basetexture);
2146                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2147                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2148                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2149                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2150                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2151                 {
2152                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2153                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
2154                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2155                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2156                         m.texmatrix[1] = rsurface.entitytolight;
2157                 }
2158                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2159         }
2160         // this final code is shared
2161         R_Mesh_TextureState(&m);
2162         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2163 }
2164
2165 static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2166 {
2167         float glossexponent;
2168         rmeshstate_t m;
2169         // FIXME: detect blendsquare!
2170         //if (!gl_support_blendsquare)
2171         //      return;
2172         GL_Color(1,1,1,1);
2173         // generate normalization cubemap texcoords
2174         R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
2175         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2176         {
2177                 // 2/0/0/1/2 3D combine blendsquare path
2178                 memset(&m, 0, sizeof(m));
2179                 m.tex[0] = R_GetTexture(normalmaptexture);
2180                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2181                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2182                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2183                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2184                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2185                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2186                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2187                 m.pointer_texcoord_bufferobject[1] = 0;
2188                 m.pointer_texcoord_bufferoffset[1] = 0;
2189                 R_Mesh_TextureState(&m);
2190                 GL_ColorMask(0,0,0,1);
2191                 // this squares the result
2192                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2193                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2194
2195                 // second and third pass
2196                 R_Mesh_ResetTextureState();
2197                 // square alpha in framebuffer a few times to make it shiny
2198                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2199                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2200                         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2201
2202                 // fourth pass
2203                 memset(&m, 0, sizeof(m));
2204                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2205                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2206                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2207                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2208                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2209                 R_Mesh_TextureState(&m);
2210                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2211                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2212
2213                 // fifth pass
2214                 memset(&m, 0, sizeof(m));
2215                 m.tex[0] = R_GetTexture(glosstexture);
2216                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2217                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2218                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2219                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2220                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2221                 {
2222                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2223                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
2224                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2225                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2226                         m.texmatrix[1] = rsurface.entitytolight;
2227                 }
2228                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2229         }
2230         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2231         {
2232                 // 2/0/0/2 3D combine blendsquare path
2233                 memset(&m, 0, sizeof(m));
2234                 m.tex[0] = R_GetTexture(normalmaptexture);
2235                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2236                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2237                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2238                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2239                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2240                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2241                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2242                 m.pointer_texcoord_bufferobject[1] = 0;
2243                 m.pointer_texcoord_bufferoffset[1] = 0;
2244                 R_Mesh_TextureState(&m);
2245                 GL_ColorMask(0,0,0,1);
2246                 // this squares the result
2247                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2248                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2249
2250                 // second and third pass
2251                 R_Mesh_ResetTextureState();
2252                 // square alpha in framebuffer a few times to make it shiny
2253                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2254                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2255                         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2256
2257                 // fourth pass
2258                 memset(&m, 0, sizeof(m));
2259                 m.tex[0] = R_GetTexture(glosstexture);
2260                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2261                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2262                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2263                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2264                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2265                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2266                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2267                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2268                 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2269                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2270         }
2271         else
2272         {
2273                 // 2/0/0/2/2 2D combine blendsquare path
2274                 memset(&m, 0, sizeof(m));
2275                 m.tex[0] = R_GetTexture(normalmaptexture);
2276                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2277                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2278                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2279                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2280                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2281                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2282                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2283                 m.pointer_texcoord_bufferobject[1] = 0;
2284                 m.pointer_texcoord_bufferoffset[1] = 0;
2285                 R_Mesh_TextureState(&m);
2286                 GL_ColorMask(0,0,0,1);
2287                 // this squares the result
2288                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2289                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2290
2291                 // second and third pass
2292                 R_Mesh_ResetTextureState();
2293                 // square alpha in framebuffer a few times to make it shiny
2294                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2295                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2296                         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2297
2298                 // fourth pass
2299                 memset(&m, 0, sizeof(m));
2300                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2301                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2302                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2303                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2304                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2305                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2306                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2307                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2308                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2309                 m.texmatrix[1] = rsurface.entitytoattenuationz;
2310                 R_Mesh_TextureState(&m);
2311                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2312                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2313
2314                 // fifth pass
2315                 memset(&m, 0, sizeof(m));
2316                 m.tex[0] = R_GetTexture(glosstexture);
2317                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2318                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2319                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2320                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2321                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2322                 {
2323                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2324                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
2325                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2326                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2327                         m.texmatrix[1] = rsurface.entitytolight;
2328                 }
2329                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2330         }
2331         // this final code is shared
2332         R_Mesh_TextureState(&m);
2333         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2334 }
2335
2336 static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2337 {
2338         // ARB path (any Geforce, any Radeon)
2339         qboolean doambient = ambientscale > 0;
2340         qboolean dodiffuse = diffusescale > 0;
2341         qboolean dospecular = specularscale > 0;
2342         if (!doambient && !dodiffuse && !dospecular)
2343                 return;
2344         R_Mesh_ColorPointer(NULL, 0, 0);
2345         if (doambient)
2346                 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
2347         if (dodiffuse)
2348                 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2349         if (dopants)
2350         {
2351                 if (doambient)
2352                         R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
2353                 if (dodiffuse)
2354                         R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2355         }
2356         if (doshirt)
2357         {
2358                 if (doambient)
2359                         R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
2360                 if (dodiffuse)
2361                         R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2362         }
2363         if (dospecular)
2364                 R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
2365 }
2366
2367 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2368 {
2369         int renders;
2370         int i;
2371         int stop;
2372         int newfirstvertex;
2373         int newlastvertex;
2374         int newnumtriangles;
2375         int *newe;
2376         const int *e;
2377         float *c;
2378         int maxtriangles = 4096;
2379         int newelements[4096*3];
2380         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2381         for (renders = 0;renders < 64;renders++)
2382         {
2383                 stop = true;
2384                 newfirstvertex = 0;
2385                 newlastvertex = 0;
2386                 newnumtriangles = 0;
2387                 newe = newelements;
2388                 // due to low fillrate on the cards this vertex lighting path is
2389                 // designed for, we manually cull all triangles that do not
2390                 // contain a lit vertex
2391                 // this builds batches of triangles from multiple surfaces and
2392                 // renders them at once
2393                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2394                 {
2395                         if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2396                         {
2397                                 if (newnumtriangles)
2398                                 {
2399                                         newfirstvertex = min(newfirstvertex, e[0]);
2400                                         newlastvertex  = max(newlastvertex, e[0]);
2401                                 }
2402                                 else
2403                                 {
2404                                         newfirstvertex = e[0];
2405                                         newlastvertex = e[0];
2406                                 }
2407                                 newfirstvertex = min(newfirstvertex, e[1]);
2408                                 newlastvertex  = max(newlastvertex, e[1]);
2409                                 newfirstvertex = min(newfirstvertex, e[2]);
2410                                 newlastvertex  = max(newlastvertex, e[2]);
2411                                 newe[0] = e[0];
2412                                 newe[1] = e[1];
2413                                 newe[2] = e[2];
2414                                 newnumtriangles++;
2415                                 newe += 3;
2416                                 if (newnumtriangles >= maxtriangles)
2417                                 {
2418                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2419                                         newnumtriangles = 0;
2420                                         newe = newelements;
2421                                         stop = false;
2422                                 }
2423                         }
2424                 }
2425                 if (newnumtriangles >= 1)
2426                 {
2427                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2428                         stop = false;
2429                 }
2430                 // if we couldn't find any lit triangles, exit early
2431                 if (stop)
2432                         break;
2433                 // now reduce the intensity for the next overbright pass
2434                 // we have to clamp to 0 here incase the drivers have improper
2435                 // handling of negative colors
2436                 // (some old drivers even have improper handling of >1 color)
2437                 stop = true;
2438                 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2439                 {
2440                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2441                         {
2442                                 c[0] = max(0, c[0] - 1);
2443                                 c[1] = max(0, c[1] - 1);
2444                                 c[2] = max(0, c[2] - 1);
2445                                 stop = false;
2446                         }
2447                         else
2448                                 VectorClear(c);
2449                 }
2450                 // another check...
2451                 if (stop)
2452                         break;
2453         }
2454 }
2455
2456 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2457 {
2458         // OpenGL 1.1 path (anything)
2459         float ambientcolorbase[3], diffusecolorbase[3];
2460         float ambientcolorpants[3], diffusecolorpants[3];
2461         float ambientcolorshirt[3], diffusecolorshirt[3];
2462         rmeshstate_t m;
2463         VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
2464         VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
2465         VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
2466         VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
2467         VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
2468         VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
2469         memset(&m, 0, sizeof(m));
2470         m.tex[0] = R_GetTexture(basetexture);
2471         m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2472         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2473         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2474         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2475         if (r_textureunits.integer >= 2)
2476         {
2477                 // voodoo2 or TNT
2478                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2479                 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2480                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2481                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2482                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2483                 if (r_textureunits.integer >= 3)
2484                 {
2485                         // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2486                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2487                         m.texmatrix[2] = rsurface.entitytoattenuationz;
2488                         m.pointer_texcoord3f[2] = rsurface.vertex3f;
2489                         m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2490                         m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2491                 }
2492         }
2493         R_Mesh_TextureState(&m);
2494         //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2495         R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2496         if (dopants)
2497         {
2498                 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2499                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2500         }
2501         if (doshirt)
2502         {
2503                 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2504                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2505         }
2506 }
2507
2508 extern cvar_t gl_lightmaps;
2509 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2510 {
2511         float ambientscale, diffusescale, specularscale;
2512         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2513         rtexture_t *nmap;
2514         // calculate colors to render this texture with
2515         lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
2516         lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
2517         lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
2518         ambientscale = rsurface.rtlight->ambientscale;
2519         diffusescale = rsurface.rtlight->diffusescale;
2520         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2521         if (!r_shadow_usenormalmap.integer)
2522         {
2523                 ambientscale += 1.0f * diffusescale;
2524                 diffusescale = 0;
2525                 specularscale = 0;
2526         }
2527         if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2528                 return;
2529         RSurf_SetupDepthAndCulling();
2530         nmap = rsurface.texture->currentskinframe->nmap;
2531         if (gl_lightmaps.integer)
2532                 nmap = r_texture_blanknormalmap;
2533         if (rsurface.texture->colormapping && !gl_lightmaps.integer)
2534         {
2535                 qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
2536                 qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
2537                 if (dopants)
2538                 {
2539                         lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
2540                         lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
2541                         lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
2542                 }
2543                 else
2544                         VectorClear(lightcolorpants);
2545                 if (doshirt)
2546                 {
2547                         lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
2548                         lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
2549                         lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
2550                 }
2551                 else
2552                         VectorClear(lightcolorshirt);
2553                 switch (r_shadow_rendermode)
2554                 {
2555                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2556                         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2557                         R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2558                         break;
2559                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2560                         R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2561                         break;
2562                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2563                         R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2564                         break;
2565                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2566                         R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2567                         break;
2568                 default:
2569                         Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2570                         break;
2571                 }
2572         }
2573         else
2574         {
2575                 switch (r_shadow_rendermode)
2576                 {
2577                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2578                         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2579                         R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2580                         break;
2581                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2582                         R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2583                         break;
2584                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2585                         R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2586                         break;
2587                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2588                         R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2589                         break;
2590                 default:
2591                         Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2592                         break;
2593                 }
2594         }
2595 }
2596
2597 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2598 {
2599         matrix4x4_t tempmatrix = *matrix;
2600         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2601
2602         // if this light has been compiled before, free the associated data
2603         R_RTLight_Uncompile(rtlight);
2604
2605         // clear it completely to avoid any lingering data
2606         memset(rtlight, 0, sizeof(*rtlight));
2607
2608         // copy the properties
2609         rtlight->matrix_lighttoworld = tempmatrix;
2610         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2611         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2612         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2613         VectorCopy(color, rtlight->color);
2614         rtlight->cubemapname[0] = 0;
2615         if (cubemapname && cubemapname[0])
2616                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2617         rtlight->shadow = shadow;
2618         rtlight->corona = corona;
2619         rtlight->style = style;
2620         rtlight->isstatic = isstatic;
2621         rtlight->coronasizescale = coronasizescale;
2622         rtlight->ambientscale = ambientscale;
2623         rtlight->diffusescale = diffusescale;
2624         rtlight->specularscale = specularscale;
2625         rtlight->flags = flags;
2626
2627         // compute derived data
2628         //rtlight->cullradius = rtlight->radius;
2629         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2630         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2631         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2632         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2633         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2634         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2635         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2636 }
2637
2638 // compiles rtlight geometry
2639 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2640 void R_RTLight_Compile(rtlight_t *rtlight)
2641 {
2642         int i;
2643         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2644         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2645         entity_render_t *ent = r_refdef.scene.worldentity;
2646         dp_model_t *model = r_refdef.scene.worldmodel;
2647         unsigned char *data;
2648         shadowmesh_t *mesh;
2649
2650         // compile the light
2651         rtlight->compiled = true;
2652         rtlight->static_numleafs = 0;
2653         rtlight->static_numleafpvsbytes = 0;
2654         rtlight->static_leaflist = NULL;
2655         rtlight->static_leafpvs = NULL;
2656         rtlight->static_numsurfaces = 0;
2657         rtlight->static_surfacelist = NULL;
2658         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2659         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2660         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2661         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2662         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2663         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2664
2665         if (model && model->GetLightInfo)
2666         {
2667                 // this variable must be set for the CompileShadowVolume code
2668                 r_shadow_compilingrtlight = rtlight;
2669                 R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
2670                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
2671                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2672                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2673                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2674                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2675                 rtlight->static_numsurfaces = numsurfaces;
2676                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2677                 rtlight->static_numleafs = numleafs;
2678                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2679                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2680                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2681                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2682                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2683                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2684                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2685                 if (rtlight->static_numsurfaces)
2686                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2687                 if (rtlight->static_numleafs)
2688                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2689                 if (rtlight->static_numleafpvsbytes)
2690                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2691                 if (rtlight->static_numshadowtrispvsbytes)
2692                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2693                 if (rtlight->static_numlighttrispvsbytes)
2694                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2695                 if (model->CompileShadowVolume && rtlight->shadow)
2696                         model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2697                 // now we're done compiling the rtlight
2698                 r_shadow_compilingrtlight = NULL;
2699         }
2700
2701
2702         // use smallest available cullradius - box radius or light radius
2703         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2704         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2705
2706         shadowzpasstris = 0;
2707         if (rtlight->static_meshchain_shadow_zpass)
2708                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
2709                         shadowzpasstris += mesh->numtriangles;
2710
2711         shadowzfailtris = 0;
2712         if (rtlight->static_meshchain_shadow_zfail)
2713                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
2714                         shadowzfailtris += mesh->numtriangles;
2715
2716         lighttris = 0;
2717         if (rtlight->static_numlighttrispvsbytes)
2718                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2719                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2720                                 lighttris++;
2721
2722         shadowtris = 0;
2723         if (rtlight->static_numlighttrispvsbytes)
2724                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2725                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2726                                 shadowtris++;
2727
2728         if (developer.integer >= 10)
2729                 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
2730 }
2731
2732 void R_RTLight_Uncompile(rtlight_t *rtlight)
2733 {
2734         if (rtlight->compiled)
2735         {
2736                 if (rtlight->static_meshchain_shadow_zpass)
2737                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
2738                 rtlight->static_meshchain_shadow_zpass = NULL;
2739                 if (rtlight->static_meshchain_shadow_zfail)
2740                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
2741                 rtlight->static_meshchain_shadow_zfail = NULL;
2742                 // these allocations are grouped
2743                 if (rtlight->static_surfacelist)
2744                         Mem_Free(rtlight->static_surfacelist);
2745                 rtlight->static_numleafs = 0;
2746                 rtlight->static_numleafpvsbytes = 0;
2747                 rtlight->static_leaflist = NULL;
2748                 rtlight->static_leafpvs = NULL;
2749                 rtlight->static_numsurfaces = 0;
2750                 rtlight->static_surfacelist = NULL;
2751                 rtlight->static_numshadowtrispvsbytes = 0;
2752                 rtlight->static_shadowtrispvs = NULL;
2753                 rtlight->static_numlighttrispvsbytes = 0;
2754                 rtlight->static_lighttrispvs = NULL;
2755                 rtlight->compiled = false;
2756         }
2757 }
2758
2759 void R_Shadow_UncompileWorldLights(void)
2760 {
2761         size_t lightindex;
2762         dlight_t *light;
2763         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2764         for (lightindex = 0;lightindex < range;lightindex++)
2765         {
2766                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2767                 if (!light)
2768                         continue;
2769                 R_RTLight_Uncompile(&light->rtlight);
2770         }
2771 }
2772
2773 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
2774 {
2775         int i, j;
2776         mplane_t plane;
2777         // reset the count of frustum planes
2778         // see rsurface.rtlight_frustumplanes definition for how much this array
2779         // can hold
2780         rsurface.rtlight_numfrustumplanes = 0;
2781
2782         // haven't implemented a culling path for ortho rendering
2783         if (!r_refdef.view.useperspective)
2784         {
2785                 // check if the light is on screen and copy the 4 planes if it is
2786                 for (i = 0;i < 4;i++)
2787                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2788                                 break;
2789                 if (i == 4)
2790                         for (i = 0;i < 4;i++)
2791                                 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
2792                 return;
2793         }
2794
2795 #if 1
2796         // generate a deformed frustum that includes the light origin, this is
2797         // used to cull shadow casting surfaces that can not possibly cast a
2798         // shadow onto the visible light-receiving surfaces, which can be a
2799         // performance gain
2800         //
2801         // if the light origin is onscreen the result will be 4 planes exactly
2802         // if the light origin is offscreen on only one axis the result will
2803         // be exactly 5 planes (split-side case)
2804         // if the light origin is offscreen on two axes the result will be
2805         // exactly 4 planes (stretched corner case)
2806         for (i = 0;i < 4;i++)
2807         {
2808                 // quickly reject standard frustum planes that put the light
2809                 // origin outside the frustum
2810                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2811                         continue;
2812                 // copy the plane
2813                 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
2814         }
2815         // if all the standard frustum planes were accepted, the light is onscreen
2816         // otherwise we need to generate some more planes below...
2817         if (rsurface.rtlight_numfrustumplanes < 4)
2818         {
2819                 // at least one of the stock frustum planes failed, so we need to
2820                 // create one or two custom planes to enclose the light origin
2821                 for (i = 0;i < 4;i++)
2822                 {
2823                         // create a plane using the view origin and light origin, and a
2824                         // single point from the frustum corner set
2825                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
2826                         VectorNormalize(plane.normal);
2827                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
2828                         // see if this plane is backwards and flip it if so
2829                         for (j = 0;j < 4;j++)
2830                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2831                                         break;
2832                         if (j < 4)
2833                         {
2834                                 VectorNegate(plane.normal, plane.normal);
2835                                 plane.dist *= -1;
2836                                 // flipped plane, test again to see if it is now valid
2837                                 for (j = 0;j < 4;j++)
2838                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2839                                                 break;
2840                                 // if the plane is still not valid, then it is dividing the
2841                                 // frustum and has to be rejected
2842                                 if (j < 4)
2843                                         continue;
2844                         }
2845                         // we have created a valid plane, compute extra info
2846                         PlaneClassify(&plane);
2847                         // copy the plane
2848                         rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2849 #if 1
2850                         // if we've found 5 frustum planes then we have constructed a
2851                         // proper split-side case and do not need to keep searching for
2852                         // planes to enclose the light origin
2853                         if (rsurface.rtlight_numfrustumplanes == 5)
2854                                 break;
2855 #endif
2856                 }
2857         }
2858 #endif
2859
2860 #if 0
2861         for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
2862         {
2863                 plane = rsurface.rtlight_frustumplanes[i];
2864                 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
2865         }
2866 #endif
2867
2868 #if 0
2869         // now add the light-space box planes if the light box is rotated, as any
2870         // caster outside the oriented light box is irrelevant (even if it passed
2871         // the worldspace light box, which is axial)
2872         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
2873         {
2874                 for (i = 0;i < 6;i++)
2875                 {
2876                         vec3_t v;
2877                         VectorClear(v);
2878                         v[i >> 1] = (i & 1) ? -1 : 1;
2879                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
2880                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
2881                         plane.dist = VectorNormalizeLength(plane.normal);
2882                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
2883                         rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2884                 }
2885         }
2886 #endif
2887
2888 #if 0
2889         // add the world-space reduced box planes
2890         for (i = 0;i < 6;i++)
2891         {
2892                 VectorClear(plane.normal);
2893                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
2894                 plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
2895                 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2896         }
2897 #endif
2898
2899 #if 0
2900         {
2901         int j, oldnum;
2902         vec3_t points[8];
2903         vec_t bestdist;
2904         // reduce all plane distances to tightly fit the rtlight cull box, which
2905         // is in worldspace
2906         VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
2907         VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
2908         VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
2909         VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
2910         VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
2911         VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
2912         VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
2913         VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
2914         oldnum = rsurface.rtlight_numfrustumplanes;
2915         rsurface.rtlight_numfrustumplanes = 0;
2916         for (j = 0;j < oldnum;j++)
2917         {
2918                 // find the nearest point on the box to this plane
2919                 bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
2920                 for (i = 1;i < 8;i++)
2921                 {
2922                         dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
2923                         if (bestdist > dist)
2924                                 bestdist = dist;
2925                 }
2926                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
2927                 // if the nearest point is near or behind the plane, we want this
2928                 // plane, otherwise the plane is useless as it won't cull anything
2929                 if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
2930                 {
2931                         PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
2932                         rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
2933                 }
2934         }
2935         }
2936 #endif
2937 }
2938
2939 void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
2940 {
2941         qboolean zpass;
2942         shadowmesh_t *mesh;
2943         int t, tend;
2944         int surfacelistindex;
2945         msurface_t *surface;
2946
2947         RSurf_ActiveWorldEntity();
2948         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2949         {
2950                 CHECKGLERROR
2951                 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
2952                 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
2953                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
2954                 for (;mesh;mesh = mesh->next)
2955                 {
2956                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2957                         R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
2958                         GL_LockArrays(0, mesh->numverts);
2959                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
2960                         {
2961                                 // increment stencil if frontface is infront of depthbuffer
2962                                 GL_CullFace(r_refdef.view.cullface_back);
2963                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2964                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
2965                                 // decrement stencil if backface is infront of depthbuffer
2966                                 GL_CullFace(r_refdef.view.cullface_front);
2967                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2968                         }
2969                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
2970                         {
2971                                 // decrement stencil if backface is behind depthbuffer
2972                                 GL_CullFace(r_refdef.view.cullface_front);
2973                                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2974                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
2975                                 // increment stencil if frontface is behind depthbuffer
2976                                 GL_CullFace(r_refdef.view.cullface_back);
2977                                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2978                         }
2979                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
2980                         GL_LockArrays(0, 0);
2981                 }
2982                 CHECKGLERROR
2983         }
2984         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
2985         {
2986                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
2987                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2988                 {
2989                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
2990                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
2991                                 if (CHECKPVSBIT(trispvs, t))
2992                                         shadowmarklist[numshadowmark++] = t;
2993                 }
2994                 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
2995         }
2996         else if (numsurfaces)
2997                 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
2998
2999         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3000 }
3001
3002 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3003 {
3004         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3005         vec_t relativeshadowradius;
3006         RSurf_ActiveModelEntity(ent, false, false);
3007         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3008         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3009         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3010         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3011         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3012         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3013         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3014         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3015         ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3016         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3017 }
3018
3019 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3020 {
3021         // set up properties for rendering light onto this entity
3022         RSurf_ActiveModelEntity(ent, true, true);
3023         GL_AlphaTest(false);
3024         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3025         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3026         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3027         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3028         if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3029                 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3030 }
3031
3032 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3033 {
3034         if (!r_refdef.scene.worldmodel->DrawLight)
3035                 return;
3036
3037         // set up properties for rendering light onto this entity
3038         RSurf_ActiveWorldEntity();
3039         GL_AlphaTest(false);
3040         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3041         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3042         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3043         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3044         if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3045                 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3046
3047         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
3048
3049         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3050 }
3051
3052 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3053 {
3054         dp_model_t *model = ent->model;
3055         if (!model->DrawLight)
3056                 return;
3057
3058         R_Shadow_SetupEntityLight(ent);
3059
3060         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3061
3062         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3063 }
3064
3065 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
3066 {
3067         int i;
3068         float f;
3069         int numleafs, numsurfaces;
3070         int *leaflist, *surfacelist;
3071         unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
3072         int numlightentities;
3073         int numlightentities_noselfshadow;
3074         int numshadowentities;
3075         int numshadowentities_noselfshadow;
3076         static entity_render_t *lightentities[MAX_EDICTS];
3077         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3078         static entity_render_t *shadowentities[MAX_EDICTS];
3079         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3080
3081         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3082         // skip lights that are basically invisible (color 0 0 0)
3083         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3084                 return;
3085
3086         // loading is done before visibility checks because loading should happen
3087         // all at once at the start of a level, not when it stalls gameplay.
3088         // (especially important to benchmarks)
3089         // compile light
3090         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
3091                 R_RTLight_Compile(rtlight);
3092         // load cubemap
3093         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3094
3095         // look up the light style value at this time
3096         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3097         VectorScale(rtlight->color, f, rtlight->currentcolor);
3098         /*
3099         if (rtlight->selected)
3100         {
3101                 f = 2 + sin(realtime * M_PI * 4.0);
3102                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3103         }
3104         */
3105
3106         // if lightstyle is currently off, don't draw the light
3107         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3108                 return;
3109
3110         // if the light box is offscreen, skip it
3111         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3112                 return;
3113
3114         VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
3115         VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
3116
3117         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3118         {
3119                 // compiled light, world available and can receive realtime lighting
3120                 // retrieve leaf information
3121                 numleafs = rtlight->static_numleafs;
3122                 leaflist = rtlight->static_leaflist;
3123                 leafpvs = rtlight->static_leafpvs;
3124                 numsurfaces = rtlight->static_numsurfaces;
3125                 surfacelist = rtlight->static_surfacelist;
3126                 shadowtrispvs = rtlight->static_shadowtrispvs;
3127                 lighttrispvs = rtlight->static_lighttrispvs;
3128         }
3129         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3130         {
3131                 // dynamic light, world available and can receive realtime lighting
3132                 // calculate lit surfaces and leafs
3133                 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
3134                 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
3135                 leaflist = r_shadow_buffer_leaflist;
3136                 leafpvs = r_shadow_buffer_leafpvs;
3137                 surfacelist = r_shadow_buffer_surfacelist;
3138                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3139                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3140                 // if the reduced leaf bounds are offscreen, skip it
3141                 if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3142                         return;
3143         }
3144         else
3145         {
3146                 // no world
3147                 numleafs = 0;
3148                 leaflist = NULL;
3149                 leafpvs = NULL;
3150                 numsurfaces = 0;
3151                 surfacelist = NULL;
3152                 shadowtrispvs = NULL;
3153                 lighttrispvs = NULL;
3154         }
3155         // check if light is illuminating any visible leafs
3156         if (numleafs)
3157         {
3158                 for (i = 0;i < numleafs;i++)
3159                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3160                                 break;
3161                 if (i == numleafs)
3162                         return;
3163         }
3164         // set up a scissor rectangle for this light
3165         if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3166                 return;
3167
3168         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3169
3170         // make a list of lit entities and shadow casting entities
3171         numlightentities = 0;
3172         numlightentities_noselfshadow = 0;
3173         numshadowentities = 0;
3174         numshadowentities_noselfshadow = 0;
3175         // add dynamic entities that are lit by the light
3176         if (r_drawentities.integer)
3177         {
3178                 for (i = 0;i < r_refdef.scene.numentities;i++)
3179                 {
3180                         dp_model_t *model;
3181                         entity_render_t *ent = r_refdef.scene.entities[i];
3182                         vec3_t org;
3183                         if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3184                                 continue;
3185                         // skip the object entirely if it is not within the valid
3186                         // shadow-casting region (which includes the lit region)
3187                         if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
3188                                 continue;
3189                         if (!(model = ent->model))
3190                                 continue;
3191                         if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3192                         {
3193                                 // this entity wants to receive light, is visible, and is
3194                                 // inside the light box
3195                                 // TODO: check if the surfaces in the model can receive light
3196                                 // so now check if it's in a leaf seen by the light
3197                                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3198                                         continue;
3199                                 if (ent->flags & RENDER_NOSELFSHADOW)
3200                                         lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3201                                 else
3202                                         lightentities[numlightentities++] = ent;
3203                                 // since it is lit, it probably also casts a shadow...
3204                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3205                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3206                                 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3207                                 {
3208                                         // note: exterior models without the RENDER_NOSELFSHADOW
3209                                         // flag still create a RENDER_NOSELFSHADOW shadow but
3210                                         // are lit normally, this means that they are
3211                                         // self-shadowing but do not shadow other
3212                                         // RENDER_NOSELFSHADOW entities such as the gun
3213                                         // (very weird, but keeps the player shadow off the gun)
3214                                         if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3215                                                 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3216                                         else
3217                                                 shadowentities[numshadowentities++] = ent;
3218                                 }
3219                         }
3220                         else if (ent->flags & RENDER_SHADOW)
3221                         {
3222                                 // this entity is not receiving light, but may still need to
3223                                 // cast a shadow...
3224                                 // TODO: check if the surfaces in the model can cast shadow
3225                                 // now check if it is in a leaf seen by the light
3226                                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3227                                         continue;
3228                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3229                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3230                                 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3231                                 {
3232                                         if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3233                                                 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3234                                         else
3235                                                 shadowentities[numshadowentities++] = ent;
3236                                 }
3237                         }
3238                 }
3239         }
3240
3241         // return if there's nothing at all to light
3242         if (!numlightentities && !numsurfaces)
3243                 return;
3244
3245         // don't let sound skip if going slow
3246         if (r_refdef.scene.extraupdate)
3247                 S_ExtraUpdate ();
3248
3249         // make this the active rtlight for rendering purposes
3250         R_Shadow_RenderMode_ActiveLight(rtlight);
3251         // count this light in the r_speeds
3252         r_refdef.stats.lights++;
3253
3254         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3255         {
3256                 // optionally draw visible shape of the shadow volumes
3257                 // for performance analysis by level designers
3258                 R_Shadow_RenderMode_VisibleShadowVolumes();
3259                 if (numsurfaces)
3260                         R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3261                 for (i = 0;i < numshadowentities;i++)
3262                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3263                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3264                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3265         }
3266
3267         if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3268         {
3269                 // draw stencil shadow volumes to mask off pixels that are in shadow
3270                 // so that they won't receive lighting
3271                 R_Shadow_ClearStencil();
3272                 if (numsurfaces)
3273                         R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3274                 for (i = 0;i < numshadowentities;i++)
3275                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3276                 if (numlightentities_noselfshadow)
3277                 {
3278                         // draw lighting in the unmasked areas
3279                         R_Shadow_RenderMode_Lighting(true, false);
3280                         for (i = 0;i < numlightentities_noselfshadow;i++)
3281                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3282
3283                         // optionally draw the illuminated areas
3284                         // for performance analysis by level designers
3285                         if (r_showlighting.integer && r_refdef.view.showdebug)
3286                         {
3287                                 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
3288                                 for (i = 0;i < numlightentities_noselfshadow;i++)
3289                                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3290                         }
3291                 }
3292                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3293                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3294
3295                 if (numsurfaces + numlightentities)
3296                 {
3297                         // draw lighting in the unmasked areas
3298                         R_Shadow_RenderMode_Lighting(true, false);
3299                         if (numsurfaces)
3300                                 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3301                         for (i = 0;i < numlightentities;i++)
3302                                 R_Shadow_DrawEntityLight(lightentities[i]);
3303
3304                         // optionally draw the illuminated areas
3305                         // for performance analysis by level designers
3306                         if (r_showlighting.integer && r_refdef.view.showdebug)
3307                         {
3308                                 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
3309                                 if (numsurfaces)
3310                                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3311                                 for (i = 0;i < numlightentities;i++)
3312                                         R_Shadow_DrawEntityLight(lightentities[i]);
3313                         }
3314                 }
3315         }
3316         else
3317         {
3318                 if (numsurfaces + numlightentities)
3319                 {
3320                         // draw lighting in the unmasked areas
3321                         R_Shadow_RenderMode_Lighting(false, false);
3322                         if (numsurfaces)
3323                                 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3324                         for (i = 0;i < numlightentities;i++)
3325                                 R_Shadow_DrawEntityLight(lightentities[i]);
3326                         for (i = 0;i < numlightentities_noselfshadow;i++)
3327                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3328
3329                         // optionally draw the illuminated areas
3330                         // for performance analysis by level designers
3331                         if (r_showlighting.integer && r_refdef.view.showdebug)
3332                         {
3333                                 R_Shadow_RenderMode_VisibleLighting(false, false);
3334                                 if (numsurfaces)
3335                                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3336                                 for (i = 0;i < numlightentities;i++)
3337                                         R_Shadow_DrawEntityLight(lightentities[i]);
3338                                 for (i = 0;i < numlightentities_noselfshadow;i++)
3339                                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3340                         }
3341                 }
3342         }
3343 }
3344
3345 void R_Shadow_DrawLightSprites(void);
3346 void R_ShadowVolumeLighting(qboolean visible)
3347 {
3348         int flag;
3349         int lnum;
3350         size_t lightindex;
3351         dlight_t *light;
3352         size_t range;
3353
3354         if (r_editlights.integer)
3355                 R_Shadow_DrawLightSprites();
3356
3357         R_Shadow_RenderMode_Begin();
3358
3359         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3360         if (r_shadow_debuglight.integer >= 0)
3361         {
3362                 lightindex = r_shadow_debuglight.integer;
3363                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3364                 if (light && (light->flags & flag))
3365                         R_DrawRTLight(&light->rtlight, visible);
3366         }
3367         else
3368         {
3369                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3370                 for (lightindex = 0;lightindex < range;lightindex++)
3371                 {
3372                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3373                         if (light && (light->flags & flag))
3374                                 R_DrawRTLight(&light->rtlight, visible);
3375                 }
3376         }
3377         if (r_refdef.scene.rtdlight)
3378                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3379                         R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
3380
3381         R_Shadow_RenderMode_End();
3382 }
3383
3384 extern void R_SetupView(qboolean allowwaterclippingplane);
3385 extern cvar_t r_shadows;
3386 extern cvar_t r_shadows_throwdistance;
3387 void R_DrawModelShadows(void)
3388 {
3389         int i;
3390         float relativethrowdistance;
3391         entity_render_t *ent;
3392         vec3_t relativelightorigin;
3393         vec3_t relativelightdirection;
3394         vec3_t relativeshadowmins, relativeshadowmaxs;
3395         vec3_t tmp;
3396         float vertex3f[12];
3397
3398         if (!r_drawentities.integer || !gl_stencil)
3399                 return;
3400
3401         CHECKGLERROR
3402         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3403
3404         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
3405
3406         if (gl_ext_separatestencil.integer)
3407         {
3408                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
3409                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
3410         }
3411         else if (gl_ext_stenciltwoside.integer)
3412         {
3413                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
3414                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
3415         }
3416         else
3417         {
3418                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
3419                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
3420         }
3421
3422         R_Shadow_ClearStencil();
3423
3424         for (i = 0;i < r_refdef.scene.numentities;i++)
3425         {
3426                 ent = r_refdef.scene.entities[i];
3427                 // cast shadows from anything that is not a submodel of the map
3428                 if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
3429                 {
3430                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
3431                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
3432                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
3433
3434                         if(r_shadows.integer == 2)
3435                         {
3436                                 // 2: simpler mode, throw shadows always DOWN
3437                                 VectorSet(tmp, 0, 0, -1);
3438                                 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
3439                         }
3440                         else
3441                         {
3442                                 if(ent->entitynumber != 0)
3443                                 {
3444                                         // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
3445                                         int entnum, entnum2, recursion;
3446                                         entnum = entnum2 = ent->entitynumber;
3447                                         for(recursion = 32; recursion > 0; --recursion)
3448                                         {
3449                                                 entnum2 = cl.entities[entnum].state_current.tagentity;
3450                                                 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
3451                                                         entnum = entnum2;
3452                                                 else
3453                                                         break;
3454                                         }
3455                                         if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
3456                                         {
3457                                                 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
3458                                                 // transform into modelspace of OUR entity
3459                                                 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
3460                                                 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
3461                                         }
3462                                         else
3463                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
3464                                 }
3465                                 else
3466                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
3467                         }
3468
3469                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
3470                         RSurf_ActiveModelEntity(ent, false, false);
3471                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3472                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3473                 }
3474         }
3475
3476         // not really the right mode, but this will disable any silly stencil features
3477         R_Shadow_RenderMode_VisibleLighting(true, true);
3478
3479         // vertex coordinates for a quad that covers the screen exactly
3480         vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
3481         vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
3482         vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
3483         vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
3484
3485         // set up ortho view for rendering this pass
3486         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3487         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3488         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3489         GL_ScissorTest(true);
3490         R_Mesh_Matrix(&identitymatrix);
3491         R_Mesh_ResetTextureState();
3492         R_Mesh_VertexPointer(vertex3f, 0, 0);
3493         R_Mesh_ColorPointer(NULL, 0, 0);
3494
3495         // set up a 50% darkening blend on shadowed areas
3496         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3497         GL_DepthRange(0, 1);
3498         GL_DepthTest(false);
3499         GL_DepthMask(false);
3500         GL_PolygonOffset(0, 0);CHECKGLERROR
3501         GL_Color(0, 0, 0, 0.5);
3502         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3503         qglDepthFunc(GL_ALWAYS);CHECKGLERROR
3504         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
3505         qglStencilMask(~0);CHECKGLERROR
3506         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3507         qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
3508
3509         // apply the blend to the shadowed areas
3510         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3511
3512         // restoring the perspective view is done by R_RenderScene
3513         //R_SetupView(true);
3514
3515         // restore other state to normal
3516         R_Shadow_RenderMode_End();
3517 }
3518
3519 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
3520 {
3521         float zdist;
3522         vec3_t centerorigin;
3523         // if it's too close, skip it
3524         if (VectorLength(rtlight->color) < (1.0f / 256.0f))
3525                 return;
3526         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
3527         if (zdist < 32)
3528                 return;
3529         if (usequery && r_numqueries + 2 <= r_maxqueries)
3530         {
3531                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
3532                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
3533                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
3534
3535                 CHECKGLERROR
3536                 // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
3537                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
3538                 qglDepthFunc(GL_ALWAYS);
3539                 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
3540                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
3541                 qglDepthFunc(GL_LEQUAL);
3542                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
3543                 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
3544                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
3545                 CHECKGLERROR
3546         }
3547         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
3548 }
3549
3550 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
3551 {
3552         vec3_t color;
3553         GLint allpixels = 0, visiblepixels = 0;
3554         // now we have to check the query result
3555         if (rtlight->corona_queryindex_visiblepixels)
3556         {
3557                 CHECKGLERROR
3558                 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
3559                 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
3560                 CHECKGLERROR
3561                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
3562                 if (visiblepixels < 1 || allpixels < 1)
3563                         return;
3564                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
3565                 cscale *= rtlight->corona_visibility;
3566         }
3567         else
3568         {
3569                 // FIXME: these traces should scan all render entities instead of cl.world
3570                 if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
3571                         return;
3572         }
3573         VectorScale(rtlight->color, cscale, color);
3574         if (VectorLength(color) > (1.0f / 256.0f))
3575                 R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1);
3576 }
3577
3578 void R_DrawCoronas(void)
3579 {
3580         int i, flag;
3581         qboolean usequery;
3582         size_t lightindex;
3583         dlight_t *light;
3584         rtlight_t *rtlight;
3585         size_t range;
3586         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
3587                 return;
3588         if (r_waterstate.renderingscene)
3589                 return;
3590         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3591         R_Mesh_Matrix(&identitymatrix);
3592
3593         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3594
3595         // check occlusion of coronas
3596         // use GL_ARB_occlusion_query if available
3597         // otherwise use raytraces
3598         r_numqueries = 0;
3599         usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer;
3600         if (usequery)
3601         {
3602                 GL_ColorMask(0,0,0,0);
3603                 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
3604                 if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
3605                 {
3606                         i = r_maxqueries;
3607                         r_maxqueries = (range + r_refdef.scene.numlights) * 4;
3608                         r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
3609                         CHECKGLERROR
3610                         qglGenQueriesARB(r_maxqueries - i, r_queries + i);
3611                         CHECKGLERROR
3612                 }
3613         }
3614         for (lightindex = 0;lightindex < range;lightindex++)
3615         {
3616                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3617                 if (!light)
3618                         continue;
3619                 rtlight = &light->rtlight;
3620                 rtlight->corona_visibility = 0;
3621                 rtlight->corona_queryindex_visiblepixels = 0;
3622                 rtlight->corona_queryindex_allpixels = 0;
3623                 if (!(rtlight->flags & flag))
3624                         continue;
3625                 if (rtlight->corona <= 0)
3626                         continue;
3627                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
3628                         continue;
3629                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
3630         }
3631         for (i = 0;i < r_refdef.scene.numlights;i++)
3632         {
3633                 rtlight = r_refdef.scene.lights[i];
3634                 rtlight->corona_visibility = 0;
3635                 rtlight->corona_queryindex_visiblepixels = 0;
3636                 rtlight->corona_queryindex_allpixels = 0;
3637                 if (!(rtlight->flags & flag))
3638                         continue;
3639                 if (rtlight->corona <= 0)
3640                         continue;
3641                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
3642         }
3643         if (usequery)
3644                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3645
3646         // now draw the coronas using the query data for intensity info
3647         for (lightindex = 0;lightindex < range;lightindex++)
3648         {
3649                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3650                 if (!light)
3651                         continue;
3652                 rtlight = &light->rtlight;
3653                 if (rtlight->corona_visibility <= 0)
3654                         continue;
3655                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
3656         }
3657         for (i = 0;i < r_refdef.scene.numlights;i++)
3658         {
3659                 rtlight = r_refdef.scene.lights[i];
3660                 if (rtlight->corona_visibility <= 0)
3661                         continue;
3662                 if (gl_flashblend.integer)
3663                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
3664                 else
3665                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
3666         }
3667 }
3668
3669
3670
3671 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3672 typedef struct suffixinfo_s
3673 {
3674         char *suffix;
3675         qboolean flipx, flipy, flipdiagonal;
3676 }
3677 suffixinfo_t;
3678 static suffixinfo_t suffix[3][6] =
3679 {
3680         {
3681                 {"px",   false, false, false},
3682                 {"nx",   false, false, false},
3683                 {"py",   false, false, false},
3684                 {"ny",   false, false, false},
3685                 {"pz",   false, false, false},
3686                 {"nz",   false, false, false}
3687         },
3688         {
3689                 {"posx", false, false, false},
3690                 {"negx", false, false, false},
3691                 {"posy", false, false, false},
3692                 {"negy", false, false, false},
3693                 {"posz", false, false, false},
3694                 {"negz", false, false, false}
3695         },
3696         {
3697                 {"rt",    true, false,  true},
3698                 {"lf",   false,  true,  true},
3699                 {"ft",    true,  true, false},
3700                 {"bk",   false, false, false},
3701                 {"up",    true, false,  true},
3702                 {"dn",    true, false,  true}
3703         }
3704 };
3705
3706 static int componentorder[4] = {0, 1, 2, 3};
3707
3708 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3709 {
3710         int i, j, cubemapsize;
3711         unsigned char *cubemappixels, *image_buffer;
3712         rtexture_t *cubemaptexture;
3713         char name[256];
3714         // must start 0 so the first loadimagepixels has no requested width/height
3715         cubemapsize = 0;
3716         cubemappixels = NULL;
3717         cubemaptexture = NULL;
3718         // keep trying different suffix groups (posx, px, rt) until one loads
3719         for (j = 0;j < 3 && !cubemappixels;j++)
3720         {
3721                 // load the 6 images in the suffix group
3722                 for (i = 0;i < 6;i++)
3723                 {
3724                         // generate an image name based on the base and and suffix
3725                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3726                         // load it
3727                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
3728                         {
3729                                 // an image loaded, make sure width and height are equal
3730                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3731                                 {
3732                                         // if this is the first image to load successfully, allocate the cubemap memory
3733                                         if (!cubemappixels && image_width >= 1)
3734                                         {
3735                                                 cubemapsize = image_width;
3736                                                 // note this clears to black, so unavailable sides are black
3737                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3738                                         }
3739                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3740                                         if (cubemappixels)
3741                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3742                                 }
3743                                 else
3744                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3745                                 // free the image
3746                                 Mem_Free(image_buffer);
3747                         }
3748                 }
3749         }
3750         // if a cubemap loaded, upload it
3751         if (cubemappixels)
3752         {
3753                 if (developer_loading.integer)
3754                         Con_Printf("loading cubemap \"%s\"\n", basename);
3755
3756                 if (!r_shadow_filters_texturepool)
3757                         r_shadow_filters_texturepool = R_AllocTexturePool();
3758                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
3759                 Mem_Free(cubemappixels);
3760         }
3761         else
3762         {
3763                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3764                 if (developer_loading.integer)
3765                 {
3766                         Con_Printf("(tried tried images ");
3767                         for (j = 0;j < 3;j++)
3768                                 for (i = 0;i < 6;i++)
3769                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3770                         Con_Print(" and was unable to find any of them).\n");
3771                 }
3772         }
3773         return cubemaptexture;
3774 }
3775
3776 rtexture_t *R_Shadow_Cubemap(const char *basename)
3777 {
3778         int i;
3779         for (i = 0;i < numcubemaps;i++)
3780                 if (!strcasecmp(cubemaps[i].basename, basename))
3781                         return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
3782         if (i >= MAX_CUBEMAPS)
3783                 return r_texture_whitecube;
3784         numcubemaps++;
3785         strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
3786         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3787         return cubemaps[i].texture;
3788 }
3789
3790 void R_Shadow_FreeCubemaps(void)
3791 {
3792         int i;
3793         for (i = 0;i < numcubemaps;i++)
3794         {
3795                 if (developer_loading.integer)
3796                         Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
3797                 if (cubemaps[i].texture)
3798                         R_FreeTexture(cubemaps[i].texture);
3799         }
3800
3801         numcubemaps = 0;
3802         R_FreeTexturePool(&r_shadow_filters_texturepool);
3803 }
3804
3805 dlight_t *R_Shadow_NewWorldLight(void)
3806 {
3807         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
3808 }
3809
3810 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)
3811 {
3812         matrix4x4_t matrix;
3813         // validate parameters
3814         if (style < 0 || style >= MAX_LIGHTSTYLES)
3815         {
3816                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3817                 style = 0;
3818         }
3819         if (!cubemapname)
3820                 cubemapname = "";
3821
3822         // copy to light properties
3823         VectorCopy(origin, light->origin);
3824         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3825         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3826         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3827         light->color[0] = max(color[0], 0);
3828         light->color[1] = max(color[1], 0);
3829         light->color[2] = max(color[2], 0);
3830         light->radius = max(radius, 0);
3831         light->style = style;
3832         light->shadow = shadowenable;
3833         light->corona = corona;
3834         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3835         light->coronasizescale = coronasizescale;
3836         light->ambientscale = ambientscale;
3837         light->diffusescale = diffusescale;
3838         light->specularscale = specularscale;
3839         light->flags = flags;
3840
3841         // update renderable light data
3842         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
3843         R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3844 }
3845
3846 void R_Shadow_FreeWorldLight(dlight_t *light)
3847 {
3848         if (r_shadow_selectedlight == light)
3849                 r_shadow_selectedlight = NULL;
3850         R_RTLight_Uncompile(&light->rtlight);
3851         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
3852 }
3853
3854 void R_Shadow_ClearWorldLights(void)
3855 {
3856         size_t lightindex;
3857         dlight_t *light;
3858         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3859         for (lightindex = 0;lightindex < range;lightindex++)
3860         {
3861                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3862                 if (light)
3863                         R_Shadow_FreeWorldLight(light);
3864         }
3865         r_shadow_selectedlight = NULL;
3866         R_Shadow_FreeCubemaps();
3867 }
3868
3869 void R_Shadow_SelectLight(dlight_t *light)
3870 {
3871         if (r_shadow_selectedlight)
3872                 r_shadow_selectedlight->selected = false;
3873         r_shadow_selectedlight = light;
3874         if (r_shadow_selectedlight)
3875                 r_shadow_selectedlight->selected = true;
3876 }
3877
3878 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3879 {
3880         // this is never batched (there can be only one)
3881         R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
3882 }
3883
3884 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3885 {
3886         float intensity;
3887         float s;
3888         vec3_t spritecolor;
3889         cachepic_t *pic;
3890
3891         // this is never batched (due to the ent parameter changing every time)
3892         // so numsurfaces == 1 and surfacelist[0] == lightnumber
3893         const dlight_t *light = (dlight_t *)ent;
3894         s = EDLIGHTSPRSIZE;
3895         intensity = 0.5f;
3896         VectorScale(light->color, intensity, spritecolor);
3897         if (VectorLength(spritecolor) < 0.1732f)
3898                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
3899         if (VectorLength(spritecolor) > 1.0f)
3900                 VectorNormalize(spritecolor);
3901
3902         // draw light sprite
3903         if (light->cubemapname[0] && !light->shadow)
3904                 pic = r_editlights_sprcubemapnoshadowlight;
3905         else if (light->cubemapname[0])
3906                 pic = r_editlights_sprcubemaplight;
3907         else if (!light->shadow)
3908                 pic = r_editlights_sprnoshadowlight;
3909         else
3910                 pic = r_editlights_sprlight;
3911         R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
3912         // draw selection sprite if light is selected
3913         if (light->selected)
3914                 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
3915         // VorteX todo: add normalmode/realtime mode light overlay sprites?
3916 }
3917
3918 void R_Shadow_DrawLightSprites(void)
3919 {
3920         size_t lightindex;
3921         dlight_t *light;
3922         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3923         for (lightindex = 0;lightindex < range;lightindex++)
3924         {
3925                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3926                 if (light)
3927                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
3928         }
3929         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3930 }
3931
3932 void R_Shadow_SelectLightInView(void)
3933 {
3934         float bestrating, rating, temp[3];
3935         dlight_t *best;
3936         size_t lightindex;
3937         dlight_t *light;
3938         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3939         best = NULL;
3940         bestrating = 0;
3941         for (lightindex = 0;lightindex < range;lightindex++)
3942         {
3943                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3944                 if (!light)
3945                         continue;
3946                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
3947                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
3948                 if (rating >= 0.95)
3949                 {
3950                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3951                         if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
3952                         {
3953                                 bestrating = rating;
3954                                 best = light;
3955                         }
3956                 }
3957         }
3958         R_Shadow_SelectLight(best);
3959 }
3960
3961 void R_Shadow_LoadWorldLights(void)
3962 {
3963         int n, a, style, shadow, flags;
3964         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3965         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3966         if (cl.worldmodel == NULL)
3967         {
3968                 Con_Print("No map loaded.\n");
3969                 return;
3970         }
3971         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
3972         strlcat (name, ".rtlights", sizeof (name));
3973         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3974         if (lightsstring)
3975         {
3976                 s = lightsstring;
3977                 n = 0;
3978                 while (*s)
3979                 {
3980                         t = s;
3981                         /*
3982                         shadow = true;
3983                         for (;COM_Parse(t, true) && strcmp(
3984                         if (COM_Parse(t, true))
3985                         {
3986                                 if (com_token[0] == '!')
3987                                 {
3988                                         shadow = false;
3989                                         origin[0] = atof(com_token+1);
3990                                 }
3991                                 else
3992                                         origin[0] = atof(com_token);
3993                                 if (Com_Parse(t
3994                         }
3995                         */
3996                         t = s;
3997                         while (*s && *s != '\n' && *s != '\r')
3998                                 s++;
3999                         if (!*s)
4000                                 break;
4001                         tempchar = *s;
4002                         shadow = true;
4003                         // check for modifier flags
4004                         if (*t == '!')
4005                         {
4006                                 shadow = false;
4007                                 t++;
4008                         }
4009                         *s = 0;
4010 #if _MSC_VER >= 1400
4011 #define sscanf sscanf_s
4012 #endif
4013                         cubemapname[sizeof(cubemapname)-1] = 0;
4014 #if MAX_QPATH != 128
4015 #error update this code if MAX_QPATH changes
4016 #endif
4017                         a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4018 #if _MSC_VER >= 1400
4019 , sizeof(cubemapname)
4020 #endif
4021 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4022                         *s = tempchar;
4023                         if (a < 18)
4024                                 flags = LIGHTFLAG_REALTIMEMODE;
4025                         if (a < 17)
4026                                 specularscale = 1;
4027                         if (a < 16)
4028                                 diffusescale = 1;
4029                         if (a < 15)
4030                                 ambientscale = 0;
4031                         if (a < 14)
4032                                 coronasizescale = 0.25f;
4033                         if (a < 13)
4034                                 VectorClear(angles);
4035                         if (a < 10)
4036                                 corona = 0;
4037                         if (a < 9 || !strcmp(cubemapname, "\"\""))
4038                                 cubemapname[0] = 0;
4039                         // remove quotes on cubemapname
4040                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4041                         {
4042                                 size_t namelen;
4043                                 namelen = strlen(cubemapname) - 2;
4044                                 memmove(cubemapname, cubemapname + 1, namelen);
4045                                 cubemapname[namelen] = '\0';
4046                         }
4047                         if (a < 8)
4048                         {
4049                                 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);
4050                                 break;
4051                         }
4052                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4053                         if (*s == '\r')
4054                                 s++;
4055                         if (*s == '\n')
4056                                 s++;
4057                         n++;
4058                 }
4059                 if (*s)
4060                         Con_Printf("invalid rtlights file \"%s\"\n", name);
4061                 Mem_Free(lightsstring);
4062         }
4063 }
4064
4065 void R_Shadow_SaveWorldLights(void)
4066 {
4067         size_t lightindex;
4068         dlight_t *light;
4069         size_t bufchars, bufmaxchars;
4070         char *buf, *oldbuf;
4071         char name[MAX_QPATH];
4072         char line[MAX_INPUTLINE];
4073         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4074         // I hate lines which are 3 times my screen size :( --blub
4075         if (!range)
4076                 return;
4077         if (cl.worldmodel == NULL)
4078         {
4079                 Con_Print("No map loaded.\n");
4080                 return;
4081         }
4082         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4083         strlcat (name, ".rtlights", sizeof (name));
4084         bufchars = bufmaxchars = 0;
4085         buf = NULL;
4086         for (lightindex = 0;lightindex < range;lightindex++)
4087         {
4088                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4089                 if (!light)
4090                         continue;
4091                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4092                         dpsnprintf(line, sizeof(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);
4093                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4094                         dpsnprintf(line, sizeof(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]);
4095                 else
4096                         dpsnprintf(line, sizeof(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);
4097                 if (bufchars + strlen(line) > bufmaxchars)
4098                 {
4099                         bufmaxchars = bufchars + strlen(line) + 2048;
4100                         oldbuf = buf;
4101                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4102                         if (oldbuf)
4103                         {
4104                                 if (bufchars)
4105                                         memcpy(buf, oldbuf, bufchars);
4106                                 Mem_Free(oldbuf);
4107                         }
4108                 }
4109                 if (strlen(line))
4110                 {
4111                         memcpy(buf + bufchars, line, strlen(line));
4112                         bufchars += strlen(line);
4113                 }
4114         }
4115         if (bufchars)
4116                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
4117         if (buf)
4118                 Mem_Free(buf);
4119 }
4120
4121 void R_Shadow_LoadLightsFile(void)
4122 {
4123         int n, a, style;
4124         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
4125         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
4126         if (cl.worldmodel == NULL)
4127         {
4128                 Con_Print("No map loaded.\n");
4129                 return;
4130         }
4131         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4132         strlcat (name, ".lights", sizeof (name));
4133         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4134         if (lightsstring)
4135         {
4136                 s = lightsstring;
4137                 n = 0;
4138                 while (*s)
4139                 {
4140                         t = s;
4141                         while (*s && *s != '\n' && *s != '\r')
4142                                 s++;
4143                         if (!*s)
4144                                 break;
4145                         tempchar = *s;
4146                         *s = 0;
4147                         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);
4148                         *s = tempchar;
4149                         if (a < 14)
4150                         {
4151                                 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);
4152                                 break;
4153                         }
4154                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
4155                         radius = bound(15, radius, 4096);
4156                         VectorScale(color, (2.0f / (8388608.0f)), color);
4157                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4158                         if (*s == '\r')
4159                                 s++;
4160                         if (*s == '\n')
4161                                 s++;
4162                         n++;
4163                 }
4164                 if (*s)
4165                         Con_Printf("invalid lights file \"%s\"\n", name);
4166                 Mem_Free(lightsstring);
4167         }
4168 }
4169
4170 // tyrlite/hmap2 light types in the delay field
4171 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
4172
4173 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
4174 {
4175         int entnum, style, islight, skin, pflags, effects, type, n;
4176         char *entfiledata;
4177         const char *data;
4178         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
4179         char key[256], value[MAX_INPUTLINE];
4180
4181         if (cl.worldmodel == NULL)
4182         {
4183                 Con_Print("No map loaded.\n");
4184                 return;
4185         }
4186         // try to load a .ent file first
4187         FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
4188         strlcat (key, ".ent", sizeof (key));
4189         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
4190         // and if that is not found, fall back to the bsp file entity string
4191         if (!data)
4192                 data = cl.worldmodel->brush.entities;
4193         if (!data)
4194                 return;
4195         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
4196         {
4197                 type = LIGHTTYPE_MINUSX;
4198                 origin[0] = origin[1] = origin[2] = 0;
4199                 originhack[0] = originhack[1] = originhack[2] = 0;
4200                 angles[0] = angles[1] = angles[2] = 0;
4201                 color[0] = color[1] = color[2] = 1;
4202                 light[0] = light[1] = light[2] = 1;light[3] = 300;
4203                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
4204                 fadescale = 1;
4205                 lightscale = 1;
4206                 style = 0;
4207                 skin = 0;
4208                 pflags = 0;
4209                 effects = 0;
4210                 islight = false;
4211                 while (1)
4212                 {
4213                         if (!COM_ParseToken_Simple(&data, false, false))
4214                                 break; // error
4215                         if (com_token[0] == '}')
4216                                 break; // end of entity
4217                         if (com_token[0] == '_')
4218                                 strlcpy(key, com_token + 1, sizeof(key));
4219                         else
4220                                 strlcpy(key, com_token, sizeof(key));
4221                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
4222                                 key[strlen(key)-1] = 0;
4223                         if (!COM_ParseToken_Simple(&data, false, false))
4224                                 break; // error
4225                         strlcpy(value, com_token, sizeof(value));
4226
4227                         // now that we have the key pair worked out...
4228                         if (!strcmp("light", key))
4229                         {
4230                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
4231                                 if (n == 1)
4232                                 {
4233                                         // quake
4234                                         light[0] = vec[0] * (1.0f / 256.0f);
4235                                         light[1] = vec[0] * (1.0f / 256.0f);
4236                                         light[2] = vec[0] * (1.0f / 256.0f);
4237                                         light[3] = vec[0];
4238                                 }
4239                                 else if (n == 4)
4240                                 {
4241                                         // halflife
4242                                         light[0] = vec[0] * (1.0f / 255.0f);
4243                                         light[1] = vec[1] * (1.0f / 255.0f);
4244                                         light[2] = vec[2] * (1.0f / 255.0f);
4245                                         light[3] = vec[3];
4246                                 }
4247                         }
4248                         else if (!strcmp("delay", key))
4249                                 type = atoi(value);
4250                         else if (!strcmp("origin", key))
4251                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
4252                         else if (!strcmp("angle", key))
4253                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
4254                         else if (!strcmp("angles", key))
4255                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
4256                         else if (!strcmp("color", key))
4257                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
4258                         else if (!strcmp("wait", key))
4259                                 fadescale = atof(value);
4260                         else if (!strcmp("classname", key))
4261                         {
4262                                 if (!strncmp(value, "light", 5))
4263                                 {
4264                                         islight = true;
4265                                         if (!strcmp(value, "light_fluoro"))
4266                                         {
4267                                                 originhack[0] = 0;
4268                                                 originhack[1] = 0;
4269                                                 originhack[2] = 0;
4270                                                 overridecolor[0] = 1;
4271                                                 overridecolor[1] = 1;
4272                                                 overridecolor[2] = 1;
4273                                         }
4274                                         if (!strcmp(value, "light_fluorospark"))
4275                                         {
4276                                                 originhack[0] = 0;
4277                                                 originhack[1] = 0;
4278                                                 originhack[2] = 0;
4279                                                 overridecolor[0] = 1;
4280                                                 overridecolor[1] = 1;
4281                                                 overridecolor[2] = 1;
4282                                         }
4283                                         if (!strcmp(value, "light_globe"))
4284                                         {
4285                                                 originhack[0] = 0;
4286                                                 originhack[1] = 0;
4287                                                 originhack[2] = 0;
4288                                                 overridecolor[0] = 1;
4289                                                 overridecolor[1] = 0.8;
4290                                                 overridecolor[2] = 0.4;
4291                                         }
4292                                         if (!strcmp(value, "light_flame_large_yellow"))
4293                                         {
4294                                                 originhack[0] = 0;
4295                                                 originhack[1] = 0;
4296                                                 originhack[2] = 0;
4297                                                 overridecolor[0] = 1;
4298                                                 overridecolor[1] = 0.5;
4299                                                 overridecolor[2] = 0.1;
4300                                         }
4301                                         if (!strcmp(value, "light_flame_small_yellow"))
4302                                         {
4303                                                 originhack[0] = 0;
4304                                                 originhack[1] = 0;
4305                                                 originhack[2] = 0;
4306                                                 overridecolor[0] = 1;
4307                                                 overridecolor[1] = 0.5;
4308                                                 overridecolor[2] = 0.1;
4309                                         }
4310                                         if (!strcmp(value, "light_torch_small_white"))
4311                                         {
4312                                                 originhack[0] = 0;
4313                                                 originhack[1] = 0;
4314                                                 originhack[2] = 0;
4315                                                 overridecolor[0] = 1;
4316                                                 overridecolor[1] = 0.5;
4317                                                 overridecolor[2] = 0.1;
4318                                         }
4319                                         if (!strcmp(value, "light_torch_small_walltorch"))
4320                                         {
4321                                                 originhack[0] = 0;
4322                                                 originhack[1] = 0;
4323                                                 originhack[2] = 0;
4324                                                 overridecolor[0] = 1;
4325                                                 overridecolor[1] = 0.5;
4326                                                 overridecolor[2] = 0.1;
4327                                         }
4328                                 }
4329                         }
4330                         else if (!strcmp("style", key))
4331                                 style = atoi(value);
4332                         else if (!strcmp("skin", key))
4333                                 skin = (int)atof(value);
4334                         else if (!strcmp("pflags", key))
4335                                 pflags = (int)atof(value);
4336                         else if (!strcmp("effects", key))
4337                                 effects = (int)atof(value);
4338                         else if (cl.worldmodel->type == mod_brushq3)
4339                         {
4340                                 if (!strcmp("scale", key))
4341                                         lightscale = atof(value);
4342                                 if (!strcmp("fade", key))
4343                                         fadescale = atof(value);
4344                         }
4345                 }
4346                 if (!islight)
4347                         continue;
4348                 if (lightscale <= 0)
4349                         lightscale = 1;
4350                 if (fadescale <= 0)
4351                         fadescale = 1;
4352                 if (color[0] == color[1] && color[0] == color[2])
4353                 {
4354                         color[0] *= overridecolor[0];
4355                         color[1] *= overridecolor[1];
4356                         color[2] *= overridecolor[2];
4357                 }
4358                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
4359                 color[0] = color[0] * light[0];
4360                 color[1] = color[1] * light[1];
4361                 color[2] = color[2] * light[2];
4362                 switch (type)
4363                 {
4364                 case LIGHTTYPE_MINUSX:
4365                         break;
4366                 case LIGHTTYPE_RECIPX:
4367                         radius *= 2;
4368                         VectorScale(color, (1.0f / 16.0f), color);
4369                         break;
4370                 case LIGHTTYPE_RECIPXX:
4371                         radius *= 2;
4372                         VectorScale(color, (1.0f / 16.0f), color);
4373                         break;
4374                 default:
4375                 case LIGHTTYPE_NONE:
4376                         break;
4377                 case LIGHTTYPE_SUN:
4378                         break;
4379                 case LIGHTTYPE_MINUSXX:
4380                         break;
4381                 }
4382                 VectorAdd(origin, originhack, origin);
4383                 if (radius >= 1)
4384                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4385         }
4386         if (entfiledata)
4387                 Mem_Free(entfiledata);
4388 }
4389
4390
4391 void R_Shadow_SetCursorLocationForView(void)
4392 {
4393         vec_t dist, push;
4394         vec3_t dest, endpos;
4395         trace_t trace;
4396         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
4397         trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
4398         if (trace.fraction < 1)
4399         {
4400                 dist = trace.fraction * r_editlights_cursordistance.value;
4401                 push = r_editlights_cursorpushback.value;
4402                 if (push > dist)
4403                         push = dist;
4404                 push = -push;
4405                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
4406                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
4407         }
4408         else
4409         {
4410                 VectorClear( endpos );
4411         }
4412         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4413         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4414         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4415 }
4416
4417 void R_Shadow_UpdateWorldLightSelection(void)
4418 {
4419         if (r_editlights.integer)
4420         {
4421                 R_Shadow_SetCursorLocationForView();
4422                 R_Shadow_SelectLightInView();
4423         }
4424         else
4425                 R_Shadow_SelectLight(NULL);
4426 }
4427
4428 void R_Shadow_EditLights_Clear_f(void)
4429 {
4430         R_Shadow_ClearWorldLights();
4431 }
4432
4433 void R_Shadow_EditLights_Reload_f(void)
4434 {
4435         if (!cl.worldmodel)
4436                 return;
4437         strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
4438         R_Shadow_ClearWorldLights();
4439         R_Shadow_LoadWorldLights();
4440         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
4441         {
4442                 R_Shadow_LoadLightsFile();
4443                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
4444                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
4445         }
4446 }
4447
4448 void R_Shadow_EditLights_Save_f(void)
4449 {
4450         if (!cl.worldmodel)
4451                 return;
4452         R_Shadow_SaveWorldLights();
4453 }
4454
4455 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
4456 {
4457         R_Shadow_ClearWorldLights();
4458         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
4459 }
4460
4461 void R_Shadow_EditLights_ImportLightsFile_f(void)
4462 {
4463         R_Shadow_ClearWorldLights();
4464         R_Shadow_LoadLightsFile();
4465 }
4466
4467 void R_Shadow_EditLights_Spawn_f(void)
4468 {
4469         vec3_t color;
4470         if (!r_editlights.integer)
4471         {
4472                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4473                 return;
4474         }
4475         if (Cmd_Argc() != 1)
4476         {
4477                 Con_Print("r_editlights_spawn does not take parameters\n");
4478                 return;
4479         }
4480         color[0] = color[1] = color[2] = 1;
4481         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4482 }
4483
4484 void R_Shadow_EditLights_Edit_f(void)
4485 {
4486         vec3_t origin, angles, color;
4487         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
4488         int style, shadows, flags, normalmode, realtimemode;
4489         char cubemapname[MAX_INPUTLINE];
4490         if (!r_editlights.integer)
4491         {
4492                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4493                 return;
4494         }
4495         if (!r_shadow_selectedlight)
4496         {
4497                 Con_Print("No selected light.\n");
4498                 return;
4499         }
4500         VectorCopy(r_shadow_selectedlight->origin, origin);
4501         VectorCopy(r_shadow_selectedlight->angles, angles);
4502         VectorCopy(r_shadow_selectedlight->color, color);
4503         radius = r_shadow_selectedlight->radius;
4504         style = r_shadow_selectedlight->style;
4505         if (r_shadow_selectedlight->cubemapname)
4506                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
4507         else
4508                 cubemapname[0] = 0;
4509         shadows = r_shadow_selectedlight->shadow;
4510         corona = r_shadow_selectedlight->corona;
4511         coronasizescale = r_shadow_selectedlight->coronasizescale;
4512         ambientscale = r_shadow_selectedlight->ambientscale;
4513         diffusescale = r_shadow_selectedlight->diffusescale;
4514         specularscale = r_shadow_selectedlight->specularscale;
4515         flags = r_shadow_selectedlight->flags;
4516         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
4517         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
4518         if (!strcmp(Cmd_Argv(1), "origin"))
4519         {
4520                 if (Cmd_Argc() != 5)
4521                 {
4522                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4523                         return;
4524                 }
4525                 origin[0] = atof(Cmd_Argv(2));
4526                 origin[1] = atof(Cmd_Argv(3));
4527                 origin[2] = atof(Cmd_Argv(4));
4528         }
4529         else if (!strcmp(Cmd_Argv(1), "originx"))
4530         {
4531                 if (Cmd_Argc() != 3)
4532                 {
4533                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4534                         return;
4535                 }
4536                 origin[0] = atof(Cmd_Argv(2));
4537         }
4538         else if (!strcmp(Cmd_Argv(1), "originy"))
4539         {
4540                 if (Cmd_Argc() != 3)
4541                 {
4542                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4543                         return;
4544                 }
4545                 origin[1] = atof(Cmd_Argv(2));
4546         }
4547         else if (!strcmp(Cmd_Argv(1), "originz"))
4548         {
4549                 if (Cmd_Argc() != 3)
4550                 {
4551                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4552                         return;
4553                 }
4554                 origin[2] = atof(Cmd_Argv(2));
4555         }
4556         else if (!strcmp(Cmd_Argv(1), "move"))
4557         {
4558                 if (Cmd_Argc() != 5)
4559                 {
4560                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4561                         return;
4562                 }
4563                 origin[0] += atof(Cmd_Argv(2));
4564                 origin[1] += atof(Cmd_Argv(3));
4565                 origin[2] += atof(Cmd_Argv(4));
4566         }
4567         else if (!strcmp(Cmd_Argv(1), "movex"))
4568         {
4569                 if (Cmd_Argc() != 3)
4570                 {
4571                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4572                         return;
4573                 }
4574                 origin[0] += atof(Cmd_Argv(2));
4575         }
4576         else if (!strcmp(Cmd_Argv(1), "movey"))
4577         {
4578                 if (Cmd_Argc() != 3)
4579                 {
4580                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4581                         return;
4582                 }
4583                 origin[1] += atof(Cmd_Argv(2));
4584         }
4585         else if (!strcmp(Cmd_Argv(1), "movez"))
4586         {
4587                 if (Cmd_Argc() != 3)
4588                 {
4589                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4590                         return;
4591                 }
4592                 origin[2] += atof(Cmd_Argv(2));
4593         }
4594         else if (!strcmp(Cmd_Argv(1), "angles"))
4595         {
4596                 if (Cmd_Argc() != 5)
4597                 {
4598                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4599                         return;
4600                 }
4601                 angles[0] = atof(Cmd_Argv(2));
4602                 angles[1] = atof(Cmd_Argv(3));
4603                 angles[2] = atof(Cmd_Argv(4));
4604         }
4605         else if (!strcmp(Cmd_Argv(1), "anglesx"))
4606         {
4607                 if (Cmd_Argc() != 3)
4608                 {
4609                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4610                         return;
4611                 }
4612                 angles[0] = atof(Cmd_Argv(2));
4613         }
4614         else if (!strcmp(Cmd_Argv(1), "anglesy"))
4615         {
4616                 if (Cmd_Argc() != 3)
4617                 {
4618                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4619                         return;
4620                 }
4621                 angles[1] = atof(Cmd_Argv(2));
4622         }
4623         else if (!strcmp(Cmd_Argv(1), "anglesz"))
4624         {
4625                 if (Cmd_Argc() != 3)
4626                 {
4627                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4628                         return;
4629                 }
4630                 angles[2] = atof(Cmd_Argv(2));
4631         }
4632         else if (!strcmp(Cmd_Argv(1), "color"))
4633         {
4634                 if (Cmd_Argc() != 5)
4635                 {
4636                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
4637                         return;
4638                 }
4639                 color[0] = atof(Cmd_Argv(2));
4640                 color[1] = atof(Cmd_Argv(3));
4641                 color[2] = atof(Cmd_Argv(4));
4642         }
4643         else if (!strcmp(Cmd_Argv(1), "radius"))
4644         {
4645                 if (Cmd_Argc() != 3)
4646                 {
4647                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4648                         return;
4649                 }
4650                 radius = atof(Cmd_Argv(2));
4651         }
4652         else if (!strcmp(Cmd_Argv(1), "colorscale"))
4653         {
4654                 if (Cmd_Argc() == 3)
4655                 {
4656                         double scale = atof(Cmd_Argv(2));
4657                         color[0] *= scale;
4658                         color[1] *= scale;
4659                         color[2] *= scale;
4660                 }
4661                 else
4662                 {
4663                         if (Cmd_Argc() != 5)
4664                         {
4665                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
4666                                 return;
4667                         }
4668                         color[0] *= atof(Cmd_Argv(2));
4669                         color[1] *= atof(Cmd_Argv(3));
4670                         color[2] *= atof(Cmd_Argv(4));
4671                 }
4672         }
4673         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4674         {
4675                 if (Cmd_Argc() != 3)
4676                 {
4677                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4678                         return;
4679                 }
4680                 radius *= atof(Cmd_Argv(2));
4681         }
4682         else if (!strcmp(Cmd_Argv(1), "style"))
4683         {
4684                 if (Cmd_Argc() != 3)
4685                 {
4686                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4687                         return;
4688                 }
4689                 style = atoi(Cmd_Argv(2));
4690         }
4691         else if (!strcmp(Cmd_Argv(1), "cubemap"))
4692         {
4693                 if (Cmd_Argc() > 3)
4694                 {
4695                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4696                         return;
4697                 }
4698                 if (Cmd_Argc() == 3)
4699                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
4700                 else
4701                         cubemapname[0] = 0;
4702         }
4703         else if (!strcmp(Cmd_Argv(1), "shadows"))
4704         {
4705                 if (Cmd_Argc() != 3)
4706                 {
4707                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4708                         return;
4709                 }
4710                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4711         }
4712         else if (!strcmp(Cmd_Argv(1), "corona"))
4713         {
4714                 if (Cmd_Argc() != 3)
4715                 {
4716                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4717                         return;
4718                 }
4719                 corona = atof(Cmd_Argv(2));
4720         }
4721         else if (!strcmp(Cmd_Argv(1), "coronasize"))
4722         {
4723                 if (Cmd_Argc() != 3)
4724                 {
4725                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4726                         return;
4727                 }
4728                 coronasizescale = atof(Cmd_Argv(2));
4729         }
4730         else if (!strcmp(Cmd_Argv(1), "ambient"))
4731         {
4732                 if (Cmd_Argc() != 3)
4733                 {
4734                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4735                         return;
4736                 }
4737                 ambientscale = atof(Cmd_Argv(2));
4738         }
4739         else if (!strcmp(Cmd_Argv(1), "diffuse"))
4740         {
4741                 if (Cmd_Argc() != 3)
4742                 {
4743                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4744                         return;
4745                 }
4746                 diffusescale = atof(Cmd_Argv(2));
4747         }
4748         else if (!strcmp(Cmd_Argv(1), "specular"))
4749         {
4750                 if (Cmd_Argc() != 3)
4751                 {
4752                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4753                         return;
4754                 }
4755                 specularscale = atof(Cmd_Argv(2));
4756         }
4757         else if (!strcmp(Cmd_Argv(1), "normalmode"))
4758         {
4759                 if (Cmd_Argc() != 3)
4760                 {
4761                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4762                         return;
4763                 }
4764                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4765         }
4766         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4767         {
4768                 if (Cmd_Argc() != 3)
4769                 {
4770                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4771                         return;
4772                 }
4773                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4774         }
4775         else
4776         {
4777                 Con_Print("usage: r_editlights_edit [property] [value]\n");
4778                 Con_Print("Selected light's properties:\n");
4779                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4780                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4781                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4782                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
4783                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
4784                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
4785                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4786                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
4787                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
4788                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
4789                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
4790                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
4791                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4792                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4793                 return;
4794         }
4795         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4796         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4797 }
4798
4799 void R_Shadow_EditLights_EditAll_f(void)
4800 {
4801         size_t lightindex;
4802         dlight_t *light;
4803         size_t range;
4804
4805         if (!r_editlights.integer)
4806         {
4807                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4808                 return;
4809         }
4810
4811         // EditLights doesn't seem to have a "remove" command or something so:
4812         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4813         for (lightindex = 0;lightindex < range;lightindex++)
4814         {
4815                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4816                 if (!light)
4817                         continue;
4818                 R_Shadow_SelectLight(light);
4819                 R_Shadow_EditLights_Edit_f();
4820         }
4821 }
4822
4823 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4824 {
4825         int lightnumber, lightcount;
4826         size_t lightindex, range;
4827         dlight_t *light;
4828         float x, y;
4829         char temp[256];
4830         if (!r_editlights.integer)
4831                 return;
4832         x = vid_conwidth.value - 240;
4833         y = 5;
4834         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
4835         lightnumber = -1;
4836         lightcount = 0;
4837         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4838         for (lightindex = 0;lightindex < range;lightindex++)
4839         {
4840                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4841                 if (!light)
4842                         continue;
4843                 if (light == r_shadow_selectedlight)
4844                         lightnumber = lightindex;
4845                 lightcount++;
4846         }
4847         dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
4848         dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
4849         y += 8;
4850         if (r_shadow_selectedlight == NULL)
4851                 return;
4852         dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4853         dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4854         dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4855         dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4856         dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4857         dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4858         dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4859         dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4860         dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4861         dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4862         dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4863         dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4864         dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4865         dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4866         dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4867 }
4868
4869 void R_Shadow_EditLights_ToggleShadow_f(void)
4870 {
4871         if (!r_editlights.integer)
4872         {
4873                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4874                 return;
4875         }
4876         if (!r_shadow_selectedlight)
4877         {
4878                 Con_Print("No selected light.\n");
4879                 return;
4880         }
4881         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4882 }
4883
4884 void R_Shadow_EditLights_ToggleCorona_f(void)
4885 {
4886         if (!r_editlights.integer)
4887         {
4888                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4889                 return;
4890         }
4891         if (!r_shadow_selectedlight)
4892         {
4893                 Con_Print("No selected light.\n");
4894                 return;
4895         }
4896         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4897 }
4898
4899 void R_Shadow_EditLights_Remove_f(void)
4900 {
4901         if (!r_editlights.integer)
4902         {
4903                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4904                 return;
4905         }
4906         if (!r_shadow_selectedlight)
4907         {
4908                 Con_Print("No selected light.\n");
4909                 return;
4910         }
4911         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4912         r_shadow_selectedlight = NULL;
4913 }
4914
4915 void R_Shadow_EditLights_Help_f(void)
4916 {
4917         Con_Print(
4918 "Documentation on r_editlights system:\n"
4919 "Settings:\n"
4920 "r_editlights : enable/disable editing mode\n"
4921 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4922 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4923 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4924 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4925 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4926 "Commands:\n"
4927 "r_editlights_help : this help\n"
4928 "r_editlights_clear : remove all lights\n"
4929 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4930 "r_editlights_save : save to .rtlights file\n"
4931 "r_editlights_spawn : create a light with default settings\n"
4932 "r_editlights_edit command : edit selected light - more documentation below\n"
4933 "r_editlights_remove : remove selected light\n"
4934 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4935 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4936 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4937 "Edit commands:\n"
4938 "origin x y z : set light location\n"
4939 "originx x: set x component of light location\n"
4940 "originy y: set y component of light location\n"
4941 "originz z: set z component of light location\n"
4942 "move x y z : adjust light location\n"
4943 "movex x: adjust x component of light location\n"
4944 "movey y: adjust y component of light location\n"
4945 "movez z: adjust z component of light location\n"
4946 "angles x y z : set light angles\n"
4947 "anglesx x: set x component of light angles\n"
4948 "anglesy y: set y component of light angles\n"
4949 "anglesz z: set z component of light angles\n"
4950 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4951 "radius radius : set radius (size) of light\n"
4952 "colorscale grey : multiply color of light (1 does nothing)\n"
4953 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4954 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4955 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4956 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4957 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4958 "shadows 1/0 : turn on/off shadows\n"
4959 "corona n : set corona intensity\n"
4960 "coronasize n : set corona size (0-1)\n"
4961 "ambient n : set ambient intensity (0-1)\n"
4962 "diffuse n : set diffuse intensity (0-1)\n"
4963 "specular n : set specular intensity (0-1)\n"
4964 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4965 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4966 "<nothing> : print light properties to console\n"
4967         );
4968 }
4969
4970 void R_Shadow_EditLights_CopyInfo_f(void)
4971 {
4972         if (!r_editlights.integer)
4973         {
4974                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4975                 return;
4976         }
4977         if (!r_shadow_selectedlight)
4978         {
4979                 Con_Print("No selected light.\n");
4980                 return;
4981         }
4982         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4983         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4984         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4985         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4986         if (r_shadow_selectedlight->cubemapname)
4987                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
4988         else
4989                 r_shadow_bufferlight.cubemapname[0] = 0;
4990         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4991         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4992         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4993         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4994         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4995         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4996         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4997 }
4998
4999 void R_Shadow_EditLights_PasteInfo_f(void)
5000 {
5001         if (!r_editlights.integer)
5002         {
5003                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
5004                 return;
5005         }
5006         if (!r_shadow_selectedlight)
5007         {
5008                 Con_Print("No selected light.\n");
5009                 return;
5010         }
5011         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
5012 }
5013
5014 void R_Shadow_EditLights_Init(void)
5015 {
5016         Cvar_RegisterVariable(&r_editlights);
5017         Cvar_RegisterVariable(&r_editlights_cursordistance);
5018         Cvar_RegisterVariable(&r_editlights_cursorpushback);
5019         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5020         Cvar_RegisterVariable(&r_editlights_cursorgrid);
5021         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5022         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5023         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5024         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
5025         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5026         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5027         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5028         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
5029         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5030         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5031         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5032         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5033         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5034         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5035         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
5036 }
5037
5038
5039
5040 /*
5041 =============================================================================
5042
5043 LIGHT SAMPLING
5044
5045 =============================================================================
5046 */
5047
5048 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5049 {
5050         VectorClear(diffusecolor);
5051         VectorClear(diffusenormal);
5052
5053         if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5054         {
5055                 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
5056                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5057         }
5058         else
5059                 VectorSet(ambientcolor, 1, 1, 1);
5060
5061         if (dynamic)
5062         {
5063                 int i;
5064                 float f, v[3];
5065                 rtlight_t *light;
5066                 for (i = 0;i < r_refdef.scene.numlights;i++)
5067                 {
5068                         light = r_refdef.scene.lights[i];
5069                         Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5070                         f = 1 - VectorLength2(v);
5071                         if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5072                                 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
5073                 }
5074         }
5075 }