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fix a C99 lazy variable issue with non-C99 compilers
[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_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
221 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)"};
222 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"};
223 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
224 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)"};
225 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"};
226 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
227 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
228 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
229 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
230 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
231 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
232 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
233
234 float r_shadow_attenpower, r_shadow_attenscale;
235
236 rtlight_t *r_shadow_compilingrtlight;
237 dlight_t *r_shadow_worldlightchain;
238 dlight_t *r_shadow_selectedlight;
239 dlight_t r_shadow_bufferlight;
240 vec3_t r_editlights_cursorlocation;
241
242 rtexture_t *lighttextures[5];
243
244 extern int con_vislines;
245
246 typedef struct cubemapinfo_s
247 {
248         char basename[64];
249         rtexture_t *texture;
250 }
251 cubemapinfo_t;
252
253 #define MAX_CUBEMAPS 256
254 static int numcubemaps;
255 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
256
257 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
258 #define SHADERPERMUTATION_SPECULAR (1<<1)
259 #define SHADERPERMUTATION_FOG (1<<2)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
264 #define SHADERPERMUTATION_COUNT (1<<7)
265
266 // indicates if we have tried compiling this shader permutation yet
267 qboolean r_shadow_program_compiledlight[SHADERPERMUTATION_COUNT];
268 // GLSL program object number, or 0 if compile failed
269 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
270
271 void R_Shadow_UncompileWorldLights(void);
272 void R_Shadow_ClearWorldLights(void);
273 void R_Shadow_SaveWorldLights(void);
274 void R_Shadow_LoadWorldLights(void);
275 void R_Shadow_LoadLightsFile(void);
276 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
277 void R_Shadow_EditLights_Reload_f(void);
278 void R_Shadow_ValidateCvars(void);
279 static void R_Shadow_MakeTextures(void);
280 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
281
282 const char *builtinshader_light_vert =
283 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
284 "// written by Forest 'LordHavoc' Hale\n"
285 "\n"
286 "// use half floats if available for math performance\n"
287 "#ifdef GEFORCEFX\n"
288 "#define myhalf half\n"
289 "#define myhvec2 hvec2\n"
290 "#define myhvec3 hvec3\n"
291 "#define myhvec4 hvec4\n"
292 "#else\n"
293 "#define myhalf float\n"
294 "#define myhvec2 vec2\n"
295 "#define myhvec3 vec3\n"
296 "#define myhvec4 vec4\n"
297 "#endif\n"
298 "\n"
299 "uniform vec3 LightPosition;\n"
300 "\n"
301 "varying vec2 TexCoord;\n"
302 "varying myhvec3 CubeVector;\n"
303 "varying vec3 LightVector;\n"
304 "\n"
305 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
306 "uniform vec3 EyePosition;\n"
307 "varying vec3 EyeVector;\n"
308 "#endif\n"
309 "\n"
310 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
311 "\n"
312 "void main(void)\n"
313 "{\n"
314 "       // copy the surface texcoord\n"
315 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
316 "\n"
317 "       // transform vertex position into light attenuation/cubemap space\n"
318 "       // (-1 to +1 across the light box)\n"
319 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
320 "\n"
321 "       // transform unnormalized light direction into tangent space\n"
322 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
323 "       //  normalize it per pixel)\n"
324 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
325 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
326 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
327 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
328 "\n"
329 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
330 "       // transform unnormalized eye direction into tangent space\n"
331 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
332 "       EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
333 "       EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
334 "       EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
335 "#endif\n"
336 "\n"
337 "       // transform vertex to camera space, using ftransform to match non-VS\n"
338 "       // rendering\n"
339 "       gl_Position = ftransform();\n"
340 "}\n"
341 ;
342
343 const char *builtinshader_light_frag =
344 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
345 "// written by Forest 'LordHavoc' Hale\n"
346 "\n"
347 "// use half floats if available for math performance\n"
348 "#ifdef GEFORCEFX\n"
349 "#define myhalf half\n"
350 "#define myhvec2 hvec2\n"
351 "#define myhvec3 hvec3\n"
352 "#define myhvec4 hvec4\n"
353 "#else\n"
354 "#define myhalf float\n"
355 "#define myhvec2 vec2\n"
356 "#define myhvec3 vec3\n"
357 "#define myhvec4 vec4\n"
358 "#endif\n"
359 "\n"
360 "uniform myhvec3 LightColor;\n"
361 "#ifdef USEOFFSETMAPPING\n"
362 "uniform myhalf OffsetMapping_Scale;\n"
363 "uniform myhalf OffsetMapping_Bias;\n"
364 "#endif\n"
365 "#ifdef USESPECULAR\n"
366 "uniform myhalf SpecularPower;\n"
367 "#endif\n"
368 "#ifdef USEFOG\n"
369 "uniform myhalf FogRangeRecip;\n"
370 "#endif\n"
371 "uniform myhalf AmbientScale;\n"
372 "uniform myhalf DiffuseScale;\n"
373 "#ifdef USESPECULAR\n"
374 "uniform myhalf SpecularScale;\n"
375 "#endif\n"
376 "\n"
377 "#ifdef USECOLORMAPPING\n"
378 "uniform myhvec3 Color_Pants;\n"
379 "uniform myhvec3 Color_Shirt;\n"
380 "#endif\n"
381 "\n"
382 "uniform sampler2D Texture_Normal;\n"
383 "uniform sampler2D Texture_Color;\n"
384 "uniform sampler2D Texture_Pants;\n"
385 "uniform sampler2D Texture_Shirt;\n"
386 "#ifdef USESPECULAR\n"
387 "uniform sampler2D Texture_Gloss;\n"
388 "#endif\n"
389 "#ifdef USECUBEFILTER\n"
390 "uniform samplerCube Texture_Cube;\n"
391 "#endif\n"
392 "#ifdef USEFOG\n"
393 "uniform sampler2D Texture_FogMask;\n"
394 "#endif\n"
395 "\n"
396 "varying vec2 TexCoord;\n"
397 "varying myhvec3 CubeVector;\n"
398 "varying vec3 LightVector;\n"
399 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
400 "varying vec3 EyeVector;\n"
401 "#endif\n"
402 "\n"
403 "void main(void)\n"
404 "{\n"
405 "       // attenuation\n"
406 "       //\n"
407 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
408 "       // center and sharp falloff at the edge, this is about the most efficient\n"
409 "       // we can get away with as far as providing illumination.\n"
410 "       //\n"
411 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
412 "       // provide significant illumination, large = slow = pain.\n"
413 "       myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
414 "\n"
415 "#ifdef USEFOG\n"
416 "       // apply fog\n"
417 "       colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
418 "#endif\n"
419 "\n"
420 "#ifdef USEOFFSETMAPPING\n"
421 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
422 "       myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
423 "       myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
424 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
425 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
426 "#define TexCoord TexCoordOffset\n"
427 "#endif\n"
428 "\n"
429 "       // get the surface normal\n"
430 "#ifdef SURFACENORMALIZE\n"
431 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
432 "#else\n"
433 "       myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
434 "#endif\n"
435 "\n"
436 "       // calculate shading\n"
437 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
438 "       myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
439 "       colorscale *= texturecolor.a;\n"
440 "       myhvec3 color = myhvec3(texturecolor);\n"
441 "#ifdef USECOLORMAPPING\n"
442 "       color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
443 "#endif\n"
444 "       color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
445 "#ifdef USESPECULAR\n"
446 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
447 "       color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
448 "#endif\n"
449 "\n"
450 "#ifdef USECUBEFILTER\n"
451 "       // apply light cubemap filter\n"
452 "       color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
453 "#endif\n"
454 "\n"
455 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
456 "       gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
457 "}\n"
458 ;
459
460 int R_Shadow_CompileShaderPermutation(int permutation)
461 {
462         char *vertstring, *fragstring;
463         int vertstrings_count;
464         int fragstrings_count;
465         const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
466         const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
467         char permutationname[256];
468         if (r_shadow_program_compiledlight[permutation])
469                 return r_shadow_program_light[permutation];
470         r_shadow_program_compiledlight[permutation] = true;
471         vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
472         fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
473         vertstrings_count = 0;
474         fragstrings_count = 0;
475         permutationname[0] = 0;
476         if (permutation & SHADERPERMUTATION_COLORMAPPING)
477         {
478                 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
479                 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
480                 strlcat(permutationname, " colormapping", sizeof(permutationname));
481         }
482         if (permutation & SHADERPERMUTATION_SPECULAR)
483         {
484                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
485                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
486                 strlcat(permutationname, " specular", sizeof(permutationname));
487         }
488         if (permutation & SHADERPERMUTATION_FOG)
489         {
490                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
491                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
492                 strlcat(permutationname, " fog", sizeof(permutationname));
493         }
494         if (permutation & SHADERPERMUTATION_CUBEFILTER)
495         {
496                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
497                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
498                 strlcat(permutationname, " cubefilter", sizeof(permutationname));
499         }
500         if (permutation & SHADERPERMUTATION_OFFSETMAPPING)
501         {
502                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
503                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
504                 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
505         }
506         if (permutation & SHADERPERMUTATION_SURFACENORMALIZE)
507         {
508                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
509                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
510                 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
511         }
512         if (permutation & SHADERPERMUTATION_GEFORCEFX)
513         {
514                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
515                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
516                 strlcat(permutationname, " halffloat", sizeof(permutationname));
517         }
518         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
519         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
520         r_shadow_program_light[permutation] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
521         if (r_shadow_program_light[permutation])
522         {
523                 qglUseProgramObjectARB(r_shadow_program_light[permutation]);
524                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Normal"), 0);CHECKGLERROR
525                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Color"), 1);CHECKGLERROR
526                 if (permutation & SHADERPERMUTATION_SPECULAR)
527                 {
528                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Gloss"), 2);CHECKGLERROR
529                 }
530                 if (permutation & SHADERPERMUTATION_CUBEFILTER)
531                 {
532                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Cube"), 3);CHECKGLERROR
533                 }
534                 if (permutation & SHADERPERMUTATION_FOG)
535                 {
536                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_FogMask"), 4);CHECKGLERROR
537                 }
538                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Pants"), 5);CHECKGLERROR
539                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Shirt"), 6);CHECKGLERROR
540                 qglUseProgramObjectARB(0);
541         }
542         else
543                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
544         if (fragstring)
545                 Mem_Free(fragstring);
546         if (vertstring)
547                 Mem_Free(vertstring);
548         return r_shadow_program_light[permutation];
549 }
550
551 void r_shadow_start(void)
552 {
553         int i;
554         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
555         if (gl_support_half_float)
556                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
557         // allocate vertex processing arrays
558         numcubemaps = 0;
559         r_shadow_attenuation2dtexture = NULL;
560         r_shadow_attenuation3dtexture = NULL;
561         r_shadow_texturepool = NULL;
562         r_shadow_filters_texturepool = NULL;
563         R_Shadow_ValidateCvars();
564         R_Shadow_MakeTextures();
565         maxshadowelements = 0;
566         shadowelements = NULL;
567         maxvertexupdate = 0;
568         vertexupdate = NULL;
569         vertexremap = NULL;
570         vertexupdatenum = 0;
571         maxshadowmark = 0;
572         numshadowmark = 0;
573         shadowmark = NULL;
574         shadowmarklist = NULL;
575         shadowmarkcount = 0;
576         r_shadow_buffer_numleafpvsbytes = 0;
577         r_shadow_buffer_leafpvs = NULL;
578         r_shadow_buffer_leaflist = NULL;
579         r_shadow_buffer_numsurfacepvsbytes = 0;
580         r_shadow_buffer_surfacepvs = NULL;
581         r_shadow_buffer_surfacelist = NULL;
582         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
583         {
584                 r_shadow_program_compiledlight[i] = false;
585                 r_shadow_program_light[i] = 0;
586         }
587 }
588
589 void r_shadow_shutdown(void)
590 {
591         int i;
592         R_Shadow_UncompileWorldLights();
593         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
594         {
595                 if (r_shadow_program_light[i])
596                 {
597                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
598                         r_shadow_program_light[i] = 0;
599                 }
600         }
601         numcubemaps = 0;
602         r_shadow_attenuation2dtexture = NULL;
603         r_shadow_attenuation3dtexture = NULL;
604         R_FreeTexturePool(&r_shadow_texturepool);
605         R_FreeTexturePool(&r_shadow_filters_texturepool);
606         maxshadowelements = 0;
607         if (shadowelements)
608                 Mem_Free(shadowelements);
609         shadowelements = NULL;
610         maxvertexupdate = 0;
611         if (vertexupdate)
612                 Mem_Free(vertexupdate);
613         vertexupdate = NULL;
614         if (vertexremap)
615                 Mem_Free(vertexremap);
616         vertexremap = NULL;
617         vertexupdatenum = 0;
618         maxshadowmark = 0;
619         numshadowmark = 0;
620         if (shadowmark)
621                 Mem_Free(shadowmark);
622         shadowmark = NULL;
623         if (shadowmarklist)
624                 Mem_Free(shadowmarklist);
625         shadowmarklist = NULL;
626         shadowmarkcount = 0;
627         r_shadow_buffer_numleafpvsbytes = 0;
628         if (r_shadow_buffer_leafpvs)
629                 Mem_Free(r_shadow_buffer_leafpvs);
630         r_shadow_buffer_leafpvs = NULL;
631         if (r_shadow_buffer_leaflist)
632                 Mem_Free(r_shadow_buffer_leaflist);
633         r_shadow_buffer_leaflist = NULL;
634         r_shadow_buffer_numsurfacepvsbytes = 0;
635         if (r_shadow_buffer_surfacepvs)
636                 Mem_Free(r_shadow_buffer_surfacepvs);
637         r_shadow_buffer_surfacepvs = NULL;
638         if (r_shadow_buffer_surfacelist)
639                 Mem_Free(r_shadow_buffer_surfacelist);
640         r_shadow_buffer_surfacelist = NULL;
641 }
642
643 void r_shadow_newmap(void)
644 {
645 }
646
647 void R_Shadow_Help_f(void)
648 {
649         Con_Printf(
650 "Documentation on r_shadow system:\n"
651 "Settings:\n"
652 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
653 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
654 "r_shadow_debuglight : render only this light number (-1 = all)\n"
655 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
656 "r_shadow_gloss2intensity : brightness of forced gloss\n"
657 "r_shadow_glossintensity : brightness of textured gloss\n"
658 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
659 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
660 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
661 "r_shadow_portallight : use portal visibility for static light precomputation\n"
662 "r_shadow_projectdistance : shadow volume projection distance\n"
663 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
664 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
665 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
666 "r_shadow_realtime_world : use high quality world lighting mode\n"
667 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
668 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
669 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
670 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
671 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
672 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
673 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
674 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
675 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
676 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
677 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
678 "r_shadow_scissor : use scissor optimization\n"
679 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
680 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
681 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
682 "r_showlighting : useful for performance testing; bright = slow!\n"
683 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
684 "Commands:\n"
685 "r_shadow_help : this help\n"
686         );
687 }
688
689 void R_Shadow_Init(void)
690 {
691         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
692         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
693         Cvar_RegisterVariable(&r_shadow_debuglight);
694         Cvar_RegisterVariable(&r_shadow_gloss);
695         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
696         Cvar_RegisterVariable(&r_shadow_glossintensity);
697         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
698         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
699         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
700         Cvar_RegisterVariable(&r_shadow_portallight);
701         Cvar_RegisterVariable(&r_shadow_projectdistance);
702         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
703         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
704         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
705         Cvar_RegisterVariable(&r_shadow_realtime_world);
706         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
707         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
708         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
709         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
710         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
711         Cvar_RegisterVariable(&r_shadow_scissor);
712         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
713         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
714         Cvar_RegisterVariable(&r_shadow_texture3d);
715         Cvar_RegisterVariable(&r_shadow_glsl);
716         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
717         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
718         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
719         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
720         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
721         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
722         if (gamemode == GAME_TENEBRAE)
723         {
724                 Cvar_SetValue("r_shadow_gloss", 2);
725                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
726         }
727         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
728         R_Shadow_EditLights_Init();
729         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
730         r_shadow_worldlightchain = NULL;
731         maxshadowelements = 0;
732         shadowelements = NULL;
733         maxvertexupdate = 0;
734         vertexupdate = NULL;
735         vertexremap = NULL;
736         vertexupdatenum = 0;
737         maxshadowmark = 0;
738         numshadowmark = 0;
739         shadowmark = NULL;
740         shadowmarklist = NULL;
741         shadowmarkcount = 0;
742         r_shadow_buffer_numleafpvsbytes = 0;
743         r_shadow_buffer_leafpvs = NULL;
744         r_shadow_buffer_leaflist = NULL;
745         r_shadow_buffer_numsurfacepvsbytes = 0;
746         r_shadow_buffer_surfacepvs = NULL;
747         r_shadow_buffer_surfacelist = NULL;
748         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
749 }
750
751 matrix4x4_t matrix_attenuationxyz =
752 {
753         {
754                 {0.5, 0.0, 0.0, 0.5},
755                 {0.0, 0.5, 0.0, 0.5},
756                 {0.0, 0.0, 0.5, 0.5},
757                 {0.0, 0.0, 0.0, 1.0}
758         }
759 };
760
761 matrix4x4_t matrix_attenuationz =
762 {
763         {
764                 {0.0, 0.0, 0.5, 0.5},
765                 {0.0, 0.0, 0.0, 0.5},
766                 {0.0, 0.0, 0.0, 0.5},
767                 {0.0, 0.0, 0.0, 1.0}
768         }
769 };
770
771 int *R_Shadow_ResizeShadowElements(int numtris)
772 {
773         // make sure shadowelements is big enough for this volume
774         if (maxshadowelements < numtris * 24)
775         {
776                 maxshadowelements = numtris * 24;
777                 if (shadowelements)
778                         Mem_Free(shadowelements);
779                 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
780         }
781         return shadowelements;
782 }
783
784 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
785 {
786         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
787         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
788         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
789         {
790                 if (r_shadow_buffer_leafpvs)
791                         Mem_Free(r_shadow_buffer_leafpvs);
792                 if (r_shadow_buffer_leaflist)
793                         Mem_Free(r_shadow_buffer_leaflist);
794                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
795                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
796                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
797         }
798         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
799         {
800                 if (r_shadow_buffer_surfacepvs)
801                         Mem_Free(r_shadow_buffer_surfacepvs);
802                 if (r_shadow_buffer_surfacelist)
803                         Mem_Free(r_shadow_buffer_surfacelist);
804                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
805                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
806                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
807         }
808 }
809
810 void R_Shadow_PrepareShadowMark(int numtris)
811 {
812         // make sure shadowmark is big enough for this volume
813         if (maxshadowmark < numtris)
814         {
815                 maxshadowmark = numtris;
816                 if (shadowmark)
817                         Mem_Free(shadowmark);
818                 if (shadowmarklist)
819                         Mem_Free(shadowmarklist);
820                 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
821                 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
822                 shadowmarkcount = 0;
823         }
824         shadowmarkcount++;
825         // if shadowmarkcount wrapped we clear the array and adjust accordingly
826         if (shadowmarkcount == 0)
827         {
828                 shadowmarkcount = 1;
829                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
830         }
831         numshadowmark = 0;
832 }
833
834 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)
835 {
836         int i, j;
837         int outtriangles = 0, outvertices = 0;
838         const int *element;
839         const float *vertex;
840
841         if (maxvertexupdate < innumvertices)
842         {
843                 maxvertexupdate = innumvertices;
844                 if (vertexupdate)
845                         Mem_Free(vertexupdate);
846                 if (vertexremap)
847                         Mem_Free(vertexremap);
848                 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
849                 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
850                 vertexupdatenum = 0;
851         }
852         vertexupdatenum++;
853         if (vertexupdatenum == 0)
854         {
855                 vertexupdatenum = 1;
856                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
857                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
858         }
859
860         for (i = 0;i < numshadowmarktris;i++)
861                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
862
863         for (i = 0;i < numshadowmarktris;i++)
864         {
865                 element = inelement3i + shadowmarktris[i] * 3;
866                 // make sure the vertices are created
867                 for (j = 0;j < 3;j++)
868                 {
869                         if (vertexupdate[element[j]] != vertexupdatenum)
870                         {
871                                 float ratio, direction[3];
872                                 vertexupdate[element[j]] = vertexupdatenum;
873                                 vertexremap[element[j]] = outvertices;
874                                 vertex = invertex3f + element[j] * 3;
875                                 // project one copy of the vertex to the sphere radius of the light
876                                 // (FIXME: would projecting it to the light box be better?)
877                                 VectorSubtract(vertex, projectorigin, direction);
878                                 ratio = projectdistance / VectorLength(direction);
879                                 VectorCopy(vertex, outvertex3f);
880                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
881                                 outvertex3f += 6;
882                                 outvertices += 2;
883                         }
884                 }
885         }
886
887         for (i = 0;i < numshadowmarktris;i++)
888         {
889                 int remappedelement[3];
890                 int markindex;
891                 const int *neighbortriangle;
892
893                 markindex = shadowmarktris[i] * 3;
894                 element = inelement3i + markindex;
895                 neighbortriangle = inneighbor3i + markindex;
896                 // output the front and back triangles
897                 outelement3i[0] = vertexremap[element[0]];
898                 outelement3i[1] = vertexremap[element[1]];
899                 outelement3i[2] = vertexremap[element[2]];
900                 outelement3i[3] = vertexremap[element[2]] + 1;
901                 outelement3i[4] = vertexremap[element[1]] + 1;
902                 outelement3i[5] = vertexremap[element[0]] + 1;
903
904                 outelement3i += 6;
905                 outtriangles += 2;
906                 // output the sides (facing outward from this triangle)
907                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
908                 {
909                         remappedelement[0] = vertexremap[element[0]];
910                         remappedelement[1] = vertexremap[element[1]];
911                         outelement3i[0] = remappedelement[1];
912                         outelement3i[1] = remappedelement[0];
913                         outelement3i[2] = remappedelement[0] + 1;
914                         outelement3i[3] = remappedelement[1];
915                         outelement3i[4] = remappedelement[0] + 1;
916                         outelement3i[5] = remappedelement[1] + 1;
917
918                         outelement3i += 6;
919                         outtriangles += 2;
920                 }
921                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
922                 {
923                         remappedelement[1] = vertexremap[element[1]];
924                         remappedelement[2] = vertexremap[element[2]];
925                         outelement3i[0] = remappedelement[2];
926                         outelement3i[1] = remappedelement[1];
927                         outelement3i[2] = remappedelement[1] + 1;
928                         outelement3i[3] = remappedelement[2];
929                         outelement3i[4] = remappedelement[1] + 1;
930                         outelement3i[5] = remappedelement[2] + 1;
931
932                         outelement3i += 6;
933                         outtriangles += 2;
934                 }
935                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
936                 {
937                         remappedelement[0] = vertexremap[element[0]];
938                         remappedelement[2] = vertexremap[element[2]];
939                         outelement3i[0] = remappedelement[0];
940                         outelement3i[1] = remappedelement[2];
941                         outelement3i[2] = remappedelement[2] + 1;
942                         outelement3i[3] = remappedelement[0];
943                         outelement3i[4] = remappedelement[2] + 1;
944                         outelement3i[5] = remappedelement[0] + 1;
945
946                         outelement3i += 6;
947                         outtriangles += 2;
948                 }
949         }
950         if (outnumvertices)
951                 *outnumvertices = outvertices;
952         return outtriangles;
953 }
954
955 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)
956 {
957         int tris, outverts;
958         if (projectdistance < 0.1)
959         {
960                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
961                 return;
962         }
963         if (!numverts || !nummarktris)
964                 return;
965         // make sure shadowelements is big enough for this volume
966         if (maxshadowelements < nummarktris * 24)
967                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
968         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
969         renderstats.lights_dynamicshadowtriangles += tris;
970         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
971 }
972
973 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)
974 {
975         int t, tend;
976         const int *e;
977         const float *v[3];
978         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
979                 return;
980         tend = firsttriangle + numtris;
981         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
982          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
983          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
984         {
985                 // surface box entirely inside light box, no box cull
986                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
987                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
988                                 shadowmarklist[numshadowmark++] = t;
989         }
990         else
991         {
992                 // surface box not entirely inside light box, cull each triangle
993                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
994                 {
995                         v[0] = invertex3f + e[0] * 3;
996                         v[1] = invertex3f + e[1] * 3;
997                         v[2] = invertex3f + e[2] * 3;
998                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
999                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
1000                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
1001                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
1002                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1003                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1004                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1005                                 shadowmarklist[numshadowmark++] = t;
1006                 }
1007         }
1008 }
1009
1010 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1011 {
1012         rmeshstate_t m;
1013         if (r_shadow_compilingrtlight)
1014         {
1015                 // if we're compiling an rtlight, capture the mesh
1016                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1017                 return;
1018         }
1019         renderstats.lights_shadowtriangles += numtriangles;
1020         memset(&m, 0, sizeof(m));
1021         m.pointer_vertex = vertex3f;
1022         R_Mesh_State(&m);
1023         GL_LockArrays(0, numvertices);
1024         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1025         {
1026                 // decrement stencil if backface is behind depthbuffer
1027                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1028                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1029                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1030                 // increment stencil if frontface is behind depthbuffer
1031                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1032                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1033         }
1034         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1035         GL_LockArrays(0, 0);
1036 }
1037
1038 static void R_Shadow_MakeTextures(void)
1039 {
1040         int x, y, z, d;
1041         float v[3], intensity;
1042         unsigned char *data;
1043         R_FreeTexturePool(&r_shadow_texturepool);
1044         r_shadow_texturepool = R_AllocTexturePool();
1045         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1046         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1047 #define ATTEN2DSIZE 64
1048 #define ATTEN3DSIZE 32
1049         data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1050         for (y = 0;y < ATTEN2DSIZE;y++)
1051         {
1052                 for (x = 0;x < ATTEN2DSIZE;x++)
1053                 {
1054                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1055                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1056                         v[2] = 0;
1057                         intensity = 1.0f - sqrt(DotProduct(v, v));
1058                         if (intensity > 0)
1059                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1060                         d = bound(0, intensity, 255);
1061                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1062                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1063                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1064                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1065                 }
1066         }
1067         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1068         if (r_shadow_texture3d.integer)
1069         {
1070                 for (z = 0;z < ATTEN3DSIZE;z++)
1071                 {
1072                         for (y = 0;y < ATTEN3DSIZE;y++)
1073                         {
1074                                 for (x = 0;x < ATTEN3DSIZE;x++)
1075                                 {
1076                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1077                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1078                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1079                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1080                                         if (intensity > 0)
1081                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1082                                         d = bound(0, intensity, 255);
1083                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1084                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1085                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1086                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1087                                 }
1088                         }
1089                 }
1090                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1091         }
1092         Mem_Free(data);
1093 }
1094
1095 void R_Shadow_ValidateCvars(void)
1096 {
1097         if (r_shadow_texture3d.integer && !gl_texture3d)
1098                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1099         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1100                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1101 }
1102
1103 // light currently being rendered
1104 rtlight_t *r_shadow_rtlight;
1105
1106 // this is the location of the eye in entity space
1107 vec3_t r_shadow_entityeyeorigin;
1108 // this is the location of the light in entity space
1109 vec3_t r_shadow_entitylightorigin;
1110 // this transforms entity coordinates to light filter cubemap coordinates
1111 // (also often used for other purposes)
1112 matrix4x4_t r_shadow_entitytolight;
1113 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1114 // of attenuation texturing in full 3D (Z result often ignored)
1115 matrix4x4_t r_shadow_entitytoattenuationxyz;
1116 // this transforms only the Z to S, and T is always 0.5
1117 matrix4x4_t r_shadow_entitytoattenuationz;
1118
1119 static int r_shadow_lightpermutation;
1120 static int r_shadow_lightprog;
1121
1122 void R_Shadow_RenderMode_Begin(void)
1123 {
1124         rmeshstate_t m;
1125
1126         R_Shadow_ValidateCvars();
1127
1128         if (!r_shadow_attenuation2dtexture
1129          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1130          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1131          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1132                 R_Shadow_MakeTextures();
1133
1134         memset(&m, 0, sizeof(m));
1135         R_Mesh_State(&m);
1136         GL_BlendFunc(GL_ONE, GL_ZERO);
1137         GL_DepthMask(false);
1138         GL_DepthTest(true);
1139         GL_Color(0, 0, 0, 1);
1140         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1141         qglEnable(GL_CULL_FACE);
1142         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1143
1144         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1145
1146         if (gl_ext_stenciltwoside.integer)
1147                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1148         else
1149                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1150
1151         if (r_shadow_glsl.integer && gl_support_fragment_shader)
1152                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1153         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1154                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1155         else
1156                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1157 }
1158
1159 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1160 {
1161         r_shadow_rtlight = rtlight;
1162 }
1163
1164 void R_Shadow_RenderMode_Reset(void)
1165 {
1166         rmeshstate_t m;
1167         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1168         {
1169                 qglUseProgramObjectARB(0);
1170                 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1171                 qglBegin(GL_TRIANGLES);
1172                 qglEnd();
1173                 CHECKGLERROR
1174         }
1175         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1176                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1177         memset(&m, 0, sizeof(m));
1178         R_Mesh_State(&m);
1179 }
1180
1181 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1182 {
1183         R_Shadow_RenderMode_Reset();
1184         GL_Color(1, 1, 1, 1);
1185         GL_ColorMask(0, 0, 0, 0);
1186         GL_BlendFunc(GL_ONE, GL_ZERO);
1187         GL_DepthMask(false);
1188         GL_DepthTest(true);
1189         if (!r_showtrispass)
1190                 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1191         //if (r_shadow_shadow_polygonoffset.value != 0)
1192         //{
1193         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1194         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1195         //}
1196         //else
1197         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1198         qglDepthFunc(GL_LESS);
1199         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1200         qglEnable(GL_STENCIL_TEST);
1201         qglStencilFunc(GL_ALWAYS, 128, ~0);
1202         r_shadow_rendermode = r_shadow_shadowingrendermode;
1203         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1204         {
1205                 qglDisable(GL_CULL_FACE);
1206                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1207                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1208                 qglStencilMask(~0);
1209                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1210                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1211                 qglStencilMask(~0);
1212                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1213         }
1214         else
1215         {
1216                 qglEnable(GL_CULL_FACE);
1217                 qglStencilMask(~0);
1218                 // this is changed by every shadow render so its value here is unimportant
1219                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1220         }
1221         GL_Clear(GL_STENCIL_BUFFER_BIT);
1222         renderstats.lights_clears++;
1223 }
1224
1225 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1226 {
1227         R_Shadow_RenderMode_Reset();
1228         GL_BlendFunc(GL_ONE, GL_ONE);
1229         GL_DepthMask(false);
1230         GL_DepthTest(true);
1231         if (!r_showtrispass)
1232                 qglPolygonOffset(0, 0);
1233         //qglDisable(GL_POLYGON_OFFSET_FILL);
1234         GL_Color(1, 1, 1, 1);
1235         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1236         if (transparent)
1237                 qglDepthFunc(GL_LEQUAL);
1238         else
1239                 qglDepthFunc(GL_EQUAL);
1240         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1241         qglEnable(GL_CULL_FACE);
1242         if (stenciltest)
1243                 qglEnable(GL_STENCIL_TEST);
1244         else
1245                 qglDisable(GL_STENCIL_TEST);
1246         qglStencilMask(~0);
1247         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1248         // only draw light where this geometry was already rendered AND the
1249         // stencil is 128 (values other than this mean shadow)
1250         qglStencilFunc(GL_EQUAL, 128, ~0);
1251         r_shadow_rendermode = r_shadow_lightingrendermode;
1252         // do global setup needed for the chosen lighting mode
1253         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1254         {
1255                 R_Mesh_VertexPointer(varray_vertex3f);
1256                 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1257                 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1258                 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1259                 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1260                 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1261                 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1262                 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1263                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1264                 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1265                 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1266                 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1267                 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1268                 GL_BlendFunc(GL_ONE, GL_ONE);
1269                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1270                 CHECKGLERROR
1271         }
1272 }
1273
1274 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1275 {
1276         R_Shadow_RenderMode_Reset();
1277         GL_BlendFunc(GL_ONE, GL_ONE);
1278         GL_DepthMask(false);
1279         GL_DepthTest(!r_showdisabledepthtest.integer);
1280         if (!r_showtrispass)
1281                 qglPolygonOffset(0, 0);
1282         GL_Color(0.0, 0.0125, 0.1, 1);
1283         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1284         qglDepthFunc(GL_GEQUAL);
1285         qglCullFace(GL_FRONT); // this culls back
1286         qglDisable(GL_CULL_FACE);
1287         qglDisable(GL_STENCIL_TEST);
1288         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1289 }
1290
1291 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1292 {
1293         R_Shadow_RenderMode_Reset();
1294         GL_BlendFunc(GL_ONE, GL_ONE);
1295         GL_DepthMask(false);
1296         GL_DepthTest(!r_showdisabledepthtest.integer);
1297         if (!r_showtrispass)
1298                 qglPolygonOffset(0, 0);
1299         GL_Color(0.1, 0.0125, 0, 1);
1300         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1301         if (transparent)
1302                 qglDepthFunc(GL_LEQUAL);
1303         else
1304                 qglDepthFunc(GL_EQUAL);
1305         qglCullFace(GL_FRONT); // this culls back
1306         qglEnable(GL_CULL_FACE);
1307         if (stenciltest)
1308                 qglEnable(GL_STENCIL_TEST);
1309         else
1310                 qglDisable(GL_STENCIL_TEST);
1311         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1312 }
1313
1314 void R_Shadow_RenderMode_End(void)
1315 {
1316         R_Shadow_RenderMode_Reset();
1317         R_Shadow_RenderMode_ActiveLight(NULL);
1318         GL_BlendFunc(GL_ONE, GL_ZERO);
1319         GL_DepthMask(true);
1320         GL_DepthTest(true);
1321         if (!r_showtrispass)
1322                 qglPolygonOffset(0, 0);
1323         //qglDisable(GL_POLYGON_OFFSET_FILL);
1324         GL_Color(1, 1, 1, 1);
1325         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1326         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1327         qglDepthFunc(GL_LEQUAL);
1328         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1329         qglEnable(GL_CULL_FACE);
1330         qglDisable(GL_STENCIL_TEST);
1331         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1332         if (gl_support_stenciltwoside)
1333                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1334         qglStencilMask(~0);
1335         qglStencilFunc(GL_ALWAYS, 128, ~0);
1336         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1337 }
1338
1339 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1340 {
1341         int i, ix1, iy1, ix2, iy2;
1342         float x1, y1, x2, y2;
1343         vec4_t v, v2;
1344         rmesh_t mesh;
1345         mplane_t planes[11];
1346         float vertex3f[256*3];
1347
1348         // if view is inside the light box, just say yes it's visible
1349         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1350         {
1351                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1352                 return false;
1353         }
1354
1355         // create a temporary brush describing the area the light can affect in worldspace
1356         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1357         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1358         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1359         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1360         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1361         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1362         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1363         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1364         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1365         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1366         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1367
1368         // turn the brush into a mesh
1369         memset(&mesh, 0, sizeof(rmesh_t));
1370         mesh.maxvertices = 256;
1371         mesh.vertex3f = vertex3f;
1372         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1373         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1374
1375         // if that mesh is empty, the light is not visible at all
1376         if (!mesh.numvertices)
1377                 return true;
1378
1379         if (!r_shadow_scissor.integer)
1380                 return false;
1381
1382         // if that mesh is not empty, check what area of the screen it covers
1383         x1 = y1 = x2 = y2 = 0;
1384         v[3] = 1.0f;
1385         for (i = 0;i < mesh.numvertices;i++)
1386         {
1387                 VectorCopy(mesh.vertex3f + i * 3, v);
1388                 GL_TransformToScreen(v, v2);
1389                 //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]);
1390                 if (i)
1391                 {
1392                         if (x1 > v2[0]) x1 = v2[0];
1393                         if (x2 < v2[0]) x2 = v2[0];
1394                         if (y1 > v2[1]) y1 = v2[1];
1395                         if (y2 < v2[1]) y2 = v2[1];
1396                 }
1397                 else
1398                 {
1399                         x1 = x2 = v2[0];
1400                         y1 = y2 = v2[1];
1401                 }
1402         }
1403
1404         // now convert the scissor rectangle to integer screen coordinates
1405         ix1 = x1 - 1.0f;
1406         iy1 = y1 - 1.0f;
1407         ix2 = x2 + 1.0f;
1408         iy2 = y2 + 1.0f;
1409         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1410
1411         // clamp it to the screen
1412         if (ix1 < r_view_x) ix1 = r_view_x;
1413         if (iy1 < r_view_y) iy1 = r_view_y;
1414         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1415         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1416
1417         // if it is inside out, it's not visible
1418         if (ix2 <= ix1 || iy2 <= iy1)
1419                 return true;
1420
1421         // the light area is visible, set up the scissor rectangle
1422         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1423         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1424         //qglEnable(GL_SCISSOR_TEST);
1425         renderstats.lights_scissored++;
1426         return false;
1427 }
1428
1429 extern float *rsurface_vertex3f;
1430 extern float *rsurface_svector3f;
1431 extern float *rsurface_tvector3f;
1432 extern float *rsurface_normal3f;
1433 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1434
1435 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1436 {
1437         int numverts = surface->num_vertices;
1438         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1439         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1440         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1441         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1442         if (r_textureunits.integer >= 3)
1443         {
1444                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1445                 {
1446                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1447                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1448                         if ((dot = DotProduct(n, v)) < 0)
1449                         {
1450                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1451                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1452                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1453                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1454                                 if (fogenabled)
1455                                 {
1456                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1457                                         VectorScale(color4f, f, color4f);
1458                                 }
1459                         }
1460                         else
1461                                 VectorClear(color4f);
1462                         color4f[3] = 1;
1463                 }
1464         }
1465         else if (r_textureunits.integer >= 2)
1466         {
1467                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1468                 {
1469                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1470                         if ((dist = fabs(v[2])) < 1)
1471                         {
1472                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1473                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1474                                 if ((dot = DotProduct(n, v)) < 0)
1475                                 {
1476                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1477                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1478                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1479                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1480                                 }
1481                                 else
1482                                 {
1483                                         color4f[0] = ambientcolor[0] * distintensity;
1484                                         color4f[1] = ambientcolor[1] * distintensity;
1485                                         color4f[2] = ambientcolor[2] * distintensity;
1486                                 }
1487                                 if (fogenabled)
1488                                 {
1489                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1490                                         VectorScale(color4f, f, color4f);
1491                                 }
1492                         }
1493                         else
1494                                 VectorClear(color4f);
1495                         color4f[3] = 1;
1496                 }
1497         }
1498         else
1499         {
1500                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1501                 {
1502                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1503                         if ((dist = DotProduct(v, v)) < 1)
1504                         {
1505                                 dist = sqrt(dist);
1506                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1507                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1508                                 if ((dot = DotProduct(n, v)) < 0)
1509                                 {
1510                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1511                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1512                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1513                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1514                                 }
1515                                 else
1516                                 {
1517                                         color4f[0] = ambientcolor[0] * distintensity;
1518                                         color4f[1] = ambientcolor[1] * distintensity;
1519                                         color4f[2] = ambientcolor[2] * distintensity;
1520                                 }
1521                                 if (fogenabled)
1522                                 {
1523                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1524                                         VectorScale(color4f, f, color4f);
1525                                 }
1526                         }
1527                         else
1528                                 VectorClear(color4f);
1529                         color4f[3] = 1;
1530                 }
1531         }
1532 }
1533
1534 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1535 #define USETEXMATRIX
1536
1537 #ifndef USETEXMATRIX
1538 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1539 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1540 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1541 {
1542         do
1543         {
1544                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1545                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1546                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1547                 vertex3f += 3;
1548                 tc3f += 3;
1549         }
1550         while (--numverts);
1551 }
1552
1553 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1554 {
1555         do
1556         {
1557                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1558                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1559                 vertex3f += 3;
1560                 tc2f += 2;
1561         }
1562         while (--numverts);
1563 }
1564 #endif
1565
1566 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)
1567 {
1568         int i;
1569         float lightdir[3];
1570         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1571         {
1572                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1573                 // the cubemap normalizes this for us
1574                 out3f[0] = DotProduct(svector3f, lightdir);
1575                 out3f[1] = DotProduct(tvector3f, lightdir);
1576                 out3f[2] = DotProduct(normal3f, lightdir);
1577         }
1578 }
1579
1580 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)
1581 {
1582         int i;
1583         float lightdir[3], eyedir[3], halfdir[3];
1584         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1585         {
1586                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1587                 VectorNormalize(lightdir);
1588                 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1589                 VectorNormalize(eyedir);
1590                 VectorAdd(lightdir, eyedir, halfdir);
1591                 // the cubemap normalizes this for us
1592                 out3f[0] = DotProduct(svector3f, halfdir);
1593                 out3f[1] = DotProduct(tvector3f, halfdir);
1594                 out3f[2] = DotProduct(normal3f, halfdir);
1595         }
1596 }
1597
1598 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)
1599 {
1600         // used to display how many times a surface is lit for level design purposes
1601         int surfacelistindex;
1602         rmeshstate_t m;
1603         GL_Color(0.1, 0.025, 0, 1);
1604         memset(&m, 0, sizeof(m));
1605         R_Mesh_State(&m);
1606         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1607         {
1608                 const msurface_t *surface = surfacelist[surfacelistindex];
1609                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1610                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1611                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1612                 GL_LockArrays(0, 0);
1613         }
1614 }
1615
1616 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)
1617 {
1618         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1619         int surfacelistindex;
1620         // select a permutation of the lighting shader appropriate to this
1621         // combination of texture, entity, light source, and fogging, only use the
1622         // minimum features necessary to avoid wasting rendering time in the
1623         // fragment shader on features that are not being used
1624         r_shadow_lightpermutation = 0;
1625         if (fogenabled)
1626                 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1627         if ((dopants || doshirt))
1628                 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1629         if (specularscale > 0)
1630                 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1631         if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1632                 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1633         if (r_shadow_glsl_offsetmapping.integer)
1634                 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1635         if (r_shadow_glsl_surfacenormalize.integer)
1636                 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1637         if (r_shadow_glsl_usehalffloat.integer)
1638                 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1639         r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1640         if (!r_shadow_lightprog)
1641         {
1642                 if (!r_shadow_program_compiledlight[r_shadow_lightpermutation])
1643                         r_shadow_lightprog = R_Shadow_CompileShaderPermutation(r_shadow_lightpermutation);
1644                 if (!r_shadow_lightprog)
1645                 {
1646                         // remove features until we find a valid permutation
1647                         int i;
1648                         for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
1649                         {
1650                                 // reduce i more quickly whenever it would not remove any bits
1651                                 if (r_shadow_lightpermutation < i)
1652                                         continue;
1653                                 r_shadow_lightpermutation &= i;
1654                                 if (!r_shadow_program_compiledlight[r_shadow_lightpermutation])
1655                                         R_Shadow_CompileShaderPermutation(r_shadow_lightpermutation);
1656                                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1657                                 if (r_shadow_lightprog)
1658                                         break;
1659                                 if (!i)
1660                                         return; // utterly failed
1661                         }
1662                 }
1663         }
1664         qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1665         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1666         R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1667         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1668         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1669         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1670         if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1671         {
1672                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1673         }
1674         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1675         if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1676         {
1677                 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1678                 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1679                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
1680                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
1681         }
1682         if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1683         {
1684                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1685         }
1686         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1687         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1688         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1689         {
1690                 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1691                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1692                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1693         }
1694         if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1695         {
1696                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1697                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1698         }
1699         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1700         {
1701                 const msurface_t *surface = surfacelist[surfacelistindex];
1702                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1703                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1704                 if (!rsurface_svector3f)
1705                 {
1706                         rsurface_svector3f = varray_svector3f;
1707                         rsurface_tvector3f = varray_tvector3f;
1708                         rsurface_normal3f = varray_normal3f;
1709                         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);
1710                 }
1711                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1712                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1713                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1714                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1715                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1716                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1717                 GL_LockArrays(0, 0);
1718         }
1719 }
1720
1721 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)
1722 {
1723         int renders;
1724         float color2[3];
1725         rmeshstate_t m;
1726         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1727         GL_Color(1,1,1,1);
1728         // colorscale accounts for how much we multiply the brightness
1729         // during combine.
1730         //
1731         // mult is how many times the final pass of the lighting will be
1732         // performed to get more brightness than otherwise possible.
1733         //
1734         // Limit mult to 64 for sanity sake.
1735         if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1736         {
1737                 // 3 3D combine path (Geforce3, Radeon 8500)
1738                 memset(&m, 0, sizeof(m));
1739                 m.pointer_vertex = rsurface_vertex3f;
1740                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1741 #ifdef USETEXMATRIX
1742                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1743                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1744 #else
1745                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1746                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1747 #endif
1748                 m.tex[1] = R_GetTexture(basetexture);
1749                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1750                 m.texmatrix[1] = texture->currenttexmatrix;
1751                 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1752 #ifdef USETEXMATRIX
1753                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1754                 m.texmatrix[2] = r_shadow_entitytolight;
1755 #else
1756                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1757                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1758 #endif
1759                 GL_BlendFunc(GL_ONE, GL_ONE);
1760         }
1761         else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1762         {
1763                 // 2 3D combine path (Geforce3, original Radeon)
1764                 memset(&m, 0, sizeof(m));
1765                 m.pointer_vertex = rsurface_vertex3f;
1766                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1767 #ifdef USETEXMATRIX
1768                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1769                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1770 #else
1771                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1772                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1773 #endif
1774                 m.tex[1] = R_GetTexture(basetexture);
1775                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1776                 m.texmatrix[1] = texture->currenttexmatrix;
1777                 GL_BlendFunc(GL_ONE, GL_ONE);
1778         }
1779         else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1780         {
1781                 // 4 2D combine path (Geforce3, Radeon 8500)
1782                 memset(&m, 0, sizeof(m));
1783                 m.pointer_vertex = rsurface_vertex3f;
1784                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1785 #ifdef USETEXMATRIX
1786                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1787                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1788 #else
1789                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1790                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1791 #endif
1792                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1793 #ifdef USETEXMATRIX
1794                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1795                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1796 #else
1797                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1798                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1799 #endif
1800                 m.tex[2] = R_GetTexture(basetexture);
1801                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1802                 m.texmatrix[2] = texture->currenttexmatrix;
1803                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1804                 {
1805                         m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1806 #ifdef USETEXMATRIX
1807                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1808                         m.texmatrix[3] = r_shadow_entitytolight;
1809 #else
1810                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1811                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1812 #endif
1813                 }
1814                 GL_BlendFunc(GL_ONE, GL_ONE);
1815         }
1816         else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1817         {
1818                 // 3 2D combine path (Geforce3, original Radeon)
1819                 memset(&m, 0, sizeof(m));
1820                 m.pointer_vertex = rsurface_vertex3f;
1821                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1822 #ifdef USETEXMATRIX
1823                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1824                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1825 #else
1826                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1827                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1828 #endif
1829                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1830 #ifdef USETEXMATRIX
1831                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1832                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1833 #else
1834                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1835                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1836 #endif
1837                 m.tex[2] = R_GetTexture(basetexture);
1838                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1839                 m.texmatrix[2] = texture->currenttexmatrix;
1840                 GL_BlendFunc(GL_ONE, GL_ONE);
1841         }
1842         else
1843         {
1844                 // 2/2/2 2D combine path (any dot3 card)
1845                 memset(&m, 0, sizeof(m));
1846                 m.pointer_vertex = rsurface_vertex3f;
1847                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1848 #ifdef USETEXMATRIX
1849                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1850                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1851 #else
1852                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1853                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1854 #endif
1855                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1856 #ifdef USETEXMATRIX
1857                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1858                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1859 #else
1860                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1861                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1862 #endif
1863                 R_Mesh_State(&m);
1864                 GL_ColorMask(0,0,0,1);
1865                 GL_BlendFunc(GL_ONE, GL_ZERO);
1866                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1867                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1868                 GL_LockArrays(0, 0);
1869
1870                 memset(&m, 0, sizeof(m));
1871                 m.pointer_vertex = rsurface_vertex3f;
1872                 m.tex[0] = R_GetTexture(basetexture);
1873                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1874                 m.texmatrix[0] = texture->currenttexmatrix;
1875                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1876                 {
1877                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1878 #ifdef USETEXMATRIX
1879                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1880                         m.texmatrix[1] = r_shadow_entitytolight;
1881 #else
1882                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1883                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1884 #endif
1885                 }
1886                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1887         }
1888         // this final code is shared
1889         R_Mesh_State(&m);
1890         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1891         VectorScale(lightcolorbase, colorscale, color2);
1892         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1893         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1894         {
1895                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1896                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1897         }
1898         GL_LockArrays(0, 0);
1899 }
1900
1901 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)
1902 {
1903         int renders;
1904         float color2[3];
1905         rmeshstate_t m;
1906         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1907         GL_Color(1,1,1,1);
1908         // colorscale accounts for how much we multiply the brightness
1909         // during combine.
1910         //
1911         // mult is how many times the final pass of the lighting will be
1912         // performed to get more brightness than otherwise possible.
1913         //
1914         // Limit mult to 64 for sanity sake.
1915         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1916         {
1917                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1918                 memset(&m, 0, sizeof(m));
1919                 m.pointer_vertex = rsurface_vertex3f;
1920                 m.tex[0] = R_GetTexture(normalmaptexture);
1921                 m.texcombinergb[0] = GL_REPLACE;
1922                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1923                 m.texmatrix[0] = texture->currenttexmatrix;
1924                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1925                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1926                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1927                 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);
1928                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1929 #ifdef USETEXMATRIX
1930                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1931                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1932 #else
1933                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1934                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1935 #endif
1936                 R_Mesh_State(&m);
1937                 GL_ColorMask(0,0,0,1);
1938                 GL_BlendFunc(GL_ONE, GL_ZERO);
1939                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1940                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1941                 GL_LockArrays(0, 0);
1942
1943                 memset(&m, 0, sizeof(m));
1944                 m.pointer_vertex = rsurface_vertex3f;
1945                 m.tex[0] = R_GetTexture(basetexture);
1946                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1947                 m.texmatrix[0] = texture->currenttexmatrix;
1948                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1949                 {
1950                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1951 #ifdef USETEXMATRIX
1952                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1953                         m.texmatrix[1] = r_shadow_entitytolight;
1954 #else
1955                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1956                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1957 #endif
1958                 }
1959                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1960         }
1961         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1962         {
1963                 // 1/2/2 3D combine path (original Radeon)
1964                 memset(&m, 0, sizeof(m));
1965                 m.pointer_vertex = rsurface_vertex3f;
1966                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1967 #ifdef USETEXMATRIX
1968                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1969                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1970 #else
1971                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1972                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1973 #endif
1974                 R_Mesh_State(&m);
1975                 GL_ColorMask(0,0,0,1);
1976                 GL_BlendFunc(GL_ONE, GL_ZERO);
1977                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1978                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1979                 GL_LockArrays(0, 0);
1980
1981                 memset(&m, 0, sizeof(m));
1982                 m.pointer_vertex = rsurface_vertex3f;
1983                 m.tex[0] = R_GetTexture(normalmaptexture);
1984                 m.texcombinergb[0] = GL_REPLACE;
1985                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1986                 m.texmatrix[0] = texture->currenttexmatrix;
1987                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1988                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1989                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1990                 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);
1991                 R_Mesh_State(&m);
1992                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1993                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1994                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1995                 GL_LockArrays(0, 0);
1996
1997                 memset(&m, 0, sizeof(m));
1998                 m.pointer_vertex = rsurface_vertex3f;
1999                 m.tex[0] = R_GetTexture(basetexture);
2000                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2001                 m.texmatrix[0] = texture->currenttexmatrix;
2002                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2003                 {
2004                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2005 #ifdef USETEXMATRIX
2006                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2007                         m.texmatrix[1] = r_shadow_entitytolight;
2008 #else
2009                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2010                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2011 #endif
2012                 }
2013                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2014         }
2015         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
2016         {
2017                 // 2/2 3D combine path (original Radeon)
2018                 memset(&m, 0, sizeof(m));
2019                 m.pointer_vertex = rsurface_vertex3f;
2020                 m.tex[0] = R_GetTexture(normalmaptexture);
2021                 m.texcombinergb[0] = GL_REPLACE;
2022                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2023                 m.texmatrix[0] = texture->currenttexmatrix;
2024                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2025                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2026                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2027                 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);
2028                 R_Mesh_State(&m);
2029                 GL_ColorMask(0,0,0,1);
2030                 GL_BlendFunc(GL_ONE, GL_ZERO);
2031                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2032                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2033                 GL_LockArrays(0, 0);
2034
2035                 memset(&m, 0, sizeof(m));
2036                 m.pointer_vertex = rsurface_vertex3f;
2037                 m.tex[0] = R_GetTexture(basetexture);
2038                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2039                 m.texmatrix[0] = texture->currenttexmatrix;
2040                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2041 #ifdef USETEXMATRIX
2042                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2043                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2044 #else
2045                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2046                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2047 #endif
2048                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2049         }
2050         else if (r_textureunits.integer >= 4)
2051         {
2052                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2053                 memset(&m, 0, sizeof(m));
2054                 m.pointer_vertex = rsurface_vertex3f;
2055                 m.tex[0] = R_GetTexture(normalmaptexture);
2056                 m.texcombinergb[0] = GL_REPLACE;
2057                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2058                 m.texmatrix[0] = texture->currenttexmatrix;
2059                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2060                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2061                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2062                 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);
2063                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2064 #ifdef USETEXMATRIX
2065                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2066                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2067 #else
2068                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2069                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2070 #endif
2071                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2072 #ifdef USETEXMATRIX
2073                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2074                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2075 #else
2076                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2077                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2078 #endif
2079                 R_Mesh_State(&m);
2080                 GL_ColorMask(0,0,0,1);
2081                 GL_BlendFunc(GL_ONE, GL_ZERO);
2082                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2083                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2084                 GL_LockArrays(0, 0);
2085
2086                 memset(&m, 0, sizeof(m));
2087                 m.pointer_vertex = rsurface_vertex3f;
2088                 m.tex[0] = R_GetTexture(basetexture);
2089                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2090                 m.texmatrix[0] = texture->currenttexmatrix;
2091                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2092                 {
2093                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2094 #ifdef USETEXMATRIX
2095                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2096                         m.texmatrix[1] = r_shadow_entitytolight;
2097 #else
2098                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2099                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2100 #endif
2101                 }
2102                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2103         }
2104         else
2105         {
2106                 // 2/2/2 2D combine path (any dot3 card)
2107                 memset(&m, 0, sizeof(m));
2108                 m.pointer_vertex = rsurface_vertex3f;
2109                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2110 #ifdef USETEXMATRIX
2111                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2112                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2113 #else
2114                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2115                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2116 #endif
2117                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2118 #ifdef USETEXMATRIX
2119                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2120                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2121 #else
2122                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2123                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2124 #endif
2125                 R_Mesh_State(&m);
2126                 GL_ColorMask(0,0,0,1);
2127                 GL_BlendFunc(GL_ONE, GL_ZERO);
2128                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2129                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2130                 GL_LockArrays(0, 0);
2131
2132                 memset(&m, 0, sizeof(m));
2133                 m.pointer_vertex = rsurface_vertex3f;
2134                 m.tex[0] = R_GetTexture(normalmaptexture);
2135                 m.texcombinergb[0] = GL_REPLACE;
2136                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2137                 m.texmatrix[0] = texture->currenttexmatrix;
2138                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2139                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2140                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2141                 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);
2142                 R_Mesh_State(&m);
2143                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2144                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2145                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2146                 GL_LockArrays(0, 0);
2147
2148                 memset(&m, 0, sizeof(m));
2149                 m.pointer_vertex = rsurface_vertex3f;
2150                 m.tex[0] = R_GetTexture(basetexture);
2151                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2152                 m.texmatrix[0] = texture->currenttexmatrix;
2153                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2154                 {
2155                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2156 #ifdef USETEXMATRIX
2157                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2158                         m.texmatrix[1] = r_shadow_entitytolight;
2159 #else
2160                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2161                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2162 #endif
2163                 }
2164                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2165         }
2166         // this final code is shared
2167         R_Mesh_State(&m);
2168         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2169         VectorScale(lightcolorbase, colorscale, color2);
2170         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2171         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2172         {
2173                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2174                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2175         }
2176         GL_LockArrays(0, 0);
2177 }
2178
2179 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)
2180 {
2181         int renders;
2182         float color2[3];
2183         rmeshstate_t m;
2184         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2185         // FIXME: detect blendsquare!
2186         //if (!gl_support_blendsquare)
2187         //      return;
2188         GL_Color(1,1,1,1);
2189         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2190         {
2191                 // 2/0/0/1/2 3D combine blendsquare path
2192                 memset(&m, 0, sizeof(m));
2193                 m.pointer_vertex = rsurface_vertex3f;
2194                 m.tex[0] = R_GetTexture(normalmaptexture);
2195                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2196                 m.texmatrix[0] = texture->currenttexmatrix;
2197                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2198                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2199                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2200                 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);
2201                 R_Mesh_State(&m);
2202                 GL_ColorMask(0,0,0,1);
2203                 // this squares the result
2204                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2205                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2206                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2207                 GL_LockArrays(0, 0);
2208
2209                 memset(&m, 0, sizeof(m));
2210                 m.pointer_vertex = rsurface_vertex3f;
2211                 R_Mesh_State(&m);
2212                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2213                 // square alpha in framebuffer a few times to make it shiny
2214                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2215                 // these comments are a test run through this math for intensity 0.5
2216                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2217                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2218                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2219                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2220                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2221                 GL_LockArrays(0, 0);
2222
2223                 memset(&m, 0, sizeof(m));
2224                 m.pointer_vertex = rsurface_vertex3f;
2225                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2226 #ifdef USETEXMATRIX
2227                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2228                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2229 #else
2230                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2231                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2232 #endif
2233                 R_Mesh_State(&m);
2234                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2235                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2236                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2237                 GL_LockArrays(0, 0);
2238
2239                 memset(&m, 0, sizeof(m));
2240                 m.pointer_vertex = rsurface_vertex3f;
2241                 m.tex[0] = R_GetTexture(glosstexture);
2242                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2243                 m.texmatrix[0] = texture->currenttexmatrix;
2244                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2245                 {
2246                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2247 #ifdef USETEXMATRIX
2248                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2249                         m.texmatrix[1] = r_shadow_entitytolight;
2250 #else
2251                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2252                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2253 #endif
2254                 }
2255                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2256         }
2257         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2258         {
2259                 // 2/0/0/2 3D combine blendsquare path
2260                 memset(&m, 0, sizeof(m));
2261                 m.pointer_vertex = rsurface_vertex3f;
2262                 m.tex[0] = R_GetTexture(normalmaptexture);
2263                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2264                 m.texmatrix[0] = texture->currenttexmatrix;
2265                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2266                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2267                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2268                 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);
2269                 R_Mesh_State(&m);
2270                 GL_ColorMask(0,0,0,1);
2271                 // this squares the result
2272                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2273                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2274                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2275                 GL_LockArrays(0, 0);
2276
2277                 memset(&m, 0, sizeof(m));
2278                 m.pointer_vertex = rsurface_vertex3f;
2279                 R_Mesh_State(&m);
2280                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2281                 // square alpha in framebuffer a few times to make it shiny
2282                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2283                 // these comments are a test run through this math for intensity 0.5
2284                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2285                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2286                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2287                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2288                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2289                 GL_LockArrays(0, 0);
2290
2291                 memset(&m, 0, sizeof(m));
2292                 m.pointer_vertex = rsurface_vertex3f;
2293                 m.tex[0] = R_GetTexture(glosstexture);
2294                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2295                 m.texmatrix[0] = texture->currenttexmatrix;
2296                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2297 #ifdef USETEXMATRIX
2298                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2299                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2300 #else
2301                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2302                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2303 #endif
2304                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2305         }
2306         else
2307         {
2308                 // 2/0/0/2/2 2D combine blendsquare path
2309                 memset(&m, 0, sizeof(m));
2310                 m.pointer_vertex = rsurface_vertex3f;
2311                 m.tex[0] = R_GetTexture(normalmaptexture);
2312                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2313                 m.texmatrix[0] = texture->currenttexmatrix;
2314                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2315                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2316                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2317                 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);
2318                 R_Mesh_State(&m);
2319                 GL_ColorMask(0,0,0,1);
2320                 // this squares the result
2321                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2322                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2323                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2324                 GL_LockArrays(0, 0);
2325
2326                 memset(&m, 0, sizeof(m));
2327                 m.pointer_vertex = rsurface_vertex3f;
2328                 R_Mesh_State(&m);
2329                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2330                 // square alpha in framebuffer a few times to make it shiny
2331                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2332                 // these comments are a test run through this math for intensity 0.5
2333                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2334                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2335                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2336                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2337                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2338                 GL_LockArrays(0, 0);
2339
2340                 memset(&m, 0, sizeof(m));
2341                 m.pointer_vertex = rsurface_vertex3f;
2342                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2343 #ifdef USETEXMATRIX
2344                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2345                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2346 #else
2347                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2348                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2349 #endif
2350                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2351 #ifdef USETEXMATRIX
2352                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2353                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2354 #else
2355                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2356                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2357 #endif
2358                 R_Mesh_State(&m);
2359                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2360                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2361                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2362                 GL_LockArrays(0, 0);
2363
2364                 memset(&m, 0, sizeof(m));
2365                 m.pointer_vertex = rsurface_vertex3f;
2366                 m.tex[0] = R_GetTexture(glosstexture);
2367                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2368                 m.texmatrix[0] = texture->currenttexmatrix;
2369                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2370                 {
2371                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2372 #ifdef USETEXMATRIX
2373                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2374                         m.texmatrix[1] = r_shadow_entitytolight;
2375 #else
2376                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2377                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2378 #endif
2379                 }
2380                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2381         }
2382         R_Mesh_State(&m);
2383         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2384         VectorScale(lightcolorbase, colorscale, color2);
2385         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2386         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2387         {
2388                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2389                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2390         }
2391         GL_LockArrays(0, 0);
2392 }
2393
2394 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)
2395 {
2396         // ARB path (any Geforce, any Radeon)
2397         int surfacelistindex;
2398         qboolean doambient = r_shadow_rtlight->ambientscale > 0;
2399         qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
2400         qboolean dospecular = specularscale > 0;
2401         if (!doambient && !dodiffuse && !dospecular)
2402                 return;
2403         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2404         {
2405                 const msurface_t *surface = surfacelist[surfacelistindex];
2406                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2407                 if (!rsurface_svector3f)
2408                 {
2409                         rsurface_svector3f = varray_svector3f;
2410                         rsurface_tvector3f = varray_tvector3f;
2411                         rsurface_normal3f = varray_normal3f;
2412                         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);
2413                 }
2414                 if (doambient)
2415                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2416                 if (dodiffuse)
2417                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2418                 if (dopants)
2419                 {
2420                         if (doambient)
2421                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2422                         if (dodiffuse)
2423                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2424                 }
2425                 if (doshirt)
2426                 {
2427                         if (doambient)
2428                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2429                         if (dodiffuse)
2430                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2431                 }
2432                 if (dospecular)
2433                         R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2434         }
2435 }
2436
2437 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
2438 {
2439         int renders;
2440         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2441         R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
2442         for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2443         {
2444                 int i;
2445                 float *c;
2446 #if 1
2447                 // due to low fillrate on the cards this vertex lighting path is
2448                 // designed for, we manually cull all triangles that do not
2449                 // contain a lit vertex
2450                 int draw;
2451                 const int *e;
2452                 int newnumtriangles;
2453                 int *newe;
2454                 int newelements[3072];
2455                 draw = false;
2456                 newnumtriangles = 0;
2457                 newe = newelements;
2458                 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2459                 {
2460                         if (newnumtriangles >= 1024)
2461                         {
2462                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2463                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2464                                 GL_LockArrays(0, 0);
2465                                 newnumtriangles = 0;
2466                                 newe = newelements;
2467                         }
2468                         if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2469                         {
2470                                 newe[0] = e[0];
2471                                 newe[1] = e[1];
2472                                 newe[2] = e[2];
2473                                 newnumtriangles++;
2474                                 newe += 3;
2475                                 draw = true;
2476                         }
2477                 }
2478                 if (newnumtriangles >= 1)
2479                 {
2480                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2481                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2482                         GL_LockArrays(0, 0);
2483                         draw = true;
2484                 }
2485                 if (!draw)
2486                         break;
2487 #else
2488                 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2489                         if (VectorLength2(c))
2490                                 goto goodpass;
2491                 break;
2492 goodpass:
2493                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2494                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2495                 GL_LockArrays(0, 0);
2496 #endif
2497                 // now reduce the intensity for the next overbright pass
2498                 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2499                 {
2500                         c[0] = max(0, c[0] - 1);
2501                         c[1] = max(0, c[1] - 1);
2502                         c[2] = max(0, c[2] - 1);
2503                 }
2504         }
2505 }
2506
2507 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)
2508 {
2509         int surfacelistindex;
2510         float ambientcolorbase[3], diffusecolorbase[3];
2511         float ambientcolorpants[3], diffusecolorpants[3];
2512         float ambientcolorshirt[3], diffusecolorshirt[3];
2513         rmeshstate_t m;
2514         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
2515         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
2516         VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
2517         VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
2518         VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
2519         VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
2520         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2521         memset(&m, 0, sizeof(m));
2522         m.tex[0] = R_GetTexture(basetexture);
2523         if (r_textureunits.integer >= 2)
2524         {
2525                 // voodoo2
2526                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2527 #ifdef USETEXMATRIX
2528                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2529 #else
2530                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2531                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2532 #endif
2533                 if (r_textureunits.integer >= 3)
2534                 {
2535                         // Geforce3/Radeon class but not using dot3
2536                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2537 #ifdef USETEXMATRIX
2538                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2539 #else
2540                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2541                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2542 #endif
2543                 }
2544         }
2545         m.pointer_color = varray_color4f;
2546         R_Mesh_State(&m);
2547         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2548         {
2549                 const msurface_t *surface = surfacelist[surfacelistindex];
2550                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2551                 if (!rsurface_svector3f)
2552                 {
2553                         rsurface_svector3f = varray_svector3f;
2554                         rsurface_tvector3f = varray_tvector3f;
2555                         rsurface_normal3f = varray_normal3f;
2556                         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);
2557                 }
2558                 // OpenGL 1.1 path (anything)
2559                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2560                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2561                 if (r_textureunits.integer >= 2)
2562                 {
2563                         // voodoo2 or TNT
2564 #ifdef USETEXMATRIX
2565                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2566 #else
2567                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2568 #endif
2569                         if (r_textureunits.integer >= 3)
2570                         {
2571                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2572 #ifdef USETEXMATRIX
2573                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2574 #else
2575                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2576 #endif
2577                         }
2578                 }
2579                 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2580                 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
2581                 if (dopants)
2582                 {
2583                         R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2584                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
2585                 }
2586                 if (doshirt)
2587                 {
2588                         R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2589                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
2590                 }
2591         }
2592 }
2593
2594 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2595 {
2596         // FIXME: support MATERIALFLAG_NODEPTHTEST
2597         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2598         rtexture_t *basetexture;
2599         rtexture_t *pantstexture;
2600         rtexture_t *shirttexture;
2601         rtexture_t *glosstexture;
2602         float specularscale;
2603         qboolean dopants, doshirt;
2604         glosstexture = r_texture_black;
2605         specularscale = 0;
2606         if (r_shadow_gloss.integer > 0)
2607         {
2608                 if (texture->skin.gloss)
2609                 {
2610                         if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2611                         {
2612                                 glosstexture = texture->skin.gloss;
2613                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2614                         }
2615                 }
2616                 else
2617                 {
2618                         if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2619                         {
2620                                 glosstexture = r_texture_white;
2621                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2622                         }
2623                 }
2624         }
2625         // calculate colors to render this texture with
2626         lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2627         lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2628         lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2629         if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2630                 return;
2631         if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2632                 qglDisable(GL_CULL_FACE);
2633         else
2634                 qglEnable(GL_CULL_FACE);
2635         dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
2636         doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2637         if (dopants + doshirt)
2638         {
2639                 if (dopants)
2640                 {
2641                         lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
2642                         lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
2643                         lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
2644                 }
2645                 else
2646                 {
2647                         pantstexture = r_texture_black;
2648                         VectorClear(lightcolorpants);
2649                 }
2650                 if (doshirt)
2651                 {
2652                         shirttexture = texture->skin.shirt;
2653                         lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
2654                         lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
2655                         lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
2656                 }
2657                 else
2658                 {
2659                         shirttexture = r_texture_black;
2660                         VectorClear(lightcolorshirt);
2661                 }
2662                 switch (r_shadow_rendermode)
2663                 {
2664                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2665                         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);
2666                         break;
2667                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2668                         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);
2669                         break;
2670                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2671                         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);
2672                         break;
2673                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2674                         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);
2675                         break;
2676                 default:
2677                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2678                         break;
2679                 }
2680         }
2681         else
2682         {
2683                 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2684                 switch (r_shadow_rendermode)
2685                 {
2686                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2687                         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);
2688                         break;
2689                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2690                         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);
2691                         break;
2692                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2693                         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);
2694                         break;
2695                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2696                         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);
2697                         break;
2698                 default:
2699                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2700                         break;
2701                 }
2702         }
2703 }
2704
2705 void R_RTLight_Update(dlight_t *light, int isstatic)
2706 {
2707         int j, k;
2708         float scale;
2709         rtlight_t *rtlight = &light->rtlight;
2710         R_RTLight_Uncompile(rtlight);
2711         memset(rtlight, 0, sizeof(*rtlight));
2712
2713         VectorCopy(light->origin, rtlight->shadoworigin);
2714         VectorCopy(light->color, rtlight->color);
2715         rtlight->radius = light->radius;
2716         //rtlight->cullradius = rtlight->radius;
2717         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2718         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2719         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2720         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2721         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2722         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2723         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2724         rtlight->cubemapname[0] = 0;
2725         if (light->cubemapname[0])
2726                 strcpy(rtlight->cubemapname, light->cubemapname);
2727         else if (light->cubemapnum > 0)
2728                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2729         rtlight->shadow = light->shadow;
2730         rtlight->corona = light->corona;
2731         rtlight->style = light->style;
2732         rtlight->isstatic = isstatic;
2733         rtlight->coronasizescale = light->coronasizescale;
2734         rtlight->ambientscale = light->ambientscale;
2735         rtlight->diffusescale = light->diffusescale;
2736         rtlight->specularscale = light->specularscale;
2737         rtlight->flags = light->flags;
2738         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2739         // ConcatScale won't work here because this needs to scale rotate and
2740         // translate, not just rotate
2741         scale = 1.0f / rtlight->radius;
2742         for (k = 0;k < 3;k++)
2743                 for (j = 0;j < 4;j++)
2744                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2745
2746         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2747         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2748         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2749         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2750 }
2751
2752 // compiles rtlight geometry
2753 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2754 void R_RTLight_Compile(rtlight_t *rtlight)
2755 {
2756         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2757         entity_render_t *ent = r_refdef.worldentity;
2758         model_t *model = r_refdef.worldmodel;
2759         unsigned char *data;
2760
2761         // compile the light
2762         rtlight->compiled = true;
2763         rtlight->static_numleafs = 0;
2764         rtlight->static_numleafpvsbytes = 0;
2765         rtlight->static_leaflist = NULL;
2766         rtlight->static_leafpvs = NULL;
2767         rtlight->static_numsurfaces = 0;
2768         rtlight->static_surfacelist = NULL;
2769         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2770         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2771         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2772         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2773         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2774         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2775
2776         if (model && model->GetLightInfo)
2777         {
2778                 // this variable must be set for the CompileShadowVolume code
2779                 r_shadow_compilingrtlight = rtlight;
2780                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2781                 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);
2782                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2783                 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2784                 rtlight->static_numleafs = numleafs;
2785                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2786                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2787                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2788                 rtlight->static_numsurfaces = numsurfaces;
2789                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2790                 if (numleafs)
2791                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2792                 if (numleafpvsbytes)
2793                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2794                 if (numsurfaces)
2795                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2796                 if (model->CompileShadowVolume && rtlight->shadow)
2797                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2798                 // now we're done compiling the rtlight
2799                 r_shadow_compilingrtlight = NULL;
2800         }
2801
2802
2803         // use smallest available cullradius - box radius or light radius
2804         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2805         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2806
2807         shadowmeshes = 0;
2808         shadowtris = 0;
2809         if (rtlight->static_meshchain_shadow)
2810         {
2811                 shadowmesh_t *mesh;
2812                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2813                 {
2814                         shadowmeshes++;
2815                         shadowtris += mesh->numtriangles;
2816                 }
2817         }
2818
2819         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);
2820 }
2821
2822 void R_RTLight_Uncompile(rtlight_t *rtlight)
2823 {
2824         if (rtlight->compiled)
2825         {
2826                 if (rtlight->static_meshchain_shadow)
2827                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2828                 rtlight->static_meshchain_shadow = NULL;
2829                 // these allocations are grouped
2830                 if (rtlight->static_leaflist)
2831                         Mem_Free(rtlight->static_leaflist);
2832                 rtlight->static_numleafs = 0;
2833                 rtlight->static_numleafpvsbytes = 0;
2834                 rtlight->static_leaflist = NULL;
2835                 rtlight->static_leafpvs = NULL;
2836                 rtlight->static_numsurfaces = 0;
2837                 rtlight->static_surfacelist = NULL;
2838                 rtlight->compiled = false;
2839         }
2840 }
2841
2842 void R_Shadow_UncompileWorldLights(void)
2843 {
2844         dlight_t *light;
2845         for (light = r_shadow_worldlightchain;light;light = light->next)
2846                 R_RTLight_Uncompile(&light->rtlight);
2847 }
2848
2849 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2850 {
2851         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2852         vec_t relativeshadowradius;
2853         if (ent == r_refdef.worldentity)
2854         {
2855                 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2856                 {
2857                         shadowmesh_t *mesh;
2858                         R_Mesh_Matrix(&ent->matrix);
2859                         for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2860                         {
2861                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2862                                 R_Mesh_VertexPointer(mesh->vertex3f);
2863                                 GL_LockArrays(0, mesh->numverts);
2864                                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2865                                 {
2866                                         // decrement stencil if backface is behind depthbuffer
2867                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2868                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2869                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2870                                         // increment stencil if frontface is behind depthbuffer
2871                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2872                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2873                                 }
2874                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2875                                 GL_LockArrays(0, 0);
2876                         }
2877                 }
2878                 else if (numsurfaces)
2879                 {
2880                         R_Mesh_Matrix(&ent->matrix);
2881                         ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2882                 }
2883         }
2884         else
2885         {
2886                 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2887                 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2888                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2889                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2890                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2891                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2892                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2893                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2894                 R_Mesh_Matrix(&ent->matrix);
2895                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2896         }
2897 }
2898
2899 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2900 {
2901         // set up properties for rendering light onto this entity
2902         Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2903         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2904         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2905         Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2906         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2907         R_Mesh_Matrix(&ent->matrix);
2908 }
2909
2910 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2911 {
2912         R_Shadow_SetupEntityLight(ent);
2913         if (ent == r_refdef.worldentity)
2914                 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2915         else
2916                 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2917 }
2918
2919 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2920 {
2921         int i, usestencil;
2922         float f;
2923         int numleafs, numsurfaces;
2924         int *leaflist, *surfacelist;
2925         unsigned char *leafpvs;
2926         int numlightentities;
2927         int numshadowentities;
2928         entity_render_t *lightentities[MAX_EDICTS];
2929         entity_render_t *shadowentities[MAX_EDICTS];
2930
2931         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2932         // skip lights that are basically invisible (color 0 0 0)
2933         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2934                 return;
2935
2936         // loading is done before visibility checks because loading should happen
2937         // all at once at the start of a level, not when it stalls gameplay.
2938         // (especially important to benchmarks)
2939         // compile light
2940         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2941                 R_RTLight_Compile(rtlight);
2942         // load cubemap
2943         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2944
2945         // look up the light style value at this time
2946         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2947         VectorScale(rtlight->color, f, rtlight->currentcolor);
2948         /*
2949         if (rtlight->selected)
2950         {
2951                 f = 2 + sin(realtime * M_PI * 4.0);
2952                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2953         }
2954         */
2955
2956         // if lightstyle is currently off, don't draw the light
2957         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2958                 return;
2959
2960         // if the light box is offscreen, skip it
2961         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2962                 return;
2963
2964         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2965         {
2966                 // compiled light, world available and can receive realtime lighting
2967                 // retrieve leaf information
2968                 numleafs = rtlight->static_numleafs;
2969                 leaflist = rtlight->static_leaflist;
2970                 leafpvs = rtlight->static_leafpvs;
2971                 numsurfaces = rtlight->static_numsurfaces;
2972                 surfacelist = rtlight->static_surfacelist;
2973         }
2974         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2975         {
2976                 // dynamic light, world available and can receive realtime lighting
2977                 // calculate lit surfaces and leafs
2978                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2979                 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);
2980                 leaflist = r_shadow_buffer_leaflist;
2981                 leafpvs = r_shadow_buffer_leafpvs;
2982                 surfacelist = r_shadow_buffer_surfacelist;
2983                 // if the reduced leaf bounds are offscreen, skip it
2984                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2985                         return;
2986         }
2987         else
2988         {
2989                 // no world
2990                 numleafs = 0;
2991                 leaflist = NULL;
2992                 leafpvs = NULL;
2993                 numsurfaces = 0;
2994                 surfacelist = NULL;
2995         }
2996         // check if light is illuminating any visible leafs
2997         if (numleafs)
2998         {
2999                 for (i = 0;i < numleafs;i++)
3000                         if (r_worldleafvisible[leaflist[i]])
3001                                 break;
3002                 if (i == numleafs)
3003                         return;
3004         }
3005         // set up a scissor rectangle for this light
3006         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
3007                 return;
3008
3009         // make a list of lit entities and shadow casting entities
3010         numlightentities = 0;
3011         numshadowentities = 0;
3012         // don't count the world unless some surfaces are actually lit
3013         if (numsurfaces)
3014         {
3015                 lightentities[numlightentities++] = r_refdef.worldentity;
3016                 shadowentities[numshadowentities++] = r_refdef.worldentity;
3017         }
3018         // add dynamic entities that are lit by the light
3019         if (r_drawentities.integer)
3020         {
3021                 for (i = 0;i < r_refdef.numentities;i++)
3022                 {
3023                         entity_render_t *ent = r_refdef.entities[i];
3024                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
3025                          && ent->model
3026                          && !(ent->flags & RENDER_TRANSPARENT)
3027                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
3028                         {
3029                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3030                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
3031                                         shadowentities[numshadowentities++] = ent;
3032                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
3033                                         lightentities[numlightentities++] = ent;
3034                         }
3035                 }
3036         }
3037
3038         // return if there's nothing at all to light
3039         if (!numlightentities)
3040                 return;
3041
3042         // don't let sound skip if going slow
3043         if (r_refdef.extraupdate)
3044                 S_ExtraUpdate ();
3045
3046         // make this the active rtlight for rendering purposes
3047         R_Shadow_RenderMode_ActiveLight(rtlight);
3048         // count this light in the r_speeds
3049         renderstats.lights++;
3050
3051         usestencil = false;
3052         if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3053         {
3054                 // draw stencil shadow volumes to mask off pixels that are in shadow
3055                 // so that they won't receive lighting
3056                 if (gl_stencil)
3057                 {
3058                         usestencil = true;
3059                         R_Shadow_RenderMode_StencilShadowVolumes();
3060                         for (i = 0;i < numshadowentities;i++)
3061                                 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3062                 }
3063
3064                 // optionally draw visible shape of the shadow volumes
3065                 // for performance analysis by level designers
3066                 if (r_showshadowvolumes.integer)
3067                 {
3068                         R_Shadow_RenderMode_VisibleShadowVolumes();
3069                         for (i = 0;i < numshadowentities;i++)
3070                                 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3071                 }
3072         }
3073
3074         if (numlightentities)
3075         {
3076                 // draw lighting in the unmasked areas
3077                 R_Shadow_RenderMode_Lighting(usestencil, false);
3078                 for (i = 0;i < numlightentities;i++)
3079                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3080
3081                 // optionally draw the illuminated areas
3082                 // for performance analysis by level designers
3083                 if (r_showlighting.integer)
3084                 {
3085                         R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
3086                         for (i = 0;i < numlightentities;i++)
3087                                 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3088                 }
3089         }
3090 }
3091
3092 void R_ShadowVolumeLighting(qboolean visible)
3093 {
3094         int lnum, flag;
3095         dlight_t *light;
3096
3097         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3098                 R_Shadow_EditLights_Reload_f();
3099
3100         R_Shadow_RenderMode_Begin();
3101
3102         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3103         if (r_shadow_debuglight.integer >= 0)
3104         {
3105                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3106                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3107                                 R_DrawRTLight(&light->rtlight, visible);
3108         }
3109         else
3110                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3111                         if (light->flags & flag)
3112                                 R_DrawRTLight(&light->rtlight, visible);
3113         if (r_rtdlight)
3114                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3115                         R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3116
3117         R_Shadow_RenderMode_End();
3118 }
3119
3120 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3121 typedef struct suffixinfo_s
3122 {
3123         char *suffix;
3124         qboolean flipx, flipy, flipdiagonal;
3125 }
3126 suffixinfo_t;
3127 static suffixinfo_t suffix[3][6] =
3128 {
3129         {
3130                 {"px",   false, false, false},
3131                 {"nx",   false, false, false},
3132                 {"py",   false, false, false},
3133                 {"ny",   false, false, false},
3134                 {"pz",   false, false, false},
3135                 {"nz",   false, false, false}
3136         },
3137         {
3138                 {"posx", false, false, false},
3139                 {"negx", false, false, false},
3140                 {"posy", false, false, false},
3141                 {"negy", false, false, false},
3142                 {"posz", false, false, false},
3143                 {"negz", false, false, false}
3144         },
3145         {
3146                 {"rt",    true, false,  true},
3147                 {"lf",   false,  true,  true},
3148                 {"ft",    true,  true, false},
3149                 {"bk",   false, false, false},
3150                 {"up",    true, false,  true},
3151                 {"dn",    true, false,  true}
3152         }
3153 };
3154
3155 static int componentorder[4] = {0, 1, 2, 3};
3156
3157 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3158 {
3159         int i, j, cubemapsize;
3160         unsigned char *cubemappixels, *image_rgba;
3161         rtexture_t *cubemaptexture;
3162         char name[256];
3163         // must start 0 so the first loadimagepixels has no requested width/height
3164         cubemapsize = 0;
3165         cubemappixels = NULL;
3166         cubemaptexture = NULL;
3167         // keep trying different suffix groups (posx, px, rt) until one loads
3168         for (j = 0;j < 3 && !cubemappixels;j++)
3169         {
3170                 // load the 6 images in the suffix group
3171                 for (i = 0;i < 6;i++)
3172                 {
3173                         // generate an image name based on the base and and suffix
3174                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3175                         // load it
3176                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3177                         {
3178                                 // an image loaded, make sure width and height are equal
3179                                 if (image_width == image_height)
3180                                 {
3181                                         // if this is the first image to load successfully, allocate the cubemap memory
3182                                         if (!cubemappixels && image_width >= 1)
3183                                         {
3184                                                 cubemapsize = image_width;
3185                                                 // note this clears to black, so unavailable sides are black
3186                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3187                                         }
3188                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3189                                         if (cubemappixels)
3190                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3191                                 }
3192                                 else
3193                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3194                                 // free the image
3195                                 Mem_Free(image_rgba);
3196                         }
3197                 }
3198         }
3199         // if a cubemap loaded, upload it
3200         if (cubemappixels)
3201         {
3202                 if (!r_shadow_filters_texturepool)
3203                         r_shadow_filters_texturepool = R_AllocTexturePool();
3204                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3205                 Mem_Free(cubemappixels);
3206         }
3207         else
3208         {
3209                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3210                 for (j = 0;j < 3;j++)
3211                         for (i = 0;i < 6;i++)
3212                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3213                 Con_Print(" and was unable to find any of them.\n");
3214         }
3215         return cubemaptexture;
3216 }
3217
3218 rtexture_t *R_Shadow_Cubemap(const char *basename)
3219 {
3220         int i;
3221         for (i = 0;i < numcubemaps;i++)
3222                 if (!strcasecmp(cubemaps[i].basename, basename))
3223                         return cubemaps[i].texture;
3224         if (i >= MAX_CUBEMAPS)
3225                 return r_texture_whitecube;
3226         numcubemaps++;
3227         strcpy(cubemaps[i].basename, basename);
3228         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3229         if (!cubemaps[i].texture)
3230                 cubemaps[i].texture = r_texture_whitecube;
3231         return cubemaps[i].texture;
3232 }
3233
3234 void R_Shadow_FreeCubemaps(void)
3235 {
3236         numcubemaps = 0;
3237         R_FreeTexturePool(&r_shadow_filters_texturepool);
3238 }
3239
3240 dlight_t *R_Shadow_NewWorldLight(void)
3241 {
3242         dlight_t *light;
3243         light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3244         light->next = r_shadow_worldlightchain;
3245         r_shadow_worldlightchain = light;
3246         return light;
3247 }
3248
3249 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3250 {
3251         VectorCopy(origin, light->origin);
3252         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3253         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3254         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3255         light->color[0] = max(color[0], 0);
3256         light->color[1] = max(color[1], 0);
3257         light->color[2] = max(color[2], 0);
3258         light->radius = max(radius, 0);
3259         light->style = style;
3260         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3261         {
3262                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3263                 light->style = 0;
3264         }
3265         light->shadow = shadowenable;
3266         light->corona = corona;
3267         if (!cubemapname)
3268                 cubemapname = "";
3269         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3270         light->coronasizescale = coronasizescale;
3271         light->ambientscale = ambientscale;
3272         light->diffusescale = diffusescale;
3273         light->specularscale = specularscale;
3274         light->flags = flags;
3275         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3276
3277         R_RTLight_Update(light, true);
3278 }
3279
3280 void R_Shadow_FreeWorldLight(dlight_t *light)
3281 {
3282         dlight_t **lightpointer;
3283         R_RTLight_Uncompile(&light->rtlight);
3284         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3285         if (*lightpointer != light)
3286                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3287         *lightpointer = light->next;
3288         Mem_Free(light);
3289 }
3290
3291 void R_Shadow_ClearWorldLights(void)
3292 {
3293         while (r_shadow_worldlightchain)
3294                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3295         r_shadow_selectedlight = NULL;
3296         R_Shadow_FreeCubemaps();
3297 }
3298
3299 void R_Shadow_SelectLight(dlight_t *light)
3300 {
3301         if (r_shadow_selectedlight)
3302                 r_shadow_selectedlight->selected = false;
3303         r_shadow_selectedlight = light;
3304         if (r_shadow_selectedlight)
3305                 r_shadow_selectedlight->selected = true;
3306 }
3307
3308 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3309 {
3310         float scale = r_editlights_cursorgrid.value * 0.5f;
3311         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3312 }
3313
3314 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3315 {
3316         float intensity;
3317         const dlight_t *light = (dlight_t *)ent;
3318         intensity = 0.5;
3319         if (light->selected)
3320                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3321         if (!light->shadow)
3322                 intensity *= 0.5f;
3323         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[surfacenumber], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3324 }
3325
3326 void R_Shadow_DrawLightSprites(void)
3327 {
3328         int i;
3329         cachepic_t *pic;
3330         dlight_t *light;
3331
3332         for (i = 0;i < 5;i++)
3333         {
3334                 lighttextures[i] = NULL;
3335                 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3336                         lighttextures[i] = pic->tex;
3337         }
3338
3339         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3340                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3341         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3342 }
3343
3344 void R_Shadow_SelectLightInView(void)
3345 {
3346         float bestrating, rating, temp[3];
3347         dlight_t *best, *light;
3348         best = NULL;
3349         bestrating = 0;
3350         for (light = r_shadow_worldlightchain;light;light = light->next)
3351         {
3352                 VectorSubtract(light->origin, r_vieworigin, temp);
3353                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3354                 if (rating >= 0.95)
3355                 {
3356                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3357                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3358                         {
3359                                 bestrating = rating;
3360                                 best = light;
3361                         }
3362                 }
3363         }
3364         R_Shadow_SelectLight(best);
3365 }
3366
3367 void R_Shadow_LoadWorldLights(void)
3368 {
3369         int n, a, style, shadow, flags;
3370         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3371         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3372         if (r_refdef.worldmodel == NULL)
3373         {
3374                 Con_Print("No map loaded.\n");
3375                 return;
3376         }
3377         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3378         strlcat (name, ".rtlights", sizeof (name));
3379         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3380         if (lightsstring)
3381         {
3382                 s = lightsstring;
3383                 n = 0;
3384                 while (*s)
3385                 {
3386                         t = s;
3387                         /*
3388                         shadow = true;
3389                         for (;COM_Parse(t, true) && strcmp(
3390                         if (COM_Parse(t, true))
3391                         {
3392                                 if (com_token[0] == '!')
3393                                 {
3394                                         shadow = false;
3395                                         origin[0] = atof(com_token+1);
3396                                 }
3397                                 else
3398                                         origin[0] = atof(com_token);
3399                                 if (Com_Parse(t
3400                         }
3401                         */
3402                         t = s;
3403                         while (*s && *s != '\n' && *s != '\r')
3404                                 s++;
3405                         if (!*s)
3406                                 break;
3407                         tempchar = *s;
3408                         shadow = true;
3409                         // check for modifier flags
3410                         if (*t == '!')
3411                         {
3412                                 shadow = false;
3413                                 t++;
3414                         }
3415                         *s = 0;
3416                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3417                         *s = tempchar;
3418                         if (a < 18)
3419                                 flags = LIGHTFLAG_REALTIMEMODE;
3420                         if (a < 17)
3421                                 specularscale = 1;
3422                         if (a < 16)
3423                                 diffusescale = 1;
3424                         if (a < 15)
3425                                 ambientscale = 0;
3426                         if (a < 14)
3427                                 coronasizescale = 0.25f;
3428                         if (a < 13)
3429                                 VectorClear(angles);
3430                         if (a < 10)
3431                                 corona = 0;
3432                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3433                                 cubemapname[0] = 0;
3434                         // remove quotes on cubemapname
3435                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3436                         {
3437                                 cubemapname[strlen(cubemapname)-1] = 0;
3438                                 strcpy(cubemapname, cubemapname + 1);
3439                         }
3440                         if (a < 8)
3441                         {
3442                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3443                                 break;
3444                         }
3445                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3446                         if (*s == '\r')
3447                                 s++;
3448                         if (*s == '\n')
3449                                 s++;
3450                         n++;
3451                 }
3452                 if (*s)
3453                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3454                 Mem_Free(lightsstring);
3455         }
3456 }
3457
3458 void R_Shadow_SaveWorldLights(void)
3459 {
3460         dlight_t *light;
3461         size_t bufchars, bufmaxchars;
3462         char *buf, *oldbuf;
3463         char name[MAX_QPATH];
3464         char line[MAX_INPUTLINE];
3465         if (!r_shadow_worldlightchain)
3466                 return;
3467         if (r_refdef.worldmodel == NULL)
3468         {
3469                 Con_Print("No map loaded.\n");
3470                 return;
3471         }
3472         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3473         strlcat (name, ".rtlights", sizeof (name));
3474         bufchars = bufmaxchars = 0;
3475         buf = NULL;
3476         for (light = r_shadow_worldlightchain;light;light = light->next)
3477         {
3478                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3479                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3480                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3481                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3482                 else
3483                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3484                 if (bufchars + strlen(line) > bufmaxchars)
3485                 {
3486                         bufmaxchars = bufchars + strlen(line) + 2048;
3487                         oldbuf = buf;
3488                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3489                         if (oldbuf)
3490                         {
3491                                 if (bufchars)
3492                                         memcpy(buf, oldbuf, bufchars);
3493                                 Mem_Free(oldbuf);
3494                         }
3495                 }
3496                 if (strlen(line))
3497                 {
3498                         memcpy(buf + bufchars, line, strlen(line));
3499                         bufchars += strlen(line);
3500                 }
3501         }
3502         if (bufchars)
3503                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3504         if (buf)
3505                 Mem_Free(buf);
3506 }
3507
3508 void R_Shadow_LoadLightsFile(void)
3509 {
3510         int n, a, style;
3511         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3512         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3513         if (r_refdef.worldmodel == NULL)
3514         {
3515                 Con_Print("No map loaded.\n");
3516                 return;
3517         }
3518         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3519         strlcat (name, ".lights", sizeof (name));
3520         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3521         if (lightsstring)
3522         {
3523                 s = lightsstring;
3524                 n = 0;
3525                 while (*s)
3526                 {
3527                         t = s;
3528                         while (*s && *s != '\n' && *s != '\r')
3529                                 s++;
3530                         if (!*s)
3531                                 break;
3532                         tempchar = *s;
3533                         *s = 0;
3534                         a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
3535                         *s = tempchar;
3536                         if (a < 14)
3537                         {
3538                                 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
3539                                 break;
3540                         }
3541                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3542                         radius = bound(15, radius, 4096);
3543                         VectorScale(color, (2.0f / (8388608.0f)), color);
3544                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3545                         if (*s == '\r')
3546                                 s++;
3547                         if (*s == '\n')
3548                                 s++;
3549                         n++;
3550                 }
3551                 if (*s)
3552                         Con_Printf("invalid lights file \"%s\"\n", name);
3553                 Mem_Free(lightsstring);
3554         }
3555 }
3556
3557 // tyrlite/hmap2 light types in the delay field
3558 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3559
3560 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3561 {
3562         int entnum, style, islight, skin, pflags, effects, type, n;
3563         char *entfiledata;
3564         const char *data;
3565         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3566         char key[256], value[MAX_INPUTLINE];
3567
3568         if (r_refdef.worldmodel == NULL)
3569         {
3570                 Con_Print("No map loaded.\n");
3571                 return;
3572         }
3573         // try to load a .ent file first
3574         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3575         strlcat (key, ".ent", sizeof (key));
3576         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3577         // and if that is not found, fall back to the bsp file entity string
3578         if (!data)
3579                 data = r_refdef.worldmodel->brush.entities;
3580         if (!data)
3581                 return;
3582         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3583         {
3584                 type = LIGHTTYPE_MINUSX;
3585                 origin[0] = origin[1] = origin[2] = 0;
3586                 originhack[0] = originhack[1] = originhack[2] = 0;
3587                 angles[0] = angles[1] = angles[2] = 0;
3588                 color[0] = color[1] = color[2] = 1;
3589                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3590                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3591                 fadescale = 1;
3592                 lightscale = 1;
3593                 style = 0;
3594                 skin = 0;
3595                 pflags = 0;
3596                 effects = 0;
3597                 islight = false;
3598                 while (1)
3599                 {
3600                         if (!COM_ParseToken(&data, false))
3601                                 break; // error
3602                         if (com_token[0] == '}')
3603                                 break; // end of entity
3604                         if (com_token[0] == '_')
3605                                 strcpy(key, com_token + 1);
3606                         else
3607                                 strcpy(key, com_token);
3608                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3609                                 key[strlen(key)-1] = 0;
3610                         if (!COM_ParseToken(&data, false))
3611                                 break; // error
3612                         strcpy(value, com_token);
3613
3614                         // now that we have the key pair worked out...
3615                         if (!strcmp("light", key))
3616                         {
3617                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3618                                 if (n == 1)
3619                                 {
3620                                         // quake
3621                                         light[0] = vec[0] * (1.0f / 256.0f);
3622                                         light[1] = vec[0] * (1.0f / 256.0f);
3623                                         light[2] = vec[0] * (1.0f / 256.0f);
3624                                         light[3] = vec[0];
3625                                 }
3626                                 else if (n == 4)
3627                                 {
3628                                         // halflife
3629                                         light[0] = vec[0] * (1.0f / 255.0f);
3630                                         light[1] = vec[1] * (1.0f / 255.0f);
3631                                         light[2] = vec[2] * (1.0f / 255.0f);
3632                                         light[3] = vec[3];
3633                                 }
3634                         }
3635                         else if (!strcmp("delay", key))
3636                                 type = atoi(value);
3637                         else if (!strcmp("origin", key))
3638                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3639                         else if (!strcmp("angle", key))
3640                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3641                         else if (!strcmp("angles", key))
3642                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3643                         else if (!strcmp("color", key))
3644                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3645                         else if (!strcmp("wait", key))
3646                                 fadescale = atof(value);
3647                         else if (!strcmp("classname", key))
3648                         {
3649                                 if (!strncmp(value, "light", 5))
3650                                 {
3651                                         islight = true;
3652                                         if (!strcmp(value, "light_fluoro"))
3653                                         {
3654                                                 originhack[0] = 0;
3655                                                 originhack[1] = 0;
3656                                                 originhack[2] = 0;
3657                                                 overridecolor[0] = 1;
3658                                                 overridecolor[1] = 1;
3659                                                 overridecolor[2] = 1;
3660                                         }
3661                                         if (!strcmp(value, "light_fluorospark"))
3662                                         {
3663                                                 originhack[0] = 0;
3664                                                 originhack[1] = 0;
3665                                                 originhack[2] = 0;
3666                                                 overridecolor[0] = 1;
3667                                                 overridecolor[1] = 1;
3668                                                 overridecolor[2] = 1;
3669                                         }
3670                                         if (!strcmp(value, "light_globe"))
3671                                         {
3672                                                 originhack[0] = 0;
3673                                                 originhack[1] = 0;
3674                                                 originhack[2] = 0;
3675                                                 overridecolor[0] = 1;
3676                                                 overridecolor[1] = 0.8;
3677                                                 overridecolor[2] = 0.4;
3678                                         }
3679                                         if (!strcmp(value, "light_flame_large_yellow"))
3680                                         {
3681                                                 originhack[0] = 0;
3682                                                 originhack[1] = 0;
3683                                                 originhack[2] = 0;
3684                                                 overridecolor[0] = 1;
3685                                                 overridecolor[1] = 0.5;
3686                                                 overridecolor[2] = 0.1;
3687                                         }
3688                                         if (!strcmp(value, "light_flame_small_yellow"))
3689                                         {
3690                                                 originhack[0] = 0;
3691                                                 originhack[1] = 0;
3692                                                 originhack[2] = 0;
3693                                                 overridecolor[0] = 1;
3694                                                 overridecolor[1] = 0.5;
3695                                                 overridecolor[2] = 0.1;
3696                                         }
3697                                         if (!strcmp(value, "light_torch_small_white"))
3698                                         {
3699                                                 originhack[0] = 0;
3700                                                 originhack[1] = 0;
3701                                                 originhack[2] = 0;
3702                                                 overridecolor[0] = 1;
3703                                                 overridecolor[1] = 0.5;
3704                                                 overridecolor[2] = 0.1;
3705                                         }
3706                                         if (!strcmp(value, "light_torch_small_walltorch"))
3707                                         {
3708                                                 originhack[0] = 0;
3709                                                 originhack[1] = 0;
3710                                                 originhack[2] = 0;
3711                                                 overridecolor[0] = 1;
3712                                                 overridecolor[1] = 0.5;
3713                                                 overridecolor[2] = 0.1;
3714                                         }
3715                                 }
3716                         }
3717                         else if (!strcmp("style", key))
3718                                 style = atoi(value);
3719                         else if (!strcmp("skin", key))
3720                                 skin = (int)atof(value);
3721                         else if (!strcmp("pflags", key))
3722                                 pflags = (int)atof(value);
3723                         else if (!strcmp("effects", key))
3724                                 effects = (int)atof(value);
3725                         else if (r_refdef.worldmodel->type == mod_brushq3)
3726                         {
3727                                 if (!strcmp("scale", key))
3728                                         lightscale = atof(value);
3729                                 if (!strcmp("fade", key))
3730                                         fadescale = atof(value);
3731                         }
3732                 }
3733                 if (!islight)
3734                         continue;
3735                 if (lightscale <= 0)
3736                         lightscale = 1;
3737                 if (fadescale <= 0)
3738                         fadescale = 1;
3739                 if (color[0] == color[1] && color[0] == color[2])
3740                 {
3741                         color[0] *= overridecolor[0];
3742                         color[1] *= overridecolor[1];
3743                         color[2] *= overridecolor[2];
3744                 }
3745                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3746                 color[0] = color[0] * light[0];
3747                 color[1] = color[1] * light[1];
3748                 color[2] = color[2] * light[2];
3749                 switch (type)
3750                 {
3751                 case LIGHTTYPE_MINUSX:
3752                         break;
3753                 case LIGHTTYPE_RECIPX:
3754                         radius *= 2;
3755                         VectorScale(color, (1.0f / 16.0f), color);
3756                         break;
3757                 case LIGHTTYPE_RECIPXX:
3758                         radius *= 2;
3759                         VectorScale(color, (1.0f / 16.0f), color);
3760                         break;
3761                 default:
3762                 case LIGHTTYPE_NONE:
3763                         break;
3764                 case LIGHTTYPE_SUN:
3765                         break;
3766                 case LIGHTTYPE_MINUSXX:
3767                         break;
3768                 }
3769                 VectorAdd(origin, originhack, origin);
3770                 if (radius >= 1)
3771                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3772         }
3773         if (entfiledata)
3774                 Mem_Free(entfiledata);
3775 }
3776
3777
3778 void R_Shadow_SetCursorLocationForView(void)
3779 {
3780         vec_t dist, push;
3781         vec3_t dest, endpos;
3782         trace_t trace;
3783         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3784         trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3785         if (trace.fraction < 1)
3786         {
3787                 dist = trace.fraction * r_editlights_cursordistance.value;
3788                 push = r_editlights_cursorpushback.value;
3789                 if (push > dist)
3790                         push = dist;
3791                 push = -push;
3792                 VectorMA(trace.endpos, push, r_viewforward, endpos);
3793                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3794         }
3795         else
3796         {
3797                 VectorClear( endpos );
3798         }
3799         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3800         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3801         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3802 }
3803
3804 void R_Shadow_UpdateWorldLightSelection(void)
3805 {
3806         if (r_editlights.integer)
3807         {
3808                 R_Shadow_SetCursorLocationForView();
3809                 R_Shadow_SelectLightInView();
3810                 R_Shadow_DrawLightSprites();
3811         }
3812         else
3813                 R_Shadow_SelectLight(NULL);
3814 }
3815
3816 void R_Shadow_EditLights_Clear_f(void)
3817 {
3818         R_Shadow_ClearWorldLights();
3819 }
3820
3821 void R_Shadow_EditLights_Reload_f(void)
3822 {
3823         if (!r_refdef.worldmodel)
3824                 return;
3825         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3826         R_Shadow_ClearWorldLights();
3827         R_Shadow_LoadWorldLights();
3828         if (r_shadow_worldlightchain == NULL)
3829         {
3830                 R_Shadow_LoadLightsFile();
3831                 if (r_shadow_worldlightchain == NULL)
3832                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3833         }
3834 }
3835
3836 void R_Shadow_EditLights_Save_f(void)
3837 {
3838         if (!r_refdef.worldmodel)
3839                 return;
3840         R_Shadow_SaveWorldLights();
3841 }
3842
3843 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3844 {
3845         R_Shadow_ClearWorldLights();
3846         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3847 }
3848
3849 void R_Shadow_EditLights_ImportLightsFile_f(void)
3850 {
3851         R_Shadow_ClearWorldLights();
3852         R_Shadow_LoadLightsFile();
3853 }
3854
3855 void R_Shadow_EditLights_Spawn_f(void)
3856 {
3857         vec3_t color;
3858         if (!r_editlights.integer)
3859         {
3860                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3861                 return;
3862         }
3863         if (Cmd_Argc() != 1)
3864         {
3865                 Con_Print("r_editlights_spawn does not take parameters\n");
3866                 return;
3867         }
3868         color[0] = color[1] = color[2] = 1;
3869         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3870 }
3871
3872 void R_Shadow_EditLights_Edit_f(void)
3873 {
3874         vec3_t origin, angles, color;
3875         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3876         int style, shadows, flags, normalmode, realtimemode;
3877         char cubemapname[MAX_INPUTLINE];
3878         if (!r_editlights.integer)
3879         {
3880                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3881                 return;
3882         }
3883         if (!r_shadow_selectedlight)
3884         {
3885                 Con_Print("No selected light.\n");
3886                 return;
3887         }
3888         VectorCopy(r_shadow_selectedlight->origin, origin);
3889         VectorCopy(r_shadow_selectedlight->angles, angles);
3890         VectorCopy(r_shadow_selectedlight->color, color);
3891         radius = r_shadow_selectedlight->radius;
3892         style = r_shadow_selectedlight->style;
3893         if (r_shadow_selectedlight->cubemapname)
3894                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3895         else
3896                 cubemapname[0] = 0;
3897         shadows = r_shadow_selectedlight->shadow;
3898         corona = r_shadow_selectedlight->corona;
3899         coronasizescale = r_shadow_selectedlight->coronasizescale;
3900         ambientscale = r_shadow_selectedlight->ambientscale;
3901         diffusescale = r_shadow_selectedlight->diffusescale;
3902         specularscale = r_shadow_selectedlight->specularscale;
3903         flags = r_shadow_selectedlight->flags;
3904         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3905         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3906         if (!strcmp(Cmd_Argv(1), "origin"))
3907         {
3908                 if (Cmd_Argc() != 5)
3909                 {
3910                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3911                         return;
3912                 }
3913                 origin[0] = atof(Cmd_Argv(2));
3914                 origin[1] = atof(Cmd_Argv(3));
3915                 origin[2] = atof(Cmd_Argv(4));
3916         }
3917         else if (!strcmp(Cmd_Argv(1), "originx"))
3918         {
3919                 if (Cmd_Argc() != 3)
3920                 {
3921                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3922                         return;
3923                 }
3924                 origin[0] = atof(Cmd_Argv(2));
3925         }
3926         else if (!strcmp(Cmd_Argv(1), "originy"))
3927         {
3928                 if (Cmd_Argc() != 3)
3929                 {
3930                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3931                         return;
3932                 }
3933                 origin[1] = atof(Cmd_Argv(2));
3934         }
3935         else if (!strcmp(Cmd_Argv(1), "originz"))
3936         {
3937                 if (Cmd_Argc() != 3)
3938                 {
3939                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3940                         return;
3941                 }
3942                 origin[2] = atof(Cmd_Argv(2));
3943         }
3944         else if (!strcmp(Cmd_Argv(1), "move"))
3945         {
3946                 if (Cmd_Argc() != 5)
3947                 {
3948                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3949                         return;
3950                 }
3951                 origin[0] += atof(Cmd_Argv(2));
3952                 origin[1] += atof(Cmd_Argv(3));
3953                 origin[2] += atof(Cmd_Argv(4));
3954         }
3955         else if (!strcmp(Cmd_Argv(1), "movex"))
3956         {
3957                 if (Cmd_Argc() != 3)
3958                 {
3959                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3960                         return;
3961                 }
3962                 origin[0] += atof(Cmd_Argv(2));
3963         }
3964         else if (!strcmp(Cmd_Argv(1), "movey"))
3965         {
3966                 if (Cmd_Argc() != 3)
3967                 {
3968                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3969                         return;
3970                 }
3971                 origin[1] += atof(Cmd_Argv(2));
3972         }
3973         else if (!strcmp(Cmd_Argv(1), "movez"))
3974         {
3975                 if (Cmd_Argc() != 3)
3976                 {
3977                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3978                         return;
3979                 }
3980                 origin[2] += atof(Cmd_Argv(2));
3981         }
3982         else if (!strcmp(Cmd_Argv(1), "angles"))
3983         {
3984                 if (Cmd_Argc() != 5)
3985                 {
3986                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3987                         return;
3988                 }
3989                 angles[0] = atof(Cmd_Argv(2));
3990                 angles[1] = atof(Cmd_Argv(3));
3991                 angles[2] = atof(Cmd_Argv(4));
3992         }
3993         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3994         {
3995                 if (Cmd_Argc() != 3)
3996                 {
3997                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3998                         return;
3999                 }
4000                 angles[0] = atof(Cmd_Argv(2));
4001         }
4002         else if (!strcmp(Cmd_Argv(1), "anglesy"))
4003         {
4004                 if (Cmd_Argc() != 3)
4005                 {
4006                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4007                         return;
4008                 }
4009                 angles[1] = atof(Cmd_Argv(2));
4010         }
4011         else if (!strcmp(Cmd_Argv(1), "anglesz"))
4012         {
4013                 if (Cmd_Argc() != 3)
4014                 {
4015                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4016                         return;
4017                 }
4018                 angles[2] = atof(Cmd_Argv(2));
4019         }
4020         else if (!strcmp(Cmd_Argv(1), "color"))
4021         {
4022                 if (Cmd_Argc() != 5)
4023                 {
4024                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
4025                         return;
4026                 }
4027                 color[0] = atof(Cmd_Argv(2));
4028                 color[1] = atof(Cmd_Argv(3));
4029                 color[2] = atof(Cmd_Argv(4));
4030         }
4031         else if (!strcmp(Cmd_Argv(1), "radius"))
4032         {
4033                 if (Cmd_Argc() != 3)
4034                 {
4035                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4036                         return;
4037                 }
4038                 radius = atof(Cmd_Argv(2));
4039         }
4040         else if (!strcmp(Cmd_Argv(1), "colorscale"))
4041         {
4042                 if (Cmd_Argc() == 3)
4043                 {
4044                         double scale = atof(Cmd_Argv(2));
4045                         color[0] *= scale;
4046                         color[1] *= scale;
4047                         color[2] *= scale;
4048                 }
4049                 else
4050                 {
4051                         if (Cmd_Argc() != 5)
4052                         {
4053                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
4054                                 return;
4055                         }
4056                         color[0] *= atof(Cmd_Argv(2));
4057                         color[1] *= atof(Cmd_Argv(3));
4058                         color[2] *= atof(Cmd_Argv(4));
4059                 }
4060         }
4061         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4062         {
4063                 if (Cmd_Argc() != 3)
4064                 {
4065                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4066                         return;
4067                 }
4068                 radius *= atof(Cmd_Argv(2));
4069         }
4070         else if (!strcmp(Cmd_Argv(1), "style"))
4071         {
4072                 if (Cmd_Argc() != 3)
4073                 {
4074                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4075                         return;
4076                 }
4077                 style = atoi(Cmd_Argv(2));
4078         }
4079         else if (!strcmp(Cmd_Argv(1), "cubemap"))
4080         {
4081                 if (Cmd_Argc() > 3)
4082                 {
4083                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4084                         return;
4085                 }
4086                 if (Cmd_Argc() == 3)
4087                         strcpy(cubemapname, Cmd_Argv(2));
4088                 else
4089                         cubemapname[0] = 0;
4090         }
4091         else if (!strcmp(Cmd_Argv(1), "shadows"))
4092         {
4093                 if (Cmd_Argc() != 3)
4094                 {
4095                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4096                         return;
4097                 }
4098                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4099         }
4100         else if (!strcmp(Cmd_Argv(1), "corona"))
4101         {
4102                 if (Cmd_Argc() != 3)
4103                 {
4104                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4105                         return;
4106                 }
4107                 corona = atof(Cmd_Argv(2));
4108         }
4109         else if (!strcmp(Cmd_Argv(1), "coronasize"))
4110         {
4111                 if (Cmd_Argc() != 3)
4112                 {
4113                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4114                         return;
4115                 }
4116                 coronasizescale = atof(Cmd_Argv(2));
4117         }
4118         else if (!strcmp(Cmd_Argv(1), "ambient"))
4119         {
4120                 if (Cmd_Argc() != 3)
4121                 {
4122                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4123                         return;
4124                 }
4125                 ambientscale = atof(Cmd_Argv(2));
4126         }
4127         else if (!strcmp(Cmd_Argv(1), "diffuse"))
4128         {
4129                 if (Cmd_Argc() != 3)
4130                 {
4131                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4132                         return;
4133                 }
4134                 diffusescale = atof(Cmd_Argv(2));
4135         }
4136         else if (!strcmp(Cmd_Argv(1), "specular"))
4137         {
4138                 if (Cmd_Argc() != 3)
4139                 {
4140                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4141                         return;
4142                 }
4143                 specularscale = atof(Cmd_Argv(2));
4144         }
4145         else if (!strcmp(Cmd_Argv(1), "normalmode"))
4146         {
4147                 if (Cmd_Argc() != 3)
4148                 {
4149                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4150                         return;
4151                 }
4152                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4153         }
4154         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4155         {
4156                 if (Cmd_Argc() != 3)
4157                 {
4158                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4159                         return;
4160                 }
4161                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4162         }
4163         else
4164         {
4165                 Con_Print("usage: r_editlights_edit [property] [value]\n");
4166                 Con_Print("Selected light's properties:\n");
4167                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4168                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4169                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4170                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
4171                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
4172                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
4173                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4174                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
4175                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
4176                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
4177                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
4178                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
4179                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4180                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4181                 return;
4182         }
4183         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4184         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4185 }
4186
4187 void R_Shadow_EditLights_EditAll_f(void)
4188 {
4189         dlight_t *light;
4190
4191         if (!r_editlights.integer)
4192         {
4193                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4194                 return;
4195         }
4196
4197         for (light = r_shadow_worldlightchain;light;light = light->next)
4198         {
4199                 R_Shadow_SelectLight(light);
4200                 R_Shadow_EditLights_Edit_f();
4201         }
4202 }
4203
4204 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4205 {
4206         int lightnumber, lightcount;
4207         dlight_t *light;
4208         float x, y;
4209         char temp[256];
4210         if (!r_editlights.integer)
4211                 return;
4212         x = 0;
4213         y = con_vislines;
4214         lightnumber = -1;
4215         lightcount = 0;
4216         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4217                 if (light == r_shadow_selectedlight)
4218                         lightnumber = lightcount;
4219         sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4220         if (r_shadow_selectedlight == NULL)
4221                 return;
4222         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4223         sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4224         sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4225         sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4226         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4227         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4228         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4229         sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4230         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4231         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4232         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4233         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4234         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4235         sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4236         sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4237 }
4238
4239 void R_Shadow_EditLights_ToggleShadow_f(void)
4240 {
4241         if (!r_editlights.integer)
4242         {
4243                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4244                 return;
4245         }
4246         if (!r_shadow_selectedlight)
4247         {
4248                 Con_Print("No selected light.\n");
4249                 return;
4250         }
4251         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4252 }
4253
4254 void R_Shadow_EditLights_ToggleCorona_f(void)
4255 {
4256         if (!r_editlights.integer)
4257         {
4258                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4259                 return;
4260         }
4261         if (!r_shadow_selectedlight)
4262         {
4263                 Con_Print("No selected light.\n");
4264                 return;
4265         }
4266         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4267 }
4268
4269 void R_Shadow_EditLights_Remove_f(void)
4270 {
4271         if (!r_editlights.integer)
4272         {
4273                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4274                 return;
4275         }
4276         if (!r_shadow_selectedlight)
4277         {
4278                 Con_Print("No selected light.\n");
4279                 return;
4280         }
4281         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4282         r_shadow_selectedlight = NULL;
4283 }
4284
4285 void R_Shadow_EditLights_Help_f(void)
4286 {
4287         Con_Print(
4288 "Documentation on r_editlights system:\n"
4289 "Settings:\n"
4290 "r_editlights : enable/disable editing mode\n"
4291 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4292 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4293 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4294 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4295 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4296 "Commands:\n"
4297 "r_editlights_help : this help\n"
4298 "r_editlights_clear : remove all lights\n"
4299 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4300 "r_editlights_save : save to .rtlights file\n"
4301 "r_editlights_spawn : create a light with default settings\n"
4302 "r_editlights_edit command : edit selected light - more documentation below\n"
4303 "r_editlights_remove : remove selected light\n"
4304 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4305 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4306 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4307 "Edit commands:\n"
4308 "origin x y z : set light location\n"
4309 "originx x: set x component of light location\n"
4310 "originy y: set y component of light location\n"
4311 "originz z: set z component of light location\n"
4312 "move x y z : adjust light location\n"
4313 "movex x: adjust x component of light location\n"
4314 "movey y: adjust y component of light location\n"
4315 "movez z: adjust z component of light location\n"
4316 "angles x y z : set light angles\n"
4317 "anglesx x: set x component of light angles\n"
4318 "anglesy y: set y component of light angles\n"
4319 "anglesz z: set z component of light angles\n"
4320 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4321 "radius radius : set radius (size) of light\n"
4322 "colorscale grey : multiply color of light (1 does nothing)\n"
4323 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4324 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4325 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4326 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4327 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4328 "shadows 1/0 : turn on/off shadows\n"
4329 "corona n : set corona intensity\n"
4330 "coronasize n : set corona size (0-1)\n"
4331 "ambient n : set ambient intensity (0-1)\n"
4332 "diffuse n : set diffuse intensity (0-1)\n"
4333 "specular n : set specular intensity (0-1)\n"
4334 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4335 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4336 "<nothing> : print light properties to console\n"
4337         );
4338 }
4339
4340 void R_Shadow_EditLights_CopyInfo_f(void)
4341 {
4342         if (!r_editlights.integer)
4343         {
4344                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4345                 return;
4346         }
4347         if (!r_shadow_selectedlight)
4348         {
4349                 Con_Print("No selected light.\n");
4350                 return;
4351         }
4352         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4353         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4354         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4355         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4356         if (r_shadow_selectedlight->cubemapname)
4357                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4358         else
4359                 r_shadow_bufferlight.cubemapname[0] = 0;
4360         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4361         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4362         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4363         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4364         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4365         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4366         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4367 }
4368
4369 void R_Shadow_EditLights_PasteInfo_f(void)
4370 {
4371         if (!r_editlights.integer)
4372         {
4373                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4374                 return;
4375         }
4376         if (!r_shadow_selectedlight)
4377         {
4378                 Con_Print("No selected light.\n");
4379                 return;
4380         }
4381         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
4382 }
4383
4384 void R_Shadow_EditLights_Init(void)
4385 {
4386         Cvar_RegisterVariable(&r_editlights);
4387         Cvar_RegisterVariable(&r_editlights_cursordistance);
4388         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4389         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4390         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4391         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4392         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4393         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4394         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
4395         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4396         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4397         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4398         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
4399         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4400         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4401         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4402         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4403         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4404         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4405         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
4406 }
4407