fixed glsl colormapping brightness bug when using colormod
[divverent/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadow_rendermode_e
146 {
147         R_SHADOW_RENDERMODE_NONE,
148         R_SHADOW_RENDERMODE_STENCIL,
149         R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151         R_SHADOW_RENDERMODE_LIGHT_DOT3,
152         R_SHADOW_RENDERMODE_LIGHT_GLSL,
153         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
155 }
156 r_shadow_rendermode_t;
157
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
161
162 mempool_t *r_shadow_mempool;
163
164 int maxshadowelements;
165 int *shadowelements;
166
167 int maxshadowmark;
168 int numshadowmark;
169 int *shadowmark;
170 int *shadowmarklist;
171 int shadowmarkcount;
172
173 int maxvertexupdate;
174 int *vertexupdate;
175 int *vertexremap;
176 int vertexupdatenum;
177
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
181
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
185
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
189
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
192
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
195
196 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"};
197 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"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 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)"};
200 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow!  you probably don't want this!)"};
210 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)"};
211 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
212 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"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 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"};
216 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)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
221 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
222 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
223 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
224 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
225 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
226 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
227 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
228 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
229 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
230 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
231 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
232 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
233 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
234 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
235
236 float r_shadow_attenpower, r_shadow_attenscale;
237
238 rtlight_t *r_shadow_compilingrtlight;
239 dlight_t *r_shadow_worldlightchain;
240 dlight_t *r_shadow_selectedlight;
241 dlight_t r_shadow_bufferlight;
242 vec3_t r_editlights_cursorlocation;
243
244 rtexture_t *lighttextures[5];
245
246 extern int con_vislines;
247
248 typedef struct cubemapinfo_s
249 {
250         char basename[64];
251         rtexture_t *texture;
252 }
253 cubemapinfo_t;
254
255 #define MAX_CUBEMAPS 256
256 static int numcubemaps;
257 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258
259 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
260 #define SHADERPERMUTATION_SPECULAR (1<<1)
261 #define SHADERPERMUTATION_FOG (1<<2)
262 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
263 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
264 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
265 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
266 #define SHADERPERMUTATION_COUNT (1<<7)
267
268 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
269
270 void R_Shadow_UncompileWorldLights(void);
271 void R_Shadow_ClearWorldLights(void);
272 void R_Shadow_SaveWorldLights(void);
273 void R_Shadow_LoadWorldLights(void);
274 void R_Shadow_LoadLightsFile(void);
275 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
276 void R_Shadow_EditLights_Reload_f(void);
277 void R_Shadow_ValidateCvars(void);
278 static void R_Shadow_MakeTextures(void);
279 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
280
281 const char *builtinshader_light_vert =
282 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
283 "// written by Forest 'LordHavoc' Hale\n"
284 "\n"
285 "// use half floats if available for math performance\n"
286 "#ifdef GEFORCEFX\n"
287 "#define myhalf half\n"
288 "#define myhvec2 hvec2\n"
289 "#define myhvec3 hvec3\n"
290 "#define myhvec4 hvec4\n"
291 "#else\n"
292 "#define myhalf float\n"
293 "#define myhvec2 vec2\n"
294 "#define myhvec3 vec3\n"
295 "#define myhvec4 vec4\n"
296 "#endif\n"
297 "\n"
298 "uniform vec3 LightPosition;\n"
299 "\n"
300 "varying vec2 TexCoord;\n"
301 "varying myhvec3 CubeVector;\n"
302 "varying vec3 LightVector;\n"
303 "\n"
304 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
305 "uniform vec3 EyePosition;\n"
306 "varying vec3 EyeVector;\n"
307 "#endif\n"
308 "\n"
309 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
310 "\n"
311 "void main(void)\n"
312 "{\n"
313 "       // copy the surface texcoord\n"
314 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
315 "\n"
316 "       // transform vertex position into light attenuation/cubemap space\n"
317 "       // (-1 to +1 across the light box)\n"
318 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
319 "\n"
320 "       // transform unnormalized light direction into tangent space\n"
321 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
322 "       //  normalize it per pixel)\n"
323 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
324 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
325 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
326 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
327 "\n"
328 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
329 "       // transform unnormalized eye direction into tangent space\n"
330 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
331 "       EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
332 "       EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
333 "       EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
334 "#endif\n"
335 "\n"
336 "       // transform vertex to camera space, using ftransform to match non-VS\n"
337 "       // rendering\n"
338 "       gl_Position = ftransform();\n"
339 "}\n"
340 ;
341
342 const char *builtinshader_light_frag =
343 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
344 "// written by Forest 'LordHavoc' Hale\n"
345 "\n"
346 "// use half floats if available for math performance\n"
347 "#ifdef GEFORCEFX\n"
348 "#define myhalf half\n"
349 "#define myhvec2 hvec2\n"
350 "#define myhvec3 hvec3\n"
351 "#define myhvec4 hvec4\n"
352 "#else\n"
353 "#define myhalf float\n"
354 "#define myhvec2 vec2\n"
355 "#define myhvec3 vec3\n"
356 "#define myhvec4 vec4\n"
357 "#endif\n"
358 "\n"
359 "uniform myhvec3 LightColor;\n"
360 "#ifdef USEOFFSETMAPPING\n"
361 "uniform myhalf OffsetMapping_Scale;\n"
362 "uniform myhalf OffsetMapping_Bias;\n"
363 "#endif\n"
364 "#ifdef USESPECULAR\n"
365 "uniform myhalf SpecularPower;\n"
366 "#endif\n"
367 "#ifdef USEFOG\n"
368 "uniform myhalf FogRangeRecip;\n"
369 "#endif\n"
370 "uniform myhalf AmbientScale;\n"
371 "uniform myhalf DiffuseScale;\n"
372 "#ifdef USESPECULAR\n"
373 "uniform myhalf SpecularScale;\n"
374 "#endif\n"
375 "\n"
376 "#ifdef USECOLORMAPPING\n"
377 "uniform myhvec3 Color_Pants;\n"
378 "uniform myhvec3 Color_Shirt;\n"
379 "#endif\n"
380 "\n"
381 "uniform sampler2D Texture_Normal;\n"
382 "uniform sampler2D Texture_Color;\n"
383 "uniform sampler2D Texture_Pants;\n"
384 "uniform sampler2D Texture_Shirt;\n"
385 "#ifdef USESPECULAR\n"
386 "uniform sampler2D Texture_Gloss;\n"
387 "#endif\n"
388 "#ifdef USECUBEFILTER\n"
389 "uniform samplerCube Texture_Cube;\n"
390 "#endif\n"
391 "#ifdef USEFOG\n"
392 "uniform sampler2D Texture_FogMask;\n"
393 "#endif\n"
394 "\n"
395 "varying vec2 TexCoord;\n"
396 "varying myhvec3 CubeVector;\n"
397 "varying vec3 LightVector;\n"
398 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
399 "varying vec3 EyeVector;\n"
400 "#endif\n"
401 "\n"
402 "void main(void)\n"
403 "{\n"
404 "       // attenuation\n"
405 "       //\n"
406 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
407 "       // center and sharp falloff at the edge, this is about the most efficient\n"
408 "       // we can get away with as far as providing illumination.\n"
409 "       //\n"
410 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
411 "       // provide significant illumination, large = slow = pain.\n"
412 "       myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
413 "\n"
414 "#ifdef USEFOG\n"
415 "       // apply fog\n"
416 "       colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
417 "#endif\n"
418 "\n"
419 "#ifdef USEOFFSETMAPPING\n"
420 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
421 "       myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
422 "       myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
423 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
424 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
425 "#define TexCoord TexCoordOffset\n"
426 "#endif\n"
427 "\n"
428 "       // get the surface normal\n"
429 "#ifdef SURFACENORMALIZE\n"
430 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
431 "#else\n"
432 "       myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
433 "#endif\n"
434 "\n"
435 "       // calculate shading\n"
436 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
437 "       myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
438 "       colorscale *= texturecolor.a;\n"
439 "       myhvec3 color = myhvec3(texturecolor);\n"
440 "#ifdef USECOLORMAPPING\n"
441 "       color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
442 "#endif\n"
443 "       color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
444 "#ifdef USESPECULAR\n"
445 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
446 "       color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
447 "#endif\n"
448 "\n"
449 "#ifdef USECUBEFILTER\n"
450 "       // apply light cubemap filter\n"
451 "       color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
452 "#endif\n"
453 "\n"
454 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
455 "       gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
456 "}\n"
457 ;
458
459 void r_shadow_start(void)
460 {
461         int i;
462         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
463         if (gl_support_half_float)
464                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
465         // allocate vertex processing arrays
466         numcubemaps = 0;
467         r_shadow_attenuation2dtexture = NULL;
468         r_shadow_attenuation3dtexture = NULL;
469         r_shadow_texturepool = NULL;
470         r_shadow_filters_texturepool = NULL;
471         R_Shadow_ValidateCvars();
472         R_Shadow_MakeTextures();
473         maxshadowelements = 0;
474         shadowelements = NULL;
475         maxvertexupdate = 0;
476         vertexupdate = NULL;
477         vertexremap = NULL;
478         vertexupdatenum = 0;
479         maxshadowmark = 0;
480         numshadowmark = 0;
481         shadowmark = NULL;
482         shadowmarklist = NULL;
483         shadowmarkcount = 0;
484         r_shadow_buffer_numleafpvsbytes = 0;
485         r_shadow_buffer_leafpvs = NULL;
486         r_shadow_buffer_leaflist = NULL;
487         r_shadow_buffer_numsurfacepvsbytes = 0;
488         r_shadow_buffer_surfacepvs = NULL;
489         r_shadow_buffer_surfacelist = NULL;
490         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
491                 r_shadow_program_light[i] = 0;
492         if (gl_support_fragment_shader)
493         {
494                 char *vertstring, *fragstring;
495                 int vertstrings_count;
496                 int fragstrings_count;
497                 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
498                 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
499                 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
500                 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
501                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
502                 {
503                         char permutationname[256];
504                         vertstrings_count = 0;
505                         fragstrings_count = 0;
506                         permutationname[0] = 0;
507                         if (i & SHADERPERMUTATION_COLORMAPPING)
508                         {
509                                 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
510                                 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
511                                 strlcat(permutationname, " colormapping", sizeof(permutationname));
512                         }
513                         if (i & SHADERPERMUTATION_SPECULAR)
514                         {
515                                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
516                                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
517                                 strlcat(permutationname, " specular", sizeof(permutationname));
518                         }
519                         if (i & SHADERPERMUTATION_FOG)
520                         {
521                                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
522                                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
523                                 strlcat(permutationname, " fog", sizeof(permutationname));
524                         }
525                         if (i & SHADERPERMUTATION_CUBEFILTER)
526                         {
527                                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
528                                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
529                                 strlcat(permutationname, " cubefilter", sizeof(permutationname));
530                         }
531                         if (i & SHADERPERMUTATION_OFFSETMAPPING)
532                         {
533                                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
534                                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
535                                 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
536                         }
537                         if (i & SHADERPERMUTATION_SURFACENORMALIZE)
538                         {
539                                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
540                                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
541                                 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
542                         }
543                         if (i & SHADERPERMUTATION_GEFORCEFX)
544                         {
545                                 // if the extension does not exist, don't try to compile it
546                                 if (!gl_support_half_float)
547                                         continue;
548                                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
549                                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
550                                 strlcat(permutationname, " halffloat", sizeof(permutationname));
551                         }
552                         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
553                         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
554                         r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
555                         if (!r_shadow_program_light[i])
556                         {
557                                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
558                                 continue;
559                         }
560                         qglUseProgramObjectARB(r_shadow_program_light[i]);
561                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
562                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
563                         if (i & SHADERPERMUTATION_SPECULAR)
564                         {
565                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
566                         }
567                         if (i & SHADERPERMUTATION_CUBEFILTER)
568                         {
569                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
570                         }
571                         if (i & SHADERPERMUTATION_FOG)
572                         {
573                                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
574                         }
575                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
576                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
577                 }
578                 qglUseProgramObjectARB(0);
579                 if (fragstring)
580                         Mem_Free(fragstring);
581                 if (vertstring)
582                         Mem_Free(vertstring);
583         }
584 }
585
586 void r_shadow_shutdown(void)
587 {
588         int i;
589         R_Shadow_UncompileWorldLights();
590         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
591         {
592                 if (r_shadow_program_light[i])
593                 {
594                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
595                         r_shadow_program_light[i] = 0;
596                 }
597         }
598         numcubemaps = 0;
599         r_shadow_attenuation2dtexture = NULL;
600         r_shadow_attenuation3dtexture = NULL;
601         R_FreeTexturePool(&r_shadow_texturepool);
602         R_FreeTexturePool(&r_shadow_filters_texturepool);
603         maxshadowelements = 0;
604         if (shadowelements)
605                 Mem_Free(shadowelements);
606         shadowelements = NULL;
607         maxvertexupdate = 0;
608         if (vertexupdate)
609                 Mem_Free(vertexupdate);
610         vertexupdate = NULL;
611         if (vertexremap)
612                 Mem_Free(vertexremap);
613         vertexremap = NULL;
614         vertexupdatenum = 0;
615         maxshadowmark = 0;
616         numshadowmark = 0;
617         if (shadowmark)
618                 Mem_Free(shadowmark);
619         shadowmark = NULL;
620         if (shadowmarklist)
621                 Mem_Free(shadowmarklist);
622         shadowmarklist = NULL;
623         shadowmarkcount = 0;
624         r_shadow_buffer_numleafpvsbytes = 0;
625         if (r_shadow_buffer_leafpvs)
626                 Mem_Free(r_shadow_buffer_leafpvs);
627         r_shadow_buffer_leafpvs = NULL;
628         if (r_shadow_buffer_leaflist)
629                 Mem_Free(r_shadow_buffer_leaflist);
630         r_shadow_buffer_leaflist = NULL;
631         r_shadow_buffer_numsurfacepvsbytes = 0;
632         if (r_shadow_buffer_surfacepvs)
633                 Mem_Free(r_shadow_buffer_surfacepvs);
634         r_shadow_buffer_surfacepvs = NULL;
635         if (r_shadow_buffer_surfacelist)
636                 Mem_Free(r_shadow_buffer_surfacelist);
637         r_shadow_buffer_surfacelist = NULL;
638 }
639
640 void r_shadow_newmap(void)
641 {
642 }
643
644 void R_Shadow_Help_f(void)
645 {
646         Con_Printf(
647 "Documentation on r_shadow system:\n"
648 "Settings:\n"
649 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
650 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
651 "r_shadow_debuglight : render only this light number (-1 = all)\n"
652 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
653 "r_shadow_gloss2intensity : brightness of forced gloss\n"
654 "r_shadow_glossintensity : brightness of textured gloss\n"
655 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
656 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
657 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
658 "r_shadow_portallight : use portal visibility for static light precomputation\n"
659 "r_shadow_projectdistance : shadow volume projection distance\n"
660 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
661 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
662 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
663 "r_shadow_realtime_world : use high quality world lighting mode\n"
664 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
665 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
666 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
667 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
668 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
669 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
670 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
671 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
672 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
673 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
674 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
675 "r_shadow_scissor : use scissor optimization\n"
676 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
677 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
678 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
679 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
680 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
681 "Commands:\n"
682 "r_shadow_help : this help\n"
683         );
684 }
685
686 void R_Shadow_Init(void)
687 {
688         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
689         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
690         Cvar_RegisterVariable(&r_shadow_debuglight);
691         Cvar_RegisterVariable(&r_shadow_gloss);
692         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
693         Cvar_RegisterVariable(&r_shadow_glossintensity);
694         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
695         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
696         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
697         Cvar_RegisterVariable(&r_shadow_portallight);
698         Cvar_RegisterVariable(&r_shadow_projectdistance);
699         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
700         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
701         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
702         Cvar_RegisterVariable(&r_shadow_realtime_world);
703         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
704         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
705         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
706         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
707         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
708         Cvar_RegisterVariable(&r_shadow_scissor);
709         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
710         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
711         Cvar_RegisterVariable(&r_shadow_texture3d);
712         Cvar_RegisterVariable(&r_shadow_visiblelighting);
713         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
714         Cvar_RegisterVariable(&r_shadow_glsl);
715         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
716         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
717         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
718         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
719         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
720         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
721         if (gamemode == GAME_TENEBRAE)
722         {
723                 Cvar_SetValue("r_shadow_gloss", 2);
724                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
725         }
726         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
727         R_Shadow_EditLights_Init();
728         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
729         r_shadow_worldlightchain = NULL;
730         maxshadowelements = 0;
731         shadowelements = NULL;
732         maxvertexupdate = 0;
733         vertexupdate = NULL;
734         vertexremap = NULL;
735         vertexupdatenum = 0;
736         maxshadowmark = 0;
737         numshadowmark = 0;
738         shadowmark = NULL;
739         shadowmarklist = NULL;
740         shadowmarkcount = 0;
741         r_shadow_buffer_numleafpvsbytes = 0;
742         r_shadow_buffer_leafpvs = NULL;
743         r_shadow_buffer_leaflist = NULL;
744         r_shadow_buffer_numsurfacepvsbytes = 0;
745         r_shadow_buffer_surfacepvs = NULL;
746         r_shadow_buffer_surfacelist = NULL;
747         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
748 }
749
750 matrix4x4_t matrix_attenuationxyz =
751 {
752         {
753                 {0.5, 0.0, 0.0, 0.5},
754                 {0.0, 0.5, 0.0, 0.5},
755                 {0.0, 0.0, 0.5, 0.5},
756                 {0.0, 0.0, 0.0, 1.0}
757         }
758 };
759
760 matrix4x4_t matrix_attenuationz =
761 {
762         {
763                 {0.0, 0.0, 0.5, 0.5},
764                 {0.0, 0.0, 0.0, 0.5},
765                 {0.0, 0.0, 0.0, 0.5},
766                 {0.0, 0.0, 0.0, 1.0}
767         }
768 };
769
770 int *R_Shadow_ResizeShadowElements(int numtris)
771 {
772         // make sure shadowelements is big enough for this volume
773         if (maxshadowelements < numtris * 24)
774         {
775                 maxshadowelements = numtris * 24;
776                 if (shadowelements)
777                         Mem_Free(shadowelements);
778                 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
779         }
780         return shadowelements;
781 }
782
783 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
784 {
785         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
786         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
787         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
788         {
789                 if (r_shadow_buffer_leafpvs)
790                         Mem_Free(r_shadow_buffer_leafpvs);
791                 if (r_shadow_buffer_leaflist)
792                         Mem_Free(r_shadow_buffer_leaflist);
793                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
794                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
795                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
796         }
797         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
798         {
799                 if (r_shadow_buffer_surfacepvs)
800                         Mem_Free(r_shadow_buffer_surfacepvs);
801                 if (r_shadow_buffer_surfacelist)
802                         Mem_Free(r_shadow_buffer_surfacelist);
803                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
804                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
805                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
806         }
807 }
808
809 void R_Shadow_PrepareShadowMark(int numtris)
810 {
811         // make sure shadowmark is big enough for this volume
812         if (maxshadowmark < numtris)
813         {
814                 maxshadowmark = numtris;
815                 if (shadowmark)
816                         Mem_Free(shadowmark);
817                 if (shadowmarklist)
818                         Mem_Free(shadowmarklist);
819                 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
820                 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
821                 shadowmarkcount = 0;
822         }
823         shadowmarkcount++;
824         // if shadowmarkcount wrapped we clear the array and adjust accordingly
825         if (shadowmarkcount == 0)
826         {
827                 shadowmarkcount = 1;
828                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
829         }
830         numshadowmark = 0;
831 }
832
833 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
834 {
835         int i, j;
836         int outtriangles = 0, outvertices = 0;
837         const int *element;
838         const float *vertex;
839
840         if (maxvertexupdate < innumvertices)
841         {
842                 maxvertexupdate = innumvertices;
843                 if (vertexupdate)
844                         Mem_Free(vertexupdate);
845                 if (vertexremap)
846                         Mem_Free(vertexremap);
847                 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
848                 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
849                 vertexupdatenum = 0;
850         }
851         vertexupdatenum++;
852         if (vertexupdatenum == 0)
853         {
854                 vertexupdatenum = 1;
855                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
856                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
857         }
858
859         for (i = 0;i < numshadowmarktris;i++)
860                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
861
862         for (i = 0;i < numshadowmarktris;i++)
863         {
864                 element = inelement3i + shadowmarktris[i] * 3;
865                 // make sure the vertices are created
866                 for (j = 0;j < 3;j++)
867                 {
868                         if (vertexupdate[element[j]] != vertexupdatenum)
869                         {
870                                 float ratio, direction[3];
871                                 vertexupdate[element[j]] = vertexupdatenum;
872                                 vertexremap[element[j]] = outvertices;
873                                 vertex = invertex3f + element[j] * 3;
874                                 // project one copy of the vertex to the sphere radius of the light
875                                 // (FIXME: would projecting it to the light box be better?)
876                                 VectorSubtract(vertex, projectorigin, direction);
877                                 ratio = projectdistance / VectorLength(direction);
878                                 VectorCopy(vertex, outvertex3f);
879                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
880                                 outvertex3f += 6;
881                                 outvertices += 2;
882                         }
883                 }
884         }
885
886         for (i = 0;i < numshadowmarktris;i++)
887         {
888                 int remappedelement[3];
889                 int markindex;
890                 const int *neighbortriangle;
891
892                 markindex = shadowmarktris[i] * 3;
893                 element = inelement3i + markindex;
894                 neighbortriangle = inneighbor3i + markindex;
895                 // output the front and back triangles
896                 outelement3i[0] = vertexremap[element[0]];
897                 outelement3i[1] = vertexremap[element[1]];
898                 outelement3i[2] = vertexremap[element[2]];
899                 outelement3i[3] = vertexremap[element[2]] + 1;
900                 outelement3i[4] = vertexremap[element[1]] + 1;
901                 outelement3i[5] = vertexremap[element[0]] + 1;
902
903                 outelement3i += 6;
904                 outtriangles += 2;
905                 // output the sides (facing outward from this triangle)
906                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
907                 {
908                         remappedelement[0] = vertexremap[element[0]];
909                         remappedelement[1] = vertexremap[element[1]];
910                         outelement3i[0] = remappedelement[1];
911                         outelement3i[1] = remappedelement[0];
912                         outelement3i[2] = remappedelement[0] + 1;
913                         outelement3i[3] = remappedelement[1];
914                         outelement3i[4] = remappedelement[0] + 1;
915                         outelement3i[5] = remappedelement[1] + 1;
916
917                         outelement3i += 6;
918                         outtriangles += 2;
919                 }
920                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
921                 {
922                         remappedelement[1] = vertexremap[element[1]];
923                         remappedelement[2] = vertexremap[element[2]];
924                         outelement3i[0] = remappedelement[2];
925                         outelement3i[1] = remappedelement[1];
926                         outelement3i[2] = remappedelement[1] + 1;
927                         outelement3i[3] = remappedelement[2];
928                         outelement3i[4] = remappedelement[1] + 1;
929                         outelement3i[5] = remappedelement[2] + 1;
930
931                         outelement3i += 6;
932                         outtriangles += 2;
933                 }
934                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
935                 {
936                         remappedelement[0] = vertexremap[element[0]];
937                         remappedelement[2] = vertexremap[element[2]];
938                         outelement3i[0] = remappedelement[0];
939                         outelement3i[1] = remappedelement[2];
940                         outelement3i[2] = remappedelement[2] + 1;
941                         outelement3i[3] = remappedelement[0];
942                         outelement3i[4] = remappedelement[2] + 1;
943                         outelement3i[5] = remappedelement[0] + 1;
944
945                         outelement3i += 6;
946                         outtriangles += 2;
947                 }
948         }
949         if (outnumvertices)
950                 *outnumvertices = outvertices;
951         return outtriangles;
952 }
953
954 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
955 {
956         int tris, outverts;
957         if (projectdistance < 0.1)
958         {
959                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
960                 return;
961         }
962         if (!numverts || !nummarktris)
963                 return;
964         // make sure shadowelements is big enough for this volume
965         if (maxshadowelements < nummarktris * 24)
966                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
967         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
968         renderstats.lights_dynamicshadowtriangles += tris;
969         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
970 }
971
972 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
973 {
974         int t, tend;
975         const int *e;
976         const float *v[3];
977         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
978                 return;
979         tend = firsttriangle + numtris;
980         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
981          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
982          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
983         {
984                 // surface box entirely inside light box, no box cull
985                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
986                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
987                                 shadowmarklist[numshadowmark++] = t;
988         }
989         else
990         {
991                 // surface box not entirely inside light box, cull each triangle
992                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
993                 {
994                         v[0] = invertex3f + e[0] * 3;
995                         v[1] = invertex3f + e[1] * 3;
996                         v[2] = invertex3f + e[2] * 3;
997                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
998                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
999                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
1000                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
1001                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1002                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1003                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1004                                 shadowmarklist[numshadowmark++] = t;
1005                 }
1006         }
1007 }
1008
1009 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1010 {
1011         rmeshstate_t m;
1012         if (r_shadow_compilingrtlight)
1013         {
1014                 // if we're compiling an rtlight, capture the mesh
1015                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1016                 return;
1017         }
1018         renderstats.lights_shadowtriangles += numtriangles;
1019         memset(&m, 0, sizeof(m));
1020         m.pointer_vertex = vertex3f;
1021         R_Mesh_State(&m);
1022         GL_LockArrays(0, numvertices);
1023         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1024         {
1025                 // decrement stencil if backface is behind depthbuffer
1026                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1027                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1028                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1029                 // increment stencil if frontface is behind depthbuffer
1030                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1031                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1032         }
1033         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1034         GL_LockArrays(0, 0);
1035 }
1036
1037 static void R_Shadow_MakeTextures(void)
1038 {
1039         int x, y, z, d;
1040         float v[3], intensity;
1041         unsigned char *data;
1042         R_FreeTexturePool(&r_shadow_texturepool);
1043         r_shadow_texturepool = R_AllocTexturePool();
1044         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1045         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1046 #define ATTEN2DSIZE 64
1047 #define ATTEN3DSIZE 32
1048         data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1049         for (y = 0;y < ATTEN2DSIZE;y++)
1050         {
1051                 for (x = 0;x < ATTEN2DSIZE;x++)
1052                 {
1053                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1054                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1055                         v[2] = 0;
1056                         intensity = 1.0f - sqrt(DotProduct(v, v));
1057                         if (intensity > 0)
1058                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1059                         d = bound(0, intensity, 255);
1060                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1061                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1062                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1063                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1064                 }
1065         }
1066         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1067         if (r_shadow_texture3d.integer)
1068         {
1069                 for (z = 0;z < ATTEN3DSIZE;z++)
1070                 {
1071                         for (y = 0;y < ATTEN3DSIZE;y++)
1072                         {
1073                                 for (x = 0;x < ATTEN3DSIZE;x++)
1074                                 {
1075                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1076                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1077                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1078                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1079                                         if (intensity > 0)
1080                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1081                                         d = bound(0, intensity, 255);
1082                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1083                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1084                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1085                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1086                                 }
1087                         }
1088                 }
1089                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1090         }
1091         Mem_Free(data);
1092 }
1093
1094 void R_Shadow_ValidateCvars(void)
1095 {
1096         if (r_shadow_texture3d.integer && !gl_texture3d)
1097                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1098         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1099                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1100 }
1101
1102 // light currently being rendered
1103 rtlight_t *r_shadow_rtlight;
1104
1105 // this is the location of the eye in entity space
1106 vec3_t r_shadow_entityeyeorigin;
1107 // this is the location of the light in entity space
1108 vec3_t r_shadow_entitylightorigin;
1109 // this transforms entity coordinates to light filter cubemap coordinates
1110 // (also often used for other purposes)
1111 matrix4x4_t r_shadow_entitytolight;
1112 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1113 // of attenuation texturing in full 3D (Z result often ignored)
1114 matrix4x4_t r_shadow_entitytoattenuationxyz;
1115 // this transforms only the Z to S, and T is always 0.5
1116 matrix4x4_t r_shadow_entitytoattenuationz;
1117
1118 static int r_shadow_lightpermutation;
1119 static int r_shadow_lightprog;
1120
1121 void R_Shadow_RenderMode_Begin(void)
1122 {
1123         rmeshstate_t m;
1124
1125         R_Shadow_ValidateCvars();
1126
1127         if (!r_shadow_attenuation2dtexture
1128          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1129          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1130          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1131                 R_Shadow_MakeTextures();
1132
1133         memset(&m, 0, sizeof(m));
1134         R_Mesh_State(&m);
1135         GL_BlendFunc(GL_ONE, GL_ZERO);
1136         GL_DepthMask(false);
1137         GL_DepthTest(true);
1138         GL_Color(0, 0, 0, 1);
1139         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1140         qglEnable(GL_CULL_FACE);
1141         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1142
1143         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1144
1145         if (gl_ext_stenciltwoside.integer)
1146                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1147         else
1148                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1149
1150         if (r_shadow_glsl.integer && r_shadow_program_light[0])
1151                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1152         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1153                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1154         else
1155                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1156 }
1157
1158 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1159 {
1160         r_shadow_rtlight = rtlight;
1161 }
1162
1163 void R_Shadow_RenderMode_Reset(void)
1164 {
1165         rmeshstate_t m;
1166         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1167         {
1168                 qglUseProgramObjectARB(0);
1169                 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1170                 qglBegin(GL_TRIANGLES);
1171                 qglEnd();
1172                 CHECKGLERROR
1173         }
1174         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1175                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1176         memset(&m, 0, sizeof(m));
1177         R_Mesh_State(&m);
1178 }
1179
1180 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1181 {
1182         R_Shadow_RenderMode_Reset();
1183         GL_Color(1, 1, 1, 1);
1184         GL_ColorMask(0, 0, 0, 0);
1185         GL_BlendFunc(GL_ONE, GL_ZERO);
1186         GL_DepthMask(false);
1187         GL_DepthTest(true);
1188         qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1189         //if (r_shadow_shadow_polygonoffset.value != 0)
1190         //{
1191         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1192         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1193         //}
1194         //else
1195         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1196         qglDepthFunc(GL_LESS);
1197         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1198         qglEnable(GL_STENCIL_TEST);
1199         qglStencilFunc(GL_ALWAYS, 128, ~0);
1200         r_shadow_rendermode = r_shadow_shadowingrendermode;
1201         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1202         {
1203                 qglDisable(GL_CULL_FACE);
1204                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1205                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1206                 qglStencilMask(~0);
1207                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1208                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1209                 qglStencilMask(~0);
1210                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1211         }
1212         else
1213         {
1214                 qglEnable(GL_CULL_FACE);
1215                 qglStencilMask(~0);
1216                 // this is changed by every shadow render so its value here is unimportant
1217                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1218         }
1219         GL_Clear(GL_STENCIL_BUFFER_BIT);
1220         renderstats.lights_clears++;
1221 }
1222
1223 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1224 {
1225         R_Shadow_RenderMode_Reset();
1226         GL_BlendFunc(GL_ONE, GL_ONE);
1227         GL_DepthMask(false);
1228         GL_DepthTest(true);
1229         qglPolygonOffset(0, 0);
1230         //qglDisable(GL_POLYGON_OFFSET_FILL);
1231         GL_Color(1, 1, 1, 1);
1232         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1233         if (transparent)
1234                 qglDepthFunc(GL_LEQUAL);
1235         else
1236                 qglDepthFunc(GL_EQUAL);
1237         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1238         qglEnable(GL_CULL_FACE);
1239         if (stenciltest)
1240                 qglEnable(GL_STENCIL_TEST);
1241         else
1242                 qglDisable(GL_STENCIL_TEST);
1243         qglStencilMask(~0);
1244         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1245         // only draw light where this geometry was already rendered AND the
1246         // stencil is 128 (values other than this mean shadow)
1247         qglStencilFunc(GL_EQUAL, 128, ~0);
1248         r_shadow_rendermode = r_shadow_lightingrendermode;
1249         // do global setup needed for the chosen lighting mode
1250         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1251         {
1252                 R_Mesh_VertexPointer(varray_vertex3f);
1253                 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1254                 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1255                 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1256                 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1257                 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1258                 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1259                 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1260                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1261                 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1262                 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1263                 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1264                 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1265                 GL_BlendFunc(GL_ONE, GL_ONE);
1266                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1267                 CHECKGLERROR
1268         }
1269 }
1270
1271 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1272 {
1273         R_Shadow_RenderMode_Reset();
1274         GL_BlendFunc(GL_ONE, GL_ONE);
1275         GL_DepthMask(false);
1276         GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1277         qglPolygonOffset(0, 0);
1278         GL_Color(0.0, 0.0125, 0.1, 1);
1279         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1280         qglDepthFunc(GL_GEQUAL);
1281         qglCullFace(GL_FRONT); // this culls back
1282         qglDisable(GL_CULL_FACE);
1283         qglDisable(GL_STENCIL_TEST);
1284         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1285 }
1286
1287 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1288 {
1289         R_Shadow_RenderMode_Reset();
1290         GL_BlendFunc(GL_ONE, GL_ONE);
1291         GL_DepthMask(false);
1292         GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1293         qglPolygonOffset(0, 0);
1294         GL_Color(0.1, 0.0125, 0, 1);
1295         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1296         if (transparent)
1297                 qglDepthFunc(GL_LEQUAL);
1298         else
1299                 qglDepthFunc(GL_EQUAL);
1300         qglCullFace(GL_FRONT); // this culls back
1301         qglEnable(GL_CULL_FACE);
1302         if (stenciltest)
1303                 qglEnable(GL_STENCIL_TEST);
1304         else
1305                 qglDisable(GL_STENCIL_TEST);
1306         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1307 }
1308
1309 void R_Shadow_RenderMode_End(void)
1310 {
1311         R_Shadow_RenderMode_Reset();
1312         R_Shadow_RenderMode_ActiveLight(NULL);
1313         GL_BlendFunc(GL_ONE, GL_ZERO);
1314         GL_DepthMask(true);
1315         GL_DepthTest(true);
1316         qglPolygonOffset(0, 0);
1317         //qglDisable(GL_POLYGON_OFFSET_FILL);
1318         GL_Color(1, 1, 1, 1);
1319         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1320         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1321         qglDepthFunc(GL_LEQUAL);
1322         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1323         qglEnable(GL_CULL_FACE);
1324         qglDisable(GL_STENCIL_TEST);
1325         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1326         if (gl_support_stenciltwoside)
1327                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1328         qglStencilMask(~0);
1329         qglStencilFunc(GL_ALWAYS, 128, ~0);
1330         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1331 }
1332
1333 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1334 {
1335         int i, ix1, iy1, ix2, iy2;
1336         float x1, y1, x2, y2;
1337         vec4_t v, v2;
1338         rmesh_t mesh;
1339         mplane_t planes[11];
1340         float vertex3f[256*3];
1341
1342         // if view is inside the light box, just say yes it's visible
1343         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1344         {
1345                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1346                 return false;
1347         }
1348
1349         // create a temporary brush describing the area the light can affect in worldspace
1350         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1351         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1352         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1353         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1354         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1355         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1356         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1357         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1358         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1359         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1360         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1361
1362         // turn the brush into a mesh
1363         memset(&mesh, 0, sizeof(rmesh_t));
1364         mesh.maxvertices = 256;
1365         mesh.vertex3f = vertex3f;
1366         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1367         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1368
1369         // if that mesh is empty, the light is not visible at all
1370         if (!mesh.numvertices)
1371                 return true;
1372
1373         if (!r_shadow_scissor.integer)
1374                 return false;
1375
1376         // if that mesh is not empty, check what area of the screen it covers
1377         x1 = y1 = x2 = y2 = 0;
1378         v[3] = 1.0f;
1379         for (i = 0;i < mesh.numvertices;i++)
1380         {
1381                 VectorCopy(mesh.vertex3f + i * 3, v);
1382                 GL_TransformToScreen(v, v2);
1383                 //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]);
1384                 if (i)
1385                 {
1386                         if (x1 > v2[0]) x1 = v2[0];
1387                         if (x2 < v2[0]) x2 = v2[0];
1388                         if (y1 > v2[1]) y1 = v2[1];
1389                         if (y2 < v2[1]) y2 = v2[1];
1390                 }
1391                 else
1392                 {
1393                         x1 = x2 = v2[0];
1394                         y1 = y2 = v2[1];
1395                 }
1396         }
1397
1398         // now convert the scissor rectangle to integer screen coordinates
1399         ix1 = x1 - 1.0f;
1400         iy1 = y1 - 1.0f;
1401         ix2 = x2 + 1.0f;
1402         iy2 = y2 + 1.0f;
1403         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1404
1405         // clamp it to the screen
1406         if (ix1 < r_view_x) ix1 = r_view_x;
1407         if (iy1 < r_view_y) iy1 = r_view_y;
1408         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1409         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1410
1411         // if it is inside out, it's not visible
1412         if (ix2 <= ix1 || iy2 <= iy1)
1413                 return true;
1414
1415         // the light area is visible, set up the scissor rectangle
1416         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1417         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1418         //qglEnable(GL_SCISSOR_TEST);
1419         renderstats.lights_scissored++;
1420         return false;
1421 }
1422
1423 extern float *rsurface_vertex3f;
1424 extern float *rsurface_svector3f;
1425 extern float *rsurface_tvector3f;
1426 extern float *rsurface_normal3f;
1427 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1428
1429 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1430 {
1431         int numverts = surface->num_vertices;
1432         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1433         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1434         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1435         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1436         if (r_textureunits.integer >= 3)
1437         {
1438                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1439                 {
1440                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1441                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1442                         if ((dot = DotProduct(n, v)) < 0)
1443                         {
1444                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1445                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1446                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1447                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1448                                 if (fogenabled)
1449                                 {
1450                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1451                                         VectorScale(color4f, f, color4f);
1452                                 }
1453                         }
1454                         else
1455                                 VectorClear(color4f);
1456                         color4f[3] = 1;
1457                 }
1458         }
1459         else if (r_textureunits.integer >= 2)
1460         {
1461                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1462                 {
1463                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1464                         if ((dist = fabs(v[2])) < 1)
1465                         {
1466                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1467                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1468                                 if ((dot = DotProduct(n, v)) < 0)
1469                                 {
1470                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1471                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1472                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1473                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1474                                 }
1475                                 else
1476                                 {
1477                                         color4f[0] = ambientcolor[0] * distintensity;
1478                                         color4f[1] = ambientcolor[1] * distintensity;
1479                                         color4f[2] = ambientcolor[2] * distintensity;
1480                                 }
1481                                 if (fogenabled)
1482                                 {
1483                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1484                                         VectorScale(color4f, f, color4f);
1485                                 }
1486                         }
1487                         else
1488                                 VectorClear(color4f);
1489                         color4f[3] = 1;
1490                 }
1491         }
1492         else
1493         {
1494                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1495                 {
1496                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1497                         if ((dist = DotProduct(v, v)) < 1)
1498                         {
1499                                 dist = sqrt(dist);
1500                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1501                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1502                                 if ((dot = DotProduct(n, v)) < 0)
1503                                 {
1504                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1505                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1506                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1507                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1508                                 }
1509                                 else
1510                                 {
1511                                         color4f[0] = ambientcolor[0] * distintensity;
1512                                         color4f[1] = ambientcolor[1] * distintensity;
1513                                         color4f[2] = ambientcolor[2] * distintensity;
1514                                 }
1515                                 if (fogenabled)
1516                                 {
1517                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1518                                         VectorScale(color4f, f, color4f);
1519                                 }
1520                         }
1521                         else
1522                                 VectorClear(color4f);
1523                         color4f[3] = 1;
1524                 }
1525         }
1526 }
1527
1528 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1529 #define USETEXMATRIX
1530
1531 #ifndef USETEXMATRIX
1532 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1533 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1534 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1535 {
1536         do
1537         {
1538                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1539                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1540                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1541                 vertex3f += 3;
1542                 tc3f += 3;
1543         }
1544         while (--numverts);
1545 }
1546
1547 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1548 {
1549         do
1550         {
1551                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1552                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1553                 vertex3f += 3;
1554                 tc2f += 2;
1555         }
1556         while (--numverts);
1557 }
1558 #endif
1559
1560 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1561 {
1562         int i;
1563         float lightdir[3];
1564         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1565         {
1566                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1567                 // the cubemap normalizes this for us
1568                 out3f[0] = DotProduct(svector3f, lightdir);
1569                 out3f[1] = DotProduct(tvector3f, lightdir);
1570                 out3f[2] = DotProduct(normal3f, lightdir);
1571         }
1572 }
1573
1574 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1575 {
1576         int i;
1577         float lightdir[3], eyedir[3], halfdir[3];
1578         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1579         {
1580                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1581                 VectorNormalize(lightdir);
1582                 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1583                 VectorNormalize(eyedir);
1584                 VectorAdd(lightdir, eyedir, halfdir);
1585                 // the cubemap normalizes this for us
1586                 out3f[0] = DotProduct(svector3f, halfdir);
1587                 out3f[1] = DotProduct(tvector3f, halfdir);
1588                 out3f[2] = DotProduct(normal3f, halfdir);
1589         }
1590 }
1591
1592 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1593 {
1594         // used to display how many times a surface is lit for level design purposes
1595         int surfacelistindex;
1596         rmeshstate_t m;
1597         GL_Color(0.1, 0.025, 0, 1);
1598         memset(&m, 0, sizeof(m));
1599         R_Mesh_State(&m);
1600         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1601         {
1602                 const msurface_t *surface = surfacelist[surfacelistindex];
1603                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1604                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1605                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1606                 GL_LockArrays(0, 0);
1607         }
1608 }
1609
1610 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1611 {
1612         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1613         int surfacelistindex;
1614         // select a permutation of the lighting shader appropriate to this
1615         // combination of texture, entity, light source, and fogging, only use the
1616         // minimum features necessary to avoid wasting rendering time in the
1617         // fragment shader on features that are not being used
1618         r_shadow_lightpermutation = 0;
1619         // only add a feature to the permutation if that permutation exists
1620         // (otherwise it might end up not using a shader at all, which looks
1621         // worse than using less features)
1622         if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1623                 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1624         if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
1625                 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1626         if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1627                 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1628         if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1629                 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1630         if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1631                 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1632         if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1633                 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1634         if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1635                 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1636         r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1637         qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1638         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1639         R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1640         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1641         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1642         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1643         if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1644         {
1645                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1646         }
1647         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1648         if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1649         {
1650                 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1651                 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1652                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
1653                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
1654         }
1655         if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1656         {
1657                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1658         }
1659         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1660         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1661         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1662         {
1663                 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1664                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1665                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1666         }
1667         if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1668         {
1669                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1670                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1671         }
1672         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1673         {
1674                 const msurface_t *surface = surfacelist[surfacelistindex];
1675                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1676                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1677                 if (!rsurface_svector3f)
1678                 {
1679                         rsurface_svector3f = varray_svector3f;
1680                         rsurface_tvector3f = varray_tvector3f;
1681                         rsurface_normal3f = varray_normal3f;
1682                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1683                 }
1684                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1685                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1686                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1687                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1688                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1689                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1690                 GL_LockArrays(0, 0);
1691         }
1692 }
1693
1694 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1695 {
1696         int renders;
1697         float color2[3];
1698         rmeshstate_t m;
1699         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1700         GL_Color(1,1,1,1);
1701         // colorscale accounts for how much we multiply the brightness
1702         // during combine.
1703         //
1704         // mult is how many times the final pass of the lighting will be
1705         // performed to get more brightness than otherwise possible.
1706         //
1707         // Limit mult to 64 for sanity sake.
1708         if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1709         {
1710                 // 3 3D combine path (Geforce3, Radeon 8500)
1711                 memset(&m, 0, sizeof(m));
1712                 m.pointer_vertex = rsurface_vertex3f;
1713                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1714 #ifdef USETEXMATRIX
1715                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1716                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1717 #else
1718                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1719                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1720 #endif
1721                 m.tex[1] = R_GetTexture(basetexture);
1722                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1723                 m.texmatrix[1] = texture->currenttexmatrix;
1724                 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1725 #ifdef USETEXMATRIX
1726                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1727                 m.texmatrix[2] = r_shadow_entitytolight;
1728 #else
1729                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1730                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1731 #endif
1732                 GL_BlendFunc(GL_ONE, GL_ONE);
1733         }
1734         else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1735         {
1736                 // 2 3D combine path (Geforce3, original Radeon)
1737                 memset(&m, 0, sizeof(m));
1738                 m.pointer_vertex = rsurface_vertex3f;
1739                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1740 #ifdef USETEXMATRIX
1741                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1742                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1743 #else
1744                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1745                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1746 #endif
1747                 m.tex[1] = R_GetTexture(basetexture);
1748                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1749                 m.texmatrix[1] = texture->currenttexmatrix;
1750                 GL_BlendFunc(GL_ONE, GL_ONE);
1751         }
1752         else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1753         {
1754                 // 4 2D combine path (Geforce3, Radeon 8500)
1755                 memset(&m, 0, sizeof(m));
1756                 m.pointer_vertex = rsurface_vertex3f;
1757                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1758 #ifdef USETEXMATRIX
1759                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1760                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1761 #else
1762                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1763                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1764 #endif
1765                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1766 #ifdef USETEXMATRIX
1767                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1768                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1769 #else
1770                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1771                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1772 #endif
1773                 m.tex[2] = R_GetTexture(basetexture);
1774                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1775                 m.texmatrix[2] = texture->currenttexmatrix;
1776                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1777                 {
1778                         m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1779 #ifdef USETEXMATRIX
1780                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1781                         m.texmatrix[3] = r_shadow_entitytolight;
1782 #else
1783                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1784                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1785 #endif
1786                 }
1787                 GL_BlendFunc(GL_ONE, GL_ONE);
1788         }
1789         else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1790         {
1791                 // 3 2D combine path (Geforce3, original Radeon)
1792                 memset(&m, 0, sizeof(m));
1793                 m.pointer_vertex = rsurface_vertex3f;
1794                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1795 #ifdef USETEXMATRIX
1796                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1797                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1798 #else
1799                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1800                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1801 #endif
1802                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1803 #ifdef USETEXMATRIX
1804                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1805                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1806 #else
1807                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1808                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1809 #endif
1810                 m.tex[2] = R_GetTexture(basetexture);
1811                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1812                 m.texmatrix[2] = texture->currenttexmatrix;
1813                 GL_BlendFunc(GL_ONE, GL_ONE);
1814         }
1815         else
1816         {
1817                 // 2/2/2 2D combine path (any dot3 card)
1818                 memset(&m, 0, sizeof(m));
1819                 m.pointer_vertex = rsurface_vertex3f;
1820                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1821 #ifdef USETEXMATRIX
1822                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1823                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1824 #else
1825                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1826                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1827 #endif
1828                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1829 #ifdef USETEXMATRIX
1830                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1831                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1832 #else
1833                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1834                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1835 #endif
1836                 R_Mesh_State(&m);
1837                 GL_ColorMask(0,0,0,1);
1838                 GL_BlendFunc(GL_ONE, GL_ZERO);
1839                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1840                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1841                 GL_LockArrays(0, 0);
1842
1843                 memset(&m, 0, sizeof(m));
1844                 m.pointer_vertex = rsurface_vertex3f;
1845                 m.tex[0] = R_GetTexture(basetexture);
1846                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1847                 m.texmatrix[0] = texture->currenttexmatrix;
1848                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1849                 {
1850                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1851 #ifdef USETEXMATRIX
1852                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1853                         m.texmatrix[1] = r_shadow_entitytolight;
1854 #else
1855                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1856                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1857 #endif
1858                 }
1859                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1860         }
1861         // this final code is shared
1862         R_Mesh_State(&m);
1863         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1864         VectorScale(lightcolorbase, colorscale, color2);
1865         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1866         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1867         {
1868                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1869                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1870         }
1871         GL_LockArrays(0, 0);
1872 }
1873
1874 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1875 {
1876         int renders;
1877         float color2[3];
1878         rmeshstate_t m;
1879         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1880         GL_Color(1,1,1,1);
1881         // colorscale accounts for how much we multiply the brightness
1882         // during combine.
1883         //
1884         // mult is how many times the final pass of the lighting will be
1885         // performed to get more brightness than otherwise possible.
1886         //
1887         // Limit mult to 64 for sanity sake.
1888         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1889         {
1890                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1891                 memset(&m, 0, sizeof(m));
1892                 m.pointer_vertex = rsurface_vertex3f;
1893                 m.tex[0] = R_GetTexture(normalmaptexture);
1894                 m.texcombinergb[0] = GL_REPLACE;
1895                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1896                 m.texmatrix[0] = texture->currenttexmatrix;
1897                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1898                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1899                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1900                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1901                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1902 #ifdef USETEXMATRIX
1903                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1904                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1905 #else
1906                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1907                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1908 #endif
1909                 R_Mesh_State(&m);
1910                 GL_ColorMask(0,0,0,1);
1911                 GL_BlendFunc(GL_ONE, GL_ZERO);
1912                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1913                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1914                 GL_LockArrays(0, 0);
1915
1916                 memset(&m, 0, sizeof(m));
1917                 m.pointer_vertex = rsurface_vertex3f;
1918                 m.tex[0] = R_GetTexture(basetexture);
1919                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1920                 m.texmatrix[0] = texture->currenttexmatrix;
1921                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1922                 {
1923                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1924 #ifdef USETEXMATRIX
1925                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1926                         m.texmatrix[1] = r_shadow_entitytolight;
1927 #else
1928                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1929                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1930 #endif
1931                 }
1932                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1933         }
1934         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1935         {
1936                 // 1/2/2 3D combine path (original Radeon)
1937                 memset(&m, 0, sizeof(m));
1938                 m.pointer_vertex = rsurface_vertex3f;
1939                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1940 #ifdef USETEXMATRIX
1941                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1942                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1943 #else
1944                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1945                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1946 #endif
1947                 R_Mesh_State(&m);
1948                 GL_ColorMask(0,0,0,1);
1949                 GL_BlendFunc(GL_ONE, GL_ZERO);
1950                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1951                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1952                 GL_LockArrays(0, 0);
1953
1954                 memset(&m, 0, sizeof(m));
1955                 m.pointer_vertex = rsurface_vertex3f;
1956                 m.tex[0] = R_GetTexture(normalmaptexture);
1957                 m.texcombinergb[0] = GL_REPLACE;
1958                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1959                 m.texmatrix[0] = texture->currenttexmatrix;
1960                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1961                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1962                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1963                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1964                 R_Mesh_State(&m);
1965                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1966                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1967                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1968                 GL_LockArrays(0, 0);
1969
1970                 memset(&m, 0, sizeof(m));
1971                 m.pointer_vertex = rsurface_vertex3f;
1972                 m.tex[0] = R_GetTexture(basetexture);
1973                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1974                 m.texmatrix[0] = texture->currenttexmatrix;
1975                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1976                 {
1977                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1978 #ifdef USETEXMATRIX
1979                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1980                         m.texmatrix[1] = r_shadow_entitytolight;
1981 #else
1982                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1983                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1984 #endif
1985                 }
1986                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1987         }
1988         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1989         {
1990                 // 2/2 3D combine path (original Radeon)
1991                 memset(&m, 0, sizeof(m));
1992                 m.pointer_vertex = rsurface_vertex3f;
1993                 m.tex[0] = R_GetTexture(normalmaptexture);
1994                 m.texcombinergb[0] = GL_REPLACE;
1995                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1996                 m.texmatrix[0] = texture->currenttexmatrix;
1997                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1998                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1999                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2000                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2001                 R_Mesh_State(&m);
2002                 GL_ColorMask(0,0,0,1);
2003                 GL_BlendFunc(GL_ONE, GL_ZERO);
2004                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2005                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2006                 GL_LockArrays(0, 0);
2007
2008                 memset(&m, 0, sizeof(m));
2009                 m.pointer_vertex = rsurface_vertex3f;
2010                 m.tex[0] = R_GetTexture(basetexture);
2011                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2012                 m.texmatrix[0] = texture->currenttexmatrix;
2013                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2014 #ifdef USETEXMATRIX
2015                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2016                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2017 #else
2018                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2019                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2020 #endif
2021                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2022         }
2023         else if (r_textureunits.integer >= 4)
2024         {
2025                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2026                 memset(&m, 0, sizeof(m));
2027                 m.pointer_vertex = rsurface_vertex3f;
2028                 m.tex[0] = R_GetTexture(normalmaptexture);
2029                 m.texcombinergb[0] = GL_REPLACE;
2030                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2031                 m.texmatrix[0] = texture->currenttexmatrix;
2032                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2033                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2034                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2035                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2036                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2037 #ifdef USETEXMATRIX
2038                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2039                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2040 #else
2041                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2042                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2043 #endif
2044                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2045 #ifdef USETEXMATRIX
2046                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2047                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2048 #else
2049                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2050                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2051 #endif
2052                 R_Mesh_State(&m);
2053                 GL_ColorMask(0,0,0,1);
2054                 GL_BlendFunc(GL_ONE, GL_ZERO);
2055                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2056                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2057                 GL_LockArrays(0, 0);
2058
2059                 memset(&m, 0, sizeof(m));
2060                 m.pointer_vertex = rsurface_vertex3f;
2061                 m.tex[0] = R_GetTexture(basetexture);
2062                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2063                 m.texmatrix[0] = texture->currenttexmatrix;
2064                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2065                 {
2066                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2067 #ifdef USETEXMATRIX
2068                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2069                         m.texmatrix[1] = r_shadow_entitytolight;
2070 #else
2071                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2072                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2073 #endif
2074                 }
2075                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2076         }
2077         else
2078         {
2079                 // 2/2/2 2D combine path (any dot3 card)
2080                 memset(&m, 0, sizeof(m));
2081                 m.pointer_vertex = rsurface_vertex3f;
2082                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2083 #ifdef USETEXMATRIX
2084                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2085                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2086 #else
2087                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2088                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2089 #endif
2090                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2091 #ifdef USETEXMATRIX
2092                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2093                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2094 #else
2095                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2096                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2097 #endif
2098                 R_Mesh_State(&m);
2099                 GL_ColorMask(0,0,0,1);
2100                 GL_BlendFunc(GL_ONE, GL_ZERO);
2101                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2102                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2103                 GL_LockArrays(0, 0);
2104
2105                 memset(&m, 0, sizeof(m));
2106                 m.pointer_vertex = rsurface_vertex3f;
2107                 m.tex[0] = R_GetTexture(normalmaptexture);
2108                 m.texcombinergb[0] = GL_REPLACE;
2109                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2110                 m.texmatrix[0] = texture->currenttexmatrix;
2111                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2112                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2113                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2114                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2115                 R_Mesh_State(&m);
2116                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2117                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2118                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2119                 GL_LockArrays(0, 0);
2120
2121                 memset(&m, 0, sizeof(m));
2122                 m.pointer_vertex = rsurface_vertex3f;
2123                 m.tex[0] = R_GetTexture(basetexture);
2124                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2125                 m.texmatrix[0] = texture->currenttexmatrix;
2126                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2127                 {
2128                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2129 #ifdef USETEXMATRIX
2130                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2131                         m.texmatrix[1] = r_shadow_entitytolight;
2132 #else
2133                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2134                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2135 #endif
2136                 }
2137                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2138         }
2139         // this final code is shared
2140         R_Mesh_State(&m);
2141         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2142         VectorScale(lightcolorbase, colorscale, color2);
2143         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2144         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2145         {
2146                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2147                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2148         }
2149         GL_LockArrays(0, 0);
2150 }
2151
2152 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2153 {
2154         int renders;
2155         float color2[3];
2156         rmeshstate_t m;
2157         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2158         // FIXME: detect blendsquare!
2159         //if (!gl_support_blendsquare)
2160         //      return;
2161         GL_Color(1,1,1,1);
2162         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2163         {
2164                 // 2/0/0/1/2 3D combine blendsquare path
2165                 memset(&m, 0, sizeof(m));
2166                 m.pointer_vertex = rsurface_vertex3f;
2167                 m.tex[0] = R_GetTexture(normalmaptexture);
2168                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2169                 m.texmatrix[0] = texture->currenttexmatrix;
2170                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2171                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2172                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2173                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2174                 R_Mesh_State(&m);
2175                 GL_ColorMask(0,0,0,1);
2176                 // this squares the result
2177                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2178                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2179                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2180                 GL_LockArrays(0, 0);
2181
2182                 memset(&m, 0, sizeof(m));
2183                 m.pointer_vertex = rsurface_vertex3f;
2184                 R_Mesh_State(&m);
2185                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2186                 // square alpha in framebuffer a few times to make it shiny
2187                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2188                 // these comments are a test run through this math for intensity 0.5
2189                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2190                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2191                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2192                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2193                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2194                 GL_LockArrays(0, 0);
2195
2196                 memset(&m, 0, sizeof(m));
2197                 m.pointer_vertex = rsurface_vertex3f;
2198                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2199 #ifdef USETEXMATRIX
2200                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2201                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2202 #else
2203                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2204                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2205 #endif
2206                 R_Mesh_State(&m);
2207                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2208                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2209                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2210                 GL_LockArrays(0, 0);
2211
2212                 memset(&m, 0, sizeof(m));
2213                 m.pointer_vertex = rsurface_vertex3f;
2214                 m.tex[0] = R_GetTexture(glosstexture);
2215                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2216                 m.texmatrix[0] = texture->currenttexmatrix;
2217                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2218                 {
2219                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2220 #ifdef USETEXMATRIX
2221                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2222                         m.texmatrix[1] = r_shadow_entitytolight;
2223 #else
2224                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2225                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2226 #endif
2227                 }
2228                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2229         }
2230         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_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.pointer_vertex = rsurface_vertex3f;
2235                 m.tex[0] = R_GetTexture(normalmaptexture);
2236                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2237                 m.texmatrix[0] = texture->currenttexmatrix;
2238                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2239                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2240                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2241                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2242                 R_Mesh_State(&m);
2243                 GL_ColorMask(0,0,0,1);
2244                 // this squares the result
2245                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2246                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2247                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2248                 GL_LockArrays(0, 0);
2249
2250                 memset(&m, 0, sizeof(m));
2251                 m.pointer_vertex = rsurface_vertex3f;
2252                 R_Mesh_State(&m);
2253                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2254                 // square alpha in framebuffer a few times to make it shiny
2255                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2256                 // these comments are a test run through this math for intensity 0.5
2257                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2258                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2259                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2260                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2261                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2262                 GL_LockArrays(0, 0);
2263
2264                 memset(&m, 0, sizeof(m));
2265                 m.pointer_vertex = rsurface_vertex3f;
2266                 m.tex[0] = R_GetTexture(glosstexture);
2267                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2268                 m.texmatrix[0] = texture->currenttexmatrix;
2269                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2270 #ifdef USETEXMATRIX
2271                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2272                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2273 #else
2274                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2275                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2276 #endif
2277                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2278         }
2279         else
2280         {
2281                 // 2/0/0/2/2 2D combine blendsquare path
2282                 memset(&m, 0, sizeof(m));
2283                 m.pointer_vertex = rsurface_vertex3f;
2284                 m.tex[0] = R_GetTexture(normalmaptexture);
2285                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2286                 m.texmatrix[0] = texture->currenttexmatrix;
2287                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2288                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2289                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2290                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2291                 R_Mesh_State(&m);
2292                 GL_ColorMask(0,0,0,1);
2293                 // this squares the result
2294                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2295                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2296                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2297                 GL_LockArrays(0, 0);
2298
2299                 memset(&m, 0, sizeof(m));
2300                 m.pointer_vertex = rsurface_vertex3f;
2301                 R_Mesh_State(&m);
2302                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2303                 // square alpha in framebuffer a few times to make it shiny
2304                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2305                 // these comments are a test run through this math for intensity 0.5
2306                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2307                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2308                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2309                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2310                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2311                 GL_LockArrays(0, 0);
2312
2313                 memset(&m, 0, sizeof(m));
2314                 m.pointer_vertex = rsurface_vertex3f;
2315                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2316 #ifdef USETEXMATRIX
2317                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2318                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2319 #else
2320                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2321                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2322 #endif
2323                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2324 #ifdef USETEXMATRIX
2325                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2326                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2327 #else
2328                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2329                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2330 #endif
2331                 R_Mesh_State(&m);
2332                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2333                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2334                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2335                 GL_LockArrays(0, 0);
2336
2337                 memset(&m, 0, sizeof(m));
2338                 m.pointer_vertex = rsurface_vertex3f;
2339                 m.tex[0] = R_GetTexture(glosstexture);
2340                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2341                 m.texmatrix[0] = texture->currenttexmatrix;
2342                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2343                 {
2344                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2345 #ifdef USETEXMATRIX
2346                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2347                         m.texmatrix[1] = r_shadow_entitytolight;
2348 #else
2349                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2350                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2351 #endif
2352                 }
2353                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2354         }
2355         R_Mesh_State(&m);
2356         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2357         VectorScale(lightcolorbase, colorscale, color2);
2358         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2359         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2360         {
2361                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2362                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2363         }
2364         GL_LockArrays(0, 0);
2365 }
2366
2367 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2368 {
2369         // ARB path (any Geforce, any Radeon)
2370         int surfacelistindex;
2371         qboolean doambient = r_shadow_rtlight->ambientscale > 0;
2372         qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
2373         qboolean dospecular = specularscale > 0;
2374         if (!doambient && !dodiffuse && !dospecular)
2375                 return;
2376         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2377         {
2378                 const msurface_t *surface = surfacelist[surfacelistindex];
2379                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2380                 if (!rsurface_svector3f)
2381                 {
2382                         rsurface_svector3f = varray_svector3f;
2383                         rsurface_tvector3f = varray_tvector3f;
2384                         rsurface_normal3f = varray_normal3f;
2385                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2386                 }
2387                 if (doambient)
2388                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2389                 if (dodiffuse)
2390                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2391                 if (dopants)
2392                 {
2393                         if (doambient)
2394                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2395                         if (dodiffuse)
2396                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2397                 }
2398                 if (doshirt)
2399                 {
2400                         if (doambient)
2401                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2402                         if (dodiffuse)
2403                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2404                 }
2405                 if (dospecular)
2406                         R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2407         }
2408 }
2409
2410 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
2411 {
2412         int renders;
2413         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2414         R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
2415         for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2416         {
2417                 int i;
2418                 float *c;
2419 #if 1
2420                 // due to low fillrate on the cards this vertex lighting path is
2421                 // designed for, we manually cull all triangles that do not
2422                 // contain a lit vertex
2423                 int draw;
2424                 const int *e;
2425                 int newnumtriangles;
2426                 int *newe;
2427                 int newelements[3072];
2428                 draw = false;
2429                 newnumtriangles = 0;
2430                 newe = newelements;
2431                 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2432                 {
2433                         if (newnumtriangles >= 1024)
2434                         {
2435                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2436                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2437                                 GL_LockArrays(0, 0);
2438                                 newnumtriangles = 0;
2439                                 newe = newelements;
2440                         }
2441                         if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2442                         {
2443                                 newe[0] = e[0];
2444                                 newe[1] = e[1];
2445                                 newe[2] = e[2];
2446                                 newnumtriangles++;
2447                                 newe += 3;
2448                                 draw = true;
2449                         }
2450                 }
2451                 if (newnumtriangles >= 1)
2452                 {
2453                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2454                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2455                         GL_LockArrays(0, 0);
2456                         draw = true;
2457                 }
2458                 if (!draw)
2459                         break;
2460 #else
2461                 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2462                         if (VectorLength2(c))
2463                                 goto goodpass;
2464                 break;
2465 goodpass:
2466                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2467                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2468                 GL_LockArrays(0, 0);
2469 #endif
2470                 // now reduce the intensity for the next overbright pass
2471                 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2472                 {
2473                         c[0] = max(0, c[0] - 1);
2474                         c[1] = max(0, c[1] - 1);
2475                         c[2] = max(0, c[2] - 1);
2476                 }
2477         }
2478 }
2479
2480 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2481 {
2482         int surfacelistindex;
2483         float ambientcolorbase[3], diffusecolorbase[3];
2484         float ambientcolorpants[3], diffusecolorpants[3];
2485         float ambientcolorshirt[3], diffusecolorshirt[3];
2486         rmeshstate_t m;
2487         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
2488         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
2489         VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
2490         VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
2491         VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
2492         VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
2493         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2494         memset(&m, 0, sizeof(m));
2495         m.tex[0] = R_GetTexture(basetexture);
2496         if (r_textureunits.integer >= 2)
2497         {
2498                 // voodoo2
2499                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2500 #ifdef USETEXMATRIX
2501                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2502 #else
2503                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2504                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2505 #endif
2506                 if (r_textureunits.integer >= 3)
2507                 {
2508                         // Geforce3/Radeon class but not using dot3
2509                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2510 #ifdef USETEXMATRIX
2511                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2512 #else
2513                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2514                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2515 #endif
2516                 }
2517         }
2518         m.pointer_color = varray_color4f;
2519         R_Mesh_State(&m);
2520         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2521         {
2522                 const msurface_t *surface = surfacelist[surfacelistindex];
2523                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2524                 if (!rsurface_svector3f)
2525                 {
2526                         rsurface_svector3f = varray_svector3f;
2527                         rsurface_tvector3f = varray_tvector3f;
2528                         rsurface_normal3f = varray_normal3f;
2529                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2530                 }
2531                 // OpenGL 1.1 path (anything)
2532                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2533                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2534                 if (r_textureunits.integer >= 2)
2535                 {
2536                         // voodoo2 or TNT
2537 #ifdef USETEXMATRIX
2538                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2539 #else
2540                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2541 #endif
2542                         if (r_textureunits.integer >= 3)
2543                         {
2544                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2545 #ifdef USETEXMATRIX
2546                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2547 #else
2548                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2549 #endif
2550                         }
2551                 }
2552                 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2553                 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
2554                 if (dopants)
2555                 {
2556                         R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2557                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
2558                 }
2559                 if (doshirt)
2560                 {
2561                         R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2562                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
2563                 }
2564         }
2565 }
2566
2567 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2568 {
2569         // FIXME: support MATERIALFLAG_NODEPTHTEST
2570         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2571         rtexture_t *basetexture;
2572         rtexture_t *pantstexture;
2573         rtexture_t *shirttexture;
2574         rtexture_t *glosstexture;
2575         float specularscale;
2576         qboolean dopants, doshirt;
2577         glosstexture = r_texture_black;
2578         if (r_shadow_gloss.integer > 0)
2579         {
2580                 if (texture->skin.gloss)
2581                 {
2582                         if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2583                         {
2584                                 glosstexture = texture->skin.gloss;
2585                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2586                         }
2587                 }
2588                 else
2589                 {
2590                         if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2591                         {
2592                                 glosstexture = r_texture_white;
2593                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2594                         }
2595                 }
2596         }
2597         // calculate colors to render this texture with
2598         lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2599         lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2600         lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2601         if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2602                 return;
2603         if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2604                 qglDisable(GL_CULL_FACE);
2605         else
2606                 qglEnable(GL_CULL_FACE);
2607         dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
2608         doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2609         if (dopants + doshirt)
2610         {
2611                 if (dopants)
2612                 {
2613                         lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
2614                         lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
2615                         lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
2616                 }
2617                 else
2618                 {
2619                         pantstexture = r_texture_black;
2620                         VectorClear(lightcolorpants);
2621                 }
2622                 if (doshirt)
2623                 {
2624                         shirttexture = texture->skin.shirt;
2625                         lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
2626                         lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
2627                         lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
2628                 }
2629                 else
2630                 {
2631                         shirttexture = r_texture_black;
2632                         VectorClear(lightcolorshirt);
2633                 }
2634                 switch (r_shadow_rendermode)
2635                 {
2636                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2637                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2638                         break;
2639                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2640                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2641                         break;
2642                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2643                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2644                         break;
2645                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2646                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2647                         break;
2648                 default:
2649                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2650                         break;
2651                 }
2652         }
2653         else
2654         {
2655                 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2656                 switch (r_shadow_rendermode)
2657                 {
2658                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2659                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2660                         break;
2661                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2662                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2663                         break;
2664                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2665                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2666                         break;
2667                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2668                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2669                         break;
2670                 default:
2671                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2672                         break;
2673                 }
2674         }
2675 }
2676
2677 void R_RTLight_Update(dlight_t *light, int isstatic)
2678 {
2679         int j, k;
2680         float scale;
2681         rtlight_t *rtlight = &light->rtlight;
2682         R_RTLight_Uncompile(rtlight);
2683         memset(rtlight, 0, sizeof(*rtlight));
2684
2685         VectorCopy(light->origin, rtlight->shadoworigin);
2686         VectorCopy(light->color, rtlight->color);
2687         rtlight->radius = light->radius;
2688         //rtlight->cullradius = rtlight->radius;
2689         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2690         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2691         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2692         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2693         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2694         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2695         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2696         rtlight->cubemapname[0] = 0;
2697         if (light->cubemapname[0])
2698                 strcpy(rtlight->cubemapname, light->cubemapname);
2699         else if (light->cubemapnum > 0)
2700                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2701         rtlight->shadow = light->shadow;
2702         rtlight->corona = light->corona;
2703         rtlight->style = light->style;
2704         rtlight->isstatic = isstatic;
2705         rtlight->coronasizescale = light->coronasizescale;
2706         rtlight->ambientscale = light->ambientscale;
2707         rtlight->diffusescale = light->diffusescale;
2708         rtlight->specularscale = light->specularscale;
2709         rtlight->flags = light->flags;
2710         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2711         // ConcatScale won't work here because this needs to scale rotate and
2712         // translate, not just rotate
2713         scale = 1.0f / rtlight->radius;
2714         for (k = 0;k < 3;k++)
2715                 for (j = 0;j < 4;j++)
2716                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2717
2718         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2719         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2720         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2721         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2722 }
2723
2724 // compiles rtlight geometry
2725 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2726 void R_RTLight_Compile(rtlight_t *rtlight)
2727 {
2728         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2729         entity_render_t *ent = r_refdef.worldentity;
2730         model_t *model = r_refdef.worldmodel;
2731         unsigned char *data;
2732
2733         // compile the light
2734         rtlight->compiled = true;
2735         rtlight->static_numleafs = 0;
2736         rtlight->static_numleafpvsbytes = 0;
2737         rtlight->static_leaflist = NULL;
2738         rtlight->static_leafpvs = NULL;
2739         rtlight->static_numsurfaces = 0;
2740         rtlight->static_surfacelist = NULL;
2741         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2742         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2743         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2744         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2745         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2746         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2747
2748         if (model && model->GetLightInfo)
2749         {
2750                 // this variable must be set for the CompileShadowVolume code
2751                 r_shadow_compilingrtlight = rtlight;
2752                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2753                 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);
2754                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2755                 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2756                 rtlight->static_numleafs = numleafs;
2757                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2758                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2759                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2760                 rtlight->static_numsurfaces = numsurfaces;
2761                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2762                 if (numleafs)
2763                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2764                 if (numleafpvsbytes)
2765                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2766                 if (numsurfaces)
2767                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2768                 if (model->CompileShadowVolume && rtlight->shadow)
2769                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2770                 // now we're done compiling the rtlight
2771                 r_shadow_compilingrtlight = NULL;
2772         }
2773
2774
2775         // use smallest available cullradius - box radius or light radius
2776         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2777         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2778
2779         shadowmeshes = 0;
2780         shadowtris = 0;
2781         if (rtlight->static_meshchain_shadow)
2782         {
2783                 shadowmesh_t *mesh;
2784                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2785                 {
2786                         shadowmeshes++;
2787                         shadowtris += mesh->numtriangles;
2788                 }
2789         }
2790
2791         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2792 }
2793
2794 void R_RTLight_Uncompile(rtlight_t *rtlight)
2795 {
2796         if (rtlight->compiled)
2797         {
2798                 if (rtlight->static_meshchain_shadow)
2799                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2800                 rtlight->static_meshchain_shadow = NULL;
2801                 // these allocations are grouped
2802                 if (rtlight->static_leaflist)
2803                         Mem_Free(rtlight->static_leaflist);
2804                 rtlight->static_numleafs = 0;
2805                 rtlight->static_numleafpvsbytes = 0;
2806                 rtlight->static_leaflist = NULL;
2807                 rtlight->static_leafpvs = NULL;
2808                 rtlight->static_numsurfaces = 0;
2809                 rtlight->static_surfacelist = NULL;
2810                 rtlight->compiled = false;
2811         }
2812 }
2813
2814 void R_Shadow_UncompileWorldLights(void)
2815 {
2816         dlight_t *light;
2817         for (light = r_shadow_worldlightchain;light;light = light->next)
2818                 R_RTLight_Uncompile(&light->rtlight);
2819 }
2820
2821 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2822 {
2823         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2824         vec_t relativeshadowradius;
2825         if (ent == r_refdef.worldentity)
2826         {
2827                 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2828                 {
2829                         shadowmesh_t *mesh;
2830                         R_Mesh_Matrix(&ent->matrix);
2831                         for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2832                         {
2833                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2834                                 R_Mesh_VertexPointer(mesh->vertex3f);
2835                                 GL_LockArrays(0, mesh->numverts);
2836                                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2837                                 {
2838                                         // decrement stencil if backface is behind depthbuffer
2839                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2840                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2841                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2842                                         // increment stencil if frontface is behind depthbuffer
2843                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2844                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2845                                 }
2846                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2847                                 GL_LockArrays(0, 0);
2848                         }
2849                 }
2850                 else if (numsurfaces)
2851                 {
2852                         R_Mesh_Matrix(&ent->matrix);
2853                         ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2854                 }
2855         }
2856         else
2857         {
2858                 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2859                 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2860                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2861                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2862                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2863                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2864                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2865                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2866                 R_Mesh_Matrix(&ent->matrix);
2867                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2868         }
2869 }
2870
2871 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2872 {
2873         // set up properties for rendering light onto this entity
2874         Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2875         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2876         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2877         Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2878         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2879         R_Mesh_Matrix(&ent->matrix);
2880 }
2881
2882 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2883 {
2884         R_Shadow_SetupEntityLight(ent);
2885         if (ent == r_refdef.worldentity)
2886                 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2887         else
2888                 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2889 }
2890
2891 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2892 {
2893         int i, usestencil;
2894         float f;
2895         int numleafs, numsurfaces;
2896         int *leaflist, *surfacelist;
2897         unsigned char *leafpvs;
2898         int numlightentities;
2899         int numshadowentities;
2900         entity_render_t *lightentities[MAX_EDICTS];
2901         entity_render_t *shadowentities[MAX_EDICTS];
2902
2903         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2904         // skip lights that are basically invisible (color 0 0 0)
2905         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2906                 return;
2907
2908         // loading is done before visibility checks because loading should happen
2909         // all at once at the start of a level, not when it stalls gameplay.
2910         // (especially important to benchmarks)
2911         // compile light
2912         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2913                 R_RTLight_Compile(rtlight);
2914         // load cubemap
2915         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2916
2917         // look up the light style value at this time
2918         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2919         VectorScale(rtlight->color, f, rtlight->currentcolor);
2920         /*
2921         if (rtlight->selected)
2922         {
2923                 f = 2 + sin(realtime * M_PI * 4.0);
2924                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2925         }
2926         */
2927
2928         // if lightstyle is currently off, don't draw the light
2929         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2930                 return;
2931
2932         // if the light box is offscreen, skip it
2933         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2934                 return;
2935
2936         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2937         {
2938                 // compiled light, world available and can receive realtime lighting
2939                 // retrieve leaf information
2940                 numleafs = rtlight->static_numleafs;
2941                 leaflist = rtlight->static_leaflist;
2942                 leafpvs = rtlight->static_leafpvs;
2943                 numsurfaces = rtlight->static_numsurfaces;
2944                 surfacelist = rtlight->static_surfacelist;
2945         }
2946         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2947         {
2948                 // dynamic light, world available and can receive realtime lighting
2949                 // calculate lit surfaces and leafs
2950                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2951                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2952                 leaflist = r_shadow_buffer_leaflist;
2953                 leafpvs = r_shadow_buffer_leafpvs;
2954                 surfacelist = r_shadow_buffer_surfacelist;
2955                 // if the reduced leaf bounds are offscreen, skip it
2956                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2957                         return;
2958         }
2959         else
2960         {
2961                 // no world
2962                 numleafs = 0;
2963                 leaflist = NULL;
2964                 leafpvs = NULL;
2965                 numsurfaces = 0;
2966                 surfacelist = NULL;
2967         }
2968         // check if light is illuminating any visible leafs
2969         if (numleafs)
2970         {
2971                 for (i = 0;i < numleafs;i++)
2972                         if (r_worldleafvisible[leaflist[i]])
2973                                 break;
2974                 if (i == numleafs)
2975                         return;
2976         }
2977         // set up a scissor rectangle for this light
2978         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2979                 return;
2980
2981         // make a list of lit entities and shadow casting entities
2982         numlightentities = 0;
2983         numshadowentities = 0;
2984         // don't count the world unless some surfaces are actually lit
2985         if (numsurfaces)
2986         {
2987                 lightentities[numlightentities++] = r_refdef.worldentity;
2988                 shadowentities[numshadowentities++] = r_refdef.worldentity;
2989         }
2990         // add dynamic entities that are lit by the light
2991         if (r_drawentities.integer)
2992         {
2993                 for (i = 0;i < r_refdef.numentities;i++)
2994                 {
2995                         entity_render_t *ent = r_refdef.entities[i];
2996                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2997                          && ent->model
2998                          && !(ent->flags & RENDER_TRANSPARENT)
2999                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
3000                         {
3001                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3002                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
3003                                         shadowentities[numshadowentities++] = ent;
3004                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
3005                                         lightentities[numlightentities++] = ent;
3006                         }
3007                 }
3008         }
3009
3010         // return if there's nothing at all to light
3011         if (!numlightentities)
3012                 return;
3013
3014         // make this the active rtlight for rendering purposes
3015         R_Shadow_RenderMode_ActiveLight(rtlight);
3016         // count this light in the r_speeds
3017         renderstats.lights++;
3018
3019         // draw stencil shadow volumes to mask off pixels that are in shadow
3020         // so that they won't receive lighting
3021         usestencil = false;
3022         if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3023         {
3024                 usestencil = true;
3025                 R_Shadow_RenderMode_StencilShadowVolumes();
3026                 for (i = 0;i < numshadowentities;i++)
3027                         R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3028         }
3029
3030         // draw lighting in the unmasked areas
3031         if (numlightentities && !visible)
3032         {
3033                 R_Shadow_RenderMode_Lighting(usestencil, false);
3034                 for (i = 0;i < numlightentities;i++)
3035                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3036         }
3037
3038         // optionally draw visible shape of the shadow volumes
3039         // for performance analysis by level designers
3040         if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3041         {
3042                 R_Shadow_RenderMode_VisibleShadowVolumes();
3043                 for (i = 0;i < numshadowentities;i++)
3044                         R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3045         }
3046
3047         // optionally draw the illuminated areas
3048         // for performance analysis by level designers
3049         if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
3050         {
3051                 R_Shadow_RenderMode_VisibleLighting(usestencil, false);
3052                 for (i = 0;i < numlightentities;i++)
3053                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3054         }
3055 }
3056
3057 void R_ShadowVolumeLighting(qboolean visible)
3058 {
3059         int lnum, flag;
3060         dlight_t *light;
3061
3062         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3063                 R_Shadow_EditLights_Reload_f();
3064
3065         R_Shadow_RenderMode_Begin();
3066
3067         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3068         if (r_shadow_debuglight.integer >= 0)
3069         {
3070                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3071                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3072                                 R_DrawRTLight(&light->rtlight, visible);
3073         }
3074         else
3075                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3076                         if (light->flags & flag)
3077                                 R_DrawRTLight(&light->rtlight, visible);
3078         if (r_rtdlight)
3079                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3080                         R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3081
3082         R_Shadow_RenderMode_End();
3083 }
3084
3085 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3086 typedef struct suffixinfo_s
3087 {
3088         char *suffix;
3089         qboolean flipx, flipy, flipdiagonal;
3090 }
3091 suffixinfo_t;
3092 static suffixinfo_t suffix[3][6] =
3093 {
3094         {
3095                 {"px",   false, false, false},
3096                 {"nx",   false, false, false},
3097                 {"py",   false, false, false},
3098                 {"ny",   false, false, false},
3099                 {"pz",   false, false, false},
3100                 {"nz",   false, false, false}
3101         },
3102         {
3103                 {"posx", false, false, false},
3104                 {"negx", false, false, false},
3105                 {"posy", false, false, false},
3106          &nbs