]> icculus.org git repositories - divverent/darkplaces.git/blob - r_shadow.c
some more minor cleanups
[divverent/darkplaces.git] / r_shadow.c
1
2 #include "quakedef.h"
3 #include "r_shadow.h"
4 #include "cl_collision.h"
5 #include "portals.h"
6
7 extern void R_Shadow_EditLights_Init(void);
8
9 #define SHADOWSTAGE_NONE 0
10 #define SHADOWSTAGE_STENCIL 1
11 #define SHADOWSTAGE_LIGHT 2
12 #define SHADOWSTAGE_ERASESTENCIL 3
13
14 int r_shadowstage = SHADOWSTAGE_NONE;
15 int r_shadow_reloadlights = false;
16
17 mempool_t *r_shadow_mempool;
18
19 int maxshadowelements;
20 int *shadowelements;
21 int maxtrianglefacinglight;
22 qbyte *trianglefacinglight;
23 int *trianglefacinglightlist;
24
25 int maxshadowvertices;
26 float *shadowvertex3f;
27 int maxvertexupdate;
28 int *vertexupdate;
29 int vertexupdatenum;
30
31 rtexturepool_t *r_shadow_texturepool;
32 rtexture_t *r_shadow_normalcubetexture;
33 rtexture_t *r_shadow_attenuation2dtexture;
34 rtexture_t *r_shadow_attenuation3dtexture;
35 rtexture_t *r_shadow_blankbumptexture;
36 rtexture_t *r_shadow_blankglosstexture;
37 rtexture_t *r_shadow_blankwhitetexture;
38
39 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
40 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
41 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
42 cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
43 cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
44 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
45 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
46 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
47 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
48 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
49 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
50 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "-1"};
51 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
52 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
53 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
54
55 int c_rt_lights, c_rt_clears, c_rt_scissored;
56 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
57 int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
58
59 void R_Shadow_ClearWorldLights(void);
60 void R_Shadow_SaveWorldLights(void);
61 void R_Shadow_LoadWorldLights(void);
62 void R_Shadow_LoadLightsFile(void);
63 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
64
65 void r_shadow_start(void)
66 {
67         // allocate vertex processing arrays
68         r_shadow_mempool = Mem_AllocPool("R_Shadow");
69         maxshadowelements = 0;
70         shadowelements = NULL;
71         maxshadowvertices = 0;
72         shadowvertex3f = NULL;
73         maxvertexupdate = 0;
74         vertexupdate = NULL;
75         vertexupdatenum = 0;
76         maxtrianglefacinglight = 0;
77         trianglefacinglight = NULL;
78         trianglefacinglightlist = NULL;
79         r_shadow_normalcubetexture = NULL;
80         r_shadow_attenuation2dtexture = NULL;
81         r_shadow_attenuation3dtexture = NULL;
82         r_shadow_blankbumptexture = NULL;
83         r_shadow_blankglosstexture = NULL;
84         r_shadow_blankwhitetexture = NULL;
85         r_shadow_texturepool = NULL;
86         R_Shadow_ClearWorldLights();
87         r_shadow_reloadlights = true;
88 }
89
90 void r_shadow_shutdown(void)
91 {
92         R_Shadow_ClearWorldLights();
93         r_shadow_reloadlights = true;
94         r_shadow_normalcubetexture = NULL;
95         r_shadow_attenuation2dtexture = NULL;
96         r_shadow_attenuation3dtexture = NULL;
97         r_shadow_blankbumptexture = NULL;
98         r_shadow_blankglosstexture = NULL;
99         r_shadow_blankwhitetexture = NULL;
100         R_FreeTexturePool(&r_shadow_texturepool);
101         maxshadowelements = 0;
102         shadowelements = NULL;
103         maxshadowvertices = 0;
104         shadowvertex3f = NULL;
105         maxvertexupdate = 0;
106         vertexupdate = NULL;
107         vertexupdatenum = 0;
108         maxtrianglefacinglight = 0;
109         trianglefacinglight = NULL;
110         trianglefacinglightlist = NULL;
111         Mem_FreePool(&r_shadow_mempool);
112 }
113
114 void r_shadow_newmap(void)
115 {
116         R_Shadow_ClearWorldLights();
117         r_shadow_reloadlights = true;
118 }
119
120 void R_Shadow_Init(void)
121 {
122         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
123         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
124         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
125         Cvar_RegisterVariable(&r_shadow_realtime_world);
126         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
127         Cvar_RegisterVariable(&r_shadow_visiblevolumes);
128         Cvar_RegisterVariable(&r_shadow_gloss);
129         Cvar_RegisterVariable(&r_shadow_debuglight);
130         Cvar_RegisterVariable(&r_shadow_scissor);
131         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
132         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
133         Cvar_RegisterVariable(&r_shadow_polygonoffset);
134         Cvar_RegisterVariable(&r_shadow_portallight);
135         Cvar_RegisterVariable(&r_shadow_projectdistance);
136         Cvar_RegisterVariable(&r_shadow_texture3d);
137         R_Shadow_EditLights_Init();
138         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
139 }
140
141 int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
142 {
143         int i, tris = 0;
144         const float *v0, *v1, *v2;
145         for (i = 0;i < numtris;i++, elements += 3)
146         {
147                 // calculate triangle facing flag
148                 v0 = vertex + elements[0] * 3;
149                 v1 = vertex + elements[1] * 3;
150                 v2 = vertex + elements[2] * 3;
151                 if(PointInfrontOfTriangle(relativelightorigin, v0, v1, v2))
152                 {
153                         facing[i] = true;
154                         list[tris++] = i;
155                 }
156                 else
157                         facing[i] = false;
158         }
159         return tris;
160 }
161
162 int R_Shadow_BuildShadowVolume(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out, float *vertices, const float *relativelightorigin, float projectdistance)
163 {
164         int i, j, tris, vertexpointeradjust = numverts * 3;
165         const int *e, *n;
166         float *vin, *vout;
167
168         if (maxvertexupdate < numverts)
169         {
170                 maxvertexupdate = numverts;
171                 if (vertexupdate)
172                         Mem_Free(vertexupdate);
173                 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
174         }
175         vertexupdatenum++;
176
177         // check each frontface for bordering backfaces,
178         // and cast shadow polygons from those edges,
179         // also create front and back caps for shadow volume
180         tris = numfacing * 2;
181         // output front caps
182         for (i = 0;i < numfacing;i++)
183         {
184                 e = elements + facinglist[i] * 3;
185                 out[0] = e[0];
186                 out[1] = e[1];
187                 out[2] = e[2];
188                 out += 3;
189         }
190         // output back caps
191         for (i = 0;i < numfacing;i++)
192         {
193                 e = elements + facinglist[i] * 3;
194                 // generate vertices if needed
195                 for (j = 0;j < 3;j++)
196                 {
197                         if (vertexupdate[e[j]] != vertexupdatenum)
198                         {
199                                 vertexupdate[e[j]] = vertexupdatenum;
200                                 vin = vertices + e[j] * 3;
201                                 vout = vin + vertexpointeradjust;
202                                 vout[0] = relativelightorigin[0] + projectdistance * (vin[0] - relativelightorigin[0]);
203                                 vout[1] = relativelightorigin[1] + projectdistance * (vin[1] - relativelightorigin[1]);
204                                 vout[2] = relativelightorigin[2] + projectdistance * (vin[2] - relativelightorigin[2]);
205                         }
206                 }
207                 out[0] = e[2] + numverts;
208                 out[1] = e[1] + numverts;
209                 out[2] = e[0] + numverts;
210                 out += 3;
211         }
212         // output sides around frontfaces
213         for (i = 0;i < numfacing;i++)
214         {
215                 n = neighbors + facinglist[i] * 3;
216                 // check the edges
217                 if (n[0] < 0 || !facing[n[0]])
218                 {
219                         e = elements + facinglist[i] * 3;
220                         out[0] = e[1];
221                         out[1] = e[0];
222                         out[2] = e[0] + numverts;
223                         out[3] = e[1];
224                         out[4] = e[0] + numverts;
225                         out[5] = e[1] + numverts;
226                         out += 6;
227                         tris += 2;
228                 }
229                 if (n[1] < 0 || !facing[n[1]])
230                 {
231                         e = elements + facinglist[i] * 3;
232                         out[0] = e[2];
233                         out[1] = e[1];
234                         out[2] = e[1] + numverts;
235                         out[3] = e[2];
236                         out[4] = e[1] + numverts;
237                         out[5] = e[2] + numverts;
238                         out += 6;
239                         tris += 2;
240                 }
241                 if (n[2] < 0 || !facing[n[2]])
242                 {
243                         e = elements + facinglist[i] * 3;
244                         out[0] = e[0];
245                         out[1] = e[2];
246                         out[2] = e[2] + numverts;
247                         out[3] = e[0];
248                         out[4] = e[2] + numverts;
249                         out[5] = e[0] + numverts;
250                         out += 6;
251                         tris += 2;
252                 }
253         }
254         return tris;
255 }
256
257 void R_Shadow_ResizeTriangleFacingLight(int numtris)
258 {
259         // make sure trianglefacinglight is big enough for this volume
260         // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
261         // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
262         if (maxtrianglefacinglight < numtris)
263         {
264                 maxtrianglefacinglight = numtris;
265                 if (trianglefacinglight)
266                         Mem_Free(trianglefacinglight);
267                 if (trianglefacinglightlist)
268                         Mem_Free(trianglefacinglightlist);
269                 trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
270                 trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
271         }
272 }
273
274 int *R_Shadow_ResizeShadowElements(int numtris)
275 {
276         // make sure shadowelements is big enough for this volume
277         if (maxshadowelements < numtris * 24)
278         {
279                 maxshadowelements = numtris * 24;
280                 if (shadowelements)
281                         Mem_Free(shadowelements);
282                 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
283         }
284         return shadowelements;
285 }
286
287 float *R_Shadow_VertexBuffer(int numvertices)
288 {
289         if (maxshadowvertices < numvertices)
290         {
291                 maxshadowvertices = numvertices;
292                 if (shadowvertex3f)
293                         Mem_Free(shadowvertex3f);
294                 shadowvertex3f = Mem_Alloc(r_shadow_mempool, maxshadowvertices * sizeof(float[3]));
295         }
296         return shadowvertex3f;
297 }
298
299 void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
300 {
301         int tris;
302         if (projectdistance < 0.1)
303         {
304                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
305                 return;
306         }
307         if (!numverts)
308                 return;
309 // terminology:
310 //
311 // frontface:
312 // a triangle facing the light source
313 //
314 // backface:
315 // a triangle not facing the light source
316 //
317 // shadow volume:
318 // an extrusion of the frontfaces, beginning at the original geometry and
319 // ending further from the light source than the original geometry
320 // (presumably at least as far as the light's radius, if the light has a
321 // radius at all), capped at both front and back to avoid any problems
322 //
323 // description:
324 // draws the shadow volumes of the model.
325 // requirements:
326 // vertex locations must already be in varray_vertex3f before use.
327 // varray_vertex3f must have capacity for numverts * 2.
328
329         // make sure trianglefacinglight is big enough for this volume
330         if (maxtrianglefacinglight < numtris)
331                 R_Shadow_ResizeTriangleFacingLight(numtris);
332
333         // make sure shadowelements is big enough for this volume
334         if (maxshadowelements < numtris * 24)
335                 R_Shadow_ResizeShadowElements(numtris);
336
337         // check which triangles are facing the light
338         tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(elements, varray_vertex3f, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin);
339         if (!tris)
340                 return;
341
342         // by clever use of elements we can construct the whole shadow from
343         // the unprojected vertices and the projected vertices
344
345         // output triangle elements and vertices
346         tris = R_Shadow_BuildShadowVolume(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, varray_vertex3f, relativelightorigin, projectdistance);
347         if (!tris)
348                 return;
349
350         if (r_shadowstage == SHADOWSTAGE_STENCIL)
351         {
352                 // increment stencil if backface is behind depthbuffer
353                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
354                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
355                 R_Mesh_Draw(numverts * 2, tris, shadowelements);
356                 c_rt_shadowmeshes++;
357                 c_rt_shadowtris += numtris;
358                 // decrement stencil if frontface is behind depthbuffer
359                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
360                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
361         }
362         R_Mesh_Draw(numverts * 2, tris, shadowelements);
363         c_rt_shadowmeshes++;
364         c_rt_shadowtris += numtris;
365 }
366
367 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
368 {
369         shadowmesh_t *mesh;
370         if (r_shadowstage == SHADOWSTAGE_STENCIL)
371         {
372                 // increment stencil if backface is behind depthbuffer
373                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
374                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
375                 for (mesh = firstmesh;mesh;mesh = mesh->next)
376                 {
377                         R_Mesh_GetSpace(mesh->numverts);
378                         R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
379                         R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
380                         c_rtcached_shadowmeshes++;
381                         c_rtcached_shadowtris += mesh->numtriangles;
382                 }
383                 // decrement stencil if frontface is behind depthbuffer
384                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
385                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
386         }
387         for (mesh = firstmesh;mesh;mesh = mesh->next)
388         {
389                 R_Mesh_GetSpace(mesh->numverts);
390                 R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
391                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
392                 c_rtcached_shadowmeshes++;
393                 c_rtcached_shadowtris += mesh->numtriangles;
394         }
395 }
396
397 float r_shadow_attenpower, r_shadow_attenscale;
398 static void R_Shadow_MakeTextures(void)
399 {
400         int x, y, z, d, side;
401         float v[3], s, t, intensity;
402         qbyte *data;
403         R_FreeTexturePool(&r_shadow_texturepool);
404         r_shadow_texturepool = R_AllocTexturePool();
405         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
406         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
407 #define NORMSIZE 64
408 #define ATTEN2DSIZE 64
409 #define ATTEN3DSIZE 32
410         data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
411         data[0] = 128;
412         data[1] = 128;
413         data[2] = 255;
414         data[3] = 255;
415         r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
416         data[0] = 255;
417         data[1] = 255;
418         data[2] = 255;
419         data[3] = 255;
420         r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
421         data[0] = 255;
422         data[1] = 255;
423         data[2] = 255;
424         data[3] = 255;
425         r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
426         if (gl_texturecubemap)
427         {
428                 for (side = 0;side < 6;side++)
429                 {
430                         for (y = 0;y < NORMSIZE;y++)
431                         {
432                                 for (x = 0;x < NORMSIZE;x++)
433                                 {
434                                         s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
435                                         t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
436                                         switch(side)
437                                         {
438                                         case 0:
439                                                 v[0] = 1;
440                                                 v[1] = -t;
441                                                 v[2] = -s;
442                                                 break;
443                                         case 1:
444                                                 v[0] = -1;
445                                                 v[1] = -t;
446                                                 v[2] = s;
447                                                 break;
448                                         case 2:
449                                                 v[0] = s;
450                                                 v[1] = 1;
451                                                 v[2] = t;
452                                                 break;
453                                         case 3:
454                                                 v[0] = s;
455                                                 v[1] = -1;
456                                                 v[2] = -t;
457                                                 break;
458                                         case 4:
459                                                 v[0] = s;
460                                                 v[1] = -t;
461                                                 v[2] = 1;
462                                                 break;
463                                         case 5:
464                                                 v[0] = -s;
465                                                 v[1] = -t;
466                                                 v[2] = -1;
467                                                 break;
468                                         }
469                                         intensity = 127.0f / sqrt(DotProduct(v, v));
470                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
471                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
472                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
473                                         data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
474                                 }
475                         }
476                 }
477                 r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
478         }
479         else
480                 r_shadow_normalcubetexture = NULL;
481         for (y = 0;y < ATTEN2DSIZE;y++)
482         {
483                 for (x = 0;x < ATTEN2DSIZE;x++)
484                 {
485                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
486                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
487                         v[2] = 0;
488                         intensity = 1.0f - sqrt(DotProduct(v, v));
489                         if (intensity > 0)
490                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
491                         d = bound(0, intensity, 255);
492                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
493                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
494                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
495                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
496                 }
497         }
498         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
499         if (r_shadow_texture3d.integer)
500         {
501                 for (z = 0;z < ATTEN3DSIZE;z++)
502                 {
503                         for (y = 0;y < ATTEN3DSIZE;y++)
504                         {
505                                 for (x = 0;x < ATTEN3DSIZE;x++)
506                                 {
507                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
508                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
509                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
510                                         intensity = 1.0f - sqrt(DotProduct(v, v));
511                                         if (intensity > 0)
512                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
513                                         d = bound(0, intensity, 255);
514                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
515                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
516                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
517                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
518                                 }
519                         }
520                 }
521                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
522         }
523         Mem_Free(data);
524 }
525
526 void R_Shadow_Stage_Begin(void)
527 {
528         rmeshstate_t m;
529
530         if (r_shadow_texture3d.integer && !gl_texture3d)
531                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
532
533         //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
534         if (!r_shadow_attenuation2dtexture
535          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
536          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
537          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
538                 R_Shadow_MakeTextures();
539
540         memset(&m, 0, sizeof(m));
541         m.blendfunc1 = GL_ONE;
542         m.blendfunc2 = GL_ZERO;
543         R_Mesh_State(&m);
544         GL_Color(0, 0, 0, 1);
545         r_shadowstage = SHADOWSTAGE_NONE;
546
547         c_rt_lights = c_rt_clears = c_rt_scissored = 0;
548         c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
549         c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
550 }
551
552 void R_Shadow_LoadWorldLightsIfNeeded(void)
553 {
554         if (r_shadow_reloadlights && cl.worldmodel)
555         {
556                 R_Shadow_ClearWorldLights();
557                 r_shadow_reloadlights = false;
558                 R_Shadow_LoadWorldLights();
559                 if (r_shadow_worldlightchain == NULL)
560                 {
561                         R_Shadow_LoadLightsFile();
562                         if (r_shadow_worldlightchain == NULL)
563                                 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
564                 }
565         }
566 }
567
568 void R_Shadow_Stage_ShadowVolumes(void)
569 {
570         rmeshstate_t m;
571         memset(&m, 0, sizeof(m));
572         R_Mesh_TextureState(&m);
573         GL_Color(1, 1, 1, 1);
574         qglColorMask(0, 0, 0, 0);
575         qglDisable(GL_BLEND);
576         qglDepthMask(0);
577         qglDepthFunc(GL_LESS);
578         qglEnable(GL_STENCIL_TEST);
579         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
580         qglStencilFunc(GL_ALWAYS, 128, 0xFF);
581         qglEnable(GL_CULL_FACE);
582         qglEnable(GL_DEPTH_TEST);
583         r_shadowstage = SHADOWSTAGE_STENCIL;
584         qglClear(GL_STENCIL_BUFFER_BIT);
585         c_rt_clears++;
586         // LordHavoc note: many shadow volumes reside entirely inside the world
587         // (that is to say they are entirely bounded by their lit surfaces),
588         // which can be optimized by handling things as an inverted light volume,
589         // with the shadow boundaries of the world being simulated by an altered
590         // (129) bias to stencil clearing on such lights
591         // FIXME: generate inverted light volumes for use as shadow volumes and
592         // optimize for them as noted above
593 }
594
595 void R_Shadow_Stage_LightWithoutShadows(void)
596 {
597         rmeshstate_t m;
598         memset(&m, 0, sizeof(m));
599         R_Mesh_TextureState(&m);
600         qglActiveTexture(GL_TEXTURE0_ARB);
601
602         qglEnable(GL_BLEND);
603         qglBlendFunc(GL_ONE, GL_ONE);
604         GL_Color(1, 1, 1, 1);
605         qglColorMask(1, 1, 1, 1);
606         qglDepthMask(0);
607         qglDepthFunc(GL_EQUAL);
608         qglDisable(GL_STENCIL_TEST);
609         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
610         qglStencilFunc(GL_EQUAL, 128, 0xFF);
611         qglEnable(GL_CULL_FACE);
612         qglEnable(GL_DEPTH_TEST);
613         r_shadowstage = SHADOWSTAGE_LIGHT;
614         c_rt_lights++;
615 }
616
617 void R_Shadow_Stage_LightWithShadows(void)
618 {
619         rmeshstate_t m;
620         memset(&m, 0, sizeof(m));
621         R_Mesh_TextureState(&m);
622         qglActiveTexture(GL_TEXTURE0_ARB);
623
624         qglEnable(GL_BLEND);
625         qglBlendFunc(GL_ONE, GL_ONE);
626         GL_Color(1, 1, 1, 1);
627         qglColorMask(1, 1, 1, 1);
628         qglDepthMask(0);
629         qglDepthFunc(GL_EQUAL);
630         qglEnable(GL_STENCIL_TEST);
631         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
632         // only draw light where this geometry was already rendered AND the
633         // stencil is 128 (values other than this mean shadow)
634         qglStencilFunc(GL_EQUAL, 128, 0xFF);
635         qglEnable(GL_CULL_FACE);
636         qglEnable(GL_DEPTH_TEST);
637         r_shadowstage = SHADOWSTAGE_LIGHT;
638         c_rt_lights++;
639 }
640
641 void R_Shadow_Stage_End(void)
642 {
643         rmeshstate_t m;
644         // attempt to restore state to what Mesh_State thinks it is
645         qglDisable(GL_BLEND);
646         qglBlendFunc(GL_ONE, GL_ZERO);
647         qglDepthMask(1);
648         // now restore the rest of the state to normal
649         GL_Color(1, 1, 1, 1);
650         qglColorMask(1, 1, 1, 1);
651         qglDisable(GL_SCISSOR_TEST);
652         qglDepthFunc(GL_LEQUAL);
653         qglDisable(GL_STENCIL_TEST);
654         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
655         qglStencilFunc(GL_ALWAYS, 128, 0xFF);
656         qglEnable(GL_CULL_FACE);
657         qglEnable(GL_DEPTH_TEST);
658         // force mesh state to reset by using various combinations of features
659         memset(&m, 0, sizeof(m));
660         m.blendfunc1 = GL_SRC_ALPHA;
661         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
662         R_Mesh_State(&m);
663         m.blendfunc1 = GL_ONE;
664         m.blendfunc2 = GL_ZERO;
665         R_Mesh_State(&m);
666         r_shadowstage = SHADOWSTAGE_NONE;
667 }
668
669 #if 0
670 int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
671 {
672         int i, ix1, iy1, ix2, iy2;
673         float x1, y1, x2, y2, x, y;
674         vec3_t smins, smaxs;
675         vec4_t v, v2;
676         if (!r_shadow_scissor.integer)
677                 return false;
678         // if view is inside the box, just say yes it's visible
679         if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0]
680          && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
681          && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
682         {
683                 qglDisable(GL_SCISSOR_TEST);
684                 return false;
685         }
686         VectorSubtract(r_origin, origin, v);
687         if (DotProduct(v, v) < radius * radius)
688         {
689                 qglDisable(GL_SCISSOR_TEST);
690                 return false;
691         }
692         // create viewspace bbox
693         for (i = 0;i < 8;i++)
694         {
695                 v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
696                 v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
697                 v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
698                 v2[0] = DotProduct(v, vright);
699                 v2[1] = DotProduct(v, vup);
700                 v2[2] = DotProduct(v, vpn);
701                 if (i)
702                 {
703                         if (smins[0] > v2[0]) smins[0] = v2[0];
704                         if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
705                         if (smins[1] > v2[1]) smins[1] = v2[1];
706                         if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
707                         if (smins[2] > v2[2]) smins[2] = v2[2];
708                         if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
709                 }
710                 else
711                 {
712                         smins[0] = smaxs[0] = v2[0];
713                         smins[1] = smaxs[1] = v2[1];
714                         smins[2] = smaxs[2] = v2[2];
715                 }
716         }
717         // now we have a bbox in viewspace
718         // clip it to the viewspace version of the sphere
719         v[0] = origin[0] - r_origin[0];
720         v[1] = origin[1] - r_origin[1];
721         v[2] = origin[2] - r_origin[2];
722         v2[0] = DotProduct(v, vright);
723         v2[1] = DotProduct(v, vup);
724         v2[2] = DotProduct(v, vpn);
725         if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius;
726         if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius;
727         if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius;
728         if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius;
729         if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius;
730         if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius;
731         // clip it to the view plane
732         if (smins[2] < 1)
733                 smins[2] = 1;
734         // return true if that culled the box
735         if (smins[2] >= smaxs[2])
736                 return true;
737         // ok some of it is infront of the view, transform each corner back to
738         // worldspace and then to screenspace and make screen rect
739         // initialize these variables just to avoid compiler warnings
740         x1 = y1 = x2 = y2 = 0;
741         for (i = 0;i < 8;i++)
742         {
743                 v2[0] = (i & 1) ? smins[0] : smaxs[0];
744                 v2[1] = (i & 2) ? smins[1] : smaxs[1];
745                 v2[2] = (i & 4) ? smins[2] : smaxs[2];
746                 v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
747                 v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
748                 v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
749                 v[3] = 1.0f;
750                 GL_TransformToScreen(v, v2);
751                 //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]);
752                 x = v2[0];
753                 y = v2[1];
754                 if (i)
755                 {
756                         if (x1 > x) x1 = x;
757                         if (x2 < x) x2 = x;
758                         if (y1 > y) y1 = y;
759                         if (y2 < y) y2 = y;
760                 }
761                 else
762                 {
763                         x1 = x2 = x;
764                         y1 = y2 = y;
765                 }
766         }
767         /*
768         // this code doesn't handle boxes with any points behind view properly
769         x1 = 1000;x2 = -1000;
770         y1 = 1000;y2 = -1000;
771         for (i = 0;i < 8;i++)
772         {
773                 v[0] = (i & 1) ? mins[0] : maxs[0];
774                 v[1] = (i & 2) ? mins[1] : maxs[1];
775                 v[2] = (i & 4) ? mins[2] : maxs[2];
776                 v[3] = 1.0f;
777                 GL_TransformToScreen(v, v2);
778                 //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]);
779                 if (v2[2] > 0)
780                 {
781                         x = v2[0];
782                         y = v2[1];
783
784                         if (x1 > x) x1 = x;
785                         if (x2 < x) x2 = x;
786                         if (y1 > y) y1 = y;
787                         if (y2 < y) y2 = y;
788                 }
789         }
790         */
791         ix1 = x1 - 1.0f;
792         iy1 = y1 - 1.0f;
793         ix2 = x2 + 1.0f;
794         iy2 = y2 + 1.0f;
795         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
796         if (ix1 < r_refdef.x) ix1 = r_refdef.x;
797         if (iy1 < r_refdef.y) iy1 = r_refdef.y;
798         if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
799         if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
800         if (ix2 <= ix1 || iy2 <= iy1)
801                 return true;
802         // set up the scissor rectangle
803         qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
804         qglEnable(GL_SCISSOR_TEST);
805         c_rt_scissored++;
806         return false;
807 }
808 #endif
809
810 int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
811 {
812         int i, ix1, iy1, ix2, iy2;
813         float x1, y1, x2, y2, x, y, f;
814         vec3_t smins, smaxs;
815         vec4_t v, v2;
816         if (!r_shadow_scissor.integer)
817                 return false;
818         // if view is inside the box, just say yes it's visible
819         if (BoxesOverlap(r_origin, r_origin, mins, maxs))
820         {
821                 qglDisable(GL_SCISSOR_TEST);
822                 return false;
823         }
824         for (i = 0;i < 3;i++)
825         {
826                 if (vpn[i] >= 0)
827                 {
828                         v[i] = mins[i];
829                         v2[i] = maxs[i];
830                 }
831                 else
832                 {
833                         v[i] = maxs[i];
834                         v2[i] = mins[i];
835                 }
836         }
837         f = DotProduct(vpn, r_origin) + 1;
838         if (DotProduct(vpn, v2) <= f)
839         {
840                 // entirely behind nearclip plane
841                 return true;
842         }
843         if (DotProduct(vpn, v) >= f)
844         {
845                 // entirely infront of nearclip plane
846                 x1 = y1 = x2 = y2 = 0;
847                 for (i = 0;i < 8;i++)
848                 {
849                         v[0] = (i & 1) ? mins[0] : maxs[0];
850                         v[1] = (i & 2) ? mins[1] : maxs[1];
851                         v[2] = (i & 4) ? mins[2] : maxs[2];
852                         v[3] = 1.0f;
853                         GL_TransformToScreen(v, v2);
854                         //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]);
855                         x = v2[0];
856                         y = v2[1];
857                         if (i)
858                         {
859                                 if (x1 > x) x1 = x;
860                                 if (x2 < x) x2 = x;
861                                 if (y1 > y) y1 = y;
862                                 if (y2 < y) y2 = y;
863                         }
864                         else
865                         {
866                                 x1 = x2 = x;
867                                 y1 = y2 = y;
868                         }
869                 }
870         }
871         else
872         {
873                 // clipped by nearclip plane
874                 // this is nasty and crude...
875                 // create viewspace bbox
876                 for (i = 0;i < 8;i++)
877                 {
878                         v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
879                         v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
880                         v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
881                         v2[0] = DotProduct(v, vright);
882                         v2[1] = DotProduct(v, vup);
883                         v2[2] = DotProduct(v, vpn);
884                         if (i)
885                         {
886                                 if (smins[0] > v2[0]) smins[0] = v2[0];
887                                 if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
888                                 if (smins[1] > v2[1]) smins[1] = v2[1];
889                                 if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
890                                 if (smins[2] > v2[2]) smins[2] = v2[2];
891                                 if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
892                         }
893                         else
894                         {
895                                 smins[0] = smaxs[0] = v2[0];
896                                 smins[1] = smaxs[1] = v2[1];
897                                 smins[2] = smaxs[2] = v2[2];
898                         }
899                 }
900                 // now we have a bbox in viewspace
901                 // clip it to the view plane
902                 if (smins[2] < 1)
903                         smins[2] = 1;
904                 // return true if that culled the box
905                 if (smins[2] >= smaxs[2])
906                         return true;
907                 // ok some of it is infront of the view, transform each corner back to
908                 // worldspace and then to screenspace and make screen rect
909                 // initialize these variables just to avoid compiler warnings
910                 x1 = y1 = x2 = y2 = 0;
911                 for (i = 0;i < 8;i++)
912                 {
913                         v2[0] = (i & 1) ? smins[0] : smaxs[0];
914                         v2[1] = (i & 2) ? smins[1] : smaxs[1];
915                         v2[2] = (i & 4) ? smins[2] : smaxs[2];
916                         v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
917                         v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
918                         v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
919                         v[3] = 1.0f;
920                         GL_TransformToScreen(v, v2);
921                         //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]);
922                         x = v2[0];
923                         y = v2[1];
924                         if (i)
925                         {
926                                 if (x1 > x) x1 = x;
927                                 if (x2 < x) x2 = x;
928                                 if (y1 > y) y1 = y;
929                                 if (y2 < y) y2 = y;
930                         }
931                         else
932                         {
933                                 x1 = x2 = x;
934                                 y1 = y2 = y;
935                         }
936                 }
937                 /*
938                 // this code doesn't handle boxes with any points behind view properly
939                 x1 = 1000;x2 = -1000;
940                 y1 = 1000;y2 = -1000;
941                 for (i = 0;i < 8;i++)
942                 {
943                         v[0] = (i & 1) ? mins[0] : maxs[0];
944                         v[1] = (i & 2) ? mins[1] : maxs[1];
945                         v[2] = (i & 4) ? mins[2] : maxs[2];
946                         v[3] = 1.0f;
947                         GL_TransformToScreen(v, v2);
948                         //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]);
949                         if (v2[2] > 0)
950                         {
951                                 x = v2[0];
952                                 y = v2[1];
953
954                                 if (x1 > x) x1 = x;
955                                 if (x2 < x) x2 = x;
956                                 if (y1 > y) y1 = y;
957                                 if (y2 < y) y2 = y;
958                         }
959                 }
960                 */
961         }
962         ix1 = x1 - 1.0f;
963         iy1 = y1 - 1.0f;
964         ix2 = x2 + 1.0f;
965         iy2 = y2 + 1.0f;
966         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
967         if (ix1 < r_refdef.x) ix1 = r_refdef.x;
968         if (iy1 < r_refdef.y) iy1 = r_refdef.y;
969         if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
970         if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
971         if (ix2 <= ix1 || iy2 <= iy1)
972                 return true;
973         // set up the scissor rectangle
974         qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
975         qglEnable(GL_SCISSOR_TEST);
976         c_rt_scissored++;
977         return false;
978 }
979
980 void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
981 {
982         float *color4f = varray_color4f;
983         float dist, dot, intensity, v[3], n[3];
984         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
985         {
986                 Matrix4x4_Transform(m, vertex3f, v);
987                 if ((dist = DotProduct(v, v)) < 1)
988                 {
989                         Matrix4x4_Transform3x3(m, normal3f, n);
990                         if ((dot = DotProduct(n, v)) > 0)
991                         {
992                                 dist = sqrt(dist);
993                                 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
994                                 VectorScale(lightcolor, intensity, color4f);
995                                 color4f[3] = 1;
996                         }
997                         else
998                         {
999                                 VectorClear(color4f);
1000                                 color4f[3] = 1;
1001                         }
1002                 }
1003                 else
1004                 {
1005                         VectorClear(color4f);
1006                         color4f[3] = 1;
1007                 }
1008         }
1009 }
1010
1011 void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1012 {
1013         float *color4f = varray_color4f;
1014         float dist, dot, intensity, v[3], n[3];
1015         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1016         {
1017                 Matrix4x4_Transform(m, vertex3f, v);
1018                 if ((dist = fabs(v[2])) < 1)
1019                 {
1020                         Matrix4x4_Transform3x3(m, normal3f, n);
1021                         if ((dot = DotProduct(n, v)) > 0)
1022                         {
1023                                 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
1024                                 VectorScale(lightcolor, intensity, color4f);
1025                                 color4f[3] = 1;
1026                         }
1027                         else
1028                         {
1029                                 VectorClear(color4f);
1030                                 color4f[3] = 1;
1031                         }
1032                 }
1033                 else
1034                 {
1035                         VectorClear(color4f);
1036                         color4f[3] = 1;
1037                 }
1038         }
1039 }
1040
1041 // FIXME: this should be done in a vertex program when possible
1042 // FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
1043 void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1044 {
1045         do
1046         {
1047                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1048                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1049                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1050                 vertex3f += 3;
1051                 tc3f += 3;
1052         }
1053         while (--numverts);
1054 }
1055
1056 void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1057 {
1058         do
1059         {
1060                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1061                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1062                 vertex3f += 3;
1063                 tc2f += 2;
1064         }
1065         while (--numverts);
1066 }
1067
1068 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)
1069 {
1070         int i;
1071         float lightdir[3];
1072         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1073         {
1074                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1075                 // the cubemap normalizes this for us
1076                 out3f[0] = DotProduct(svector3f, lightdir);
1077                 out3f[1] = DotProduct(tvector3f, lightdir);
1078                 out3f[2] = DotProduct(normal3f, lightdir);
1079         }
1080 }
1081
1082 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)
1083 {
1084         int i;
1085         float lightdir[3], eyedir[3], halfdir[3];
1086         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1087         {
1088                 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1089                 VectorNormalizeFast(lightdir);
1090                 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1091                 VectorNormalizeFast(eyedir);
1092                 VectorAdd(lightdir, eyedir, halfdir);
1093                 // the cubemap normalizes this for us
1094                 out3f[0] = DotProduct(svector3f, halfdir);
1095                 out3f[1] = DotProduct(tvector3f, halfdir);
1096                 out3f[2] = DotProduct(normal3f, halfdir);
1097         }
1098 }
1099
1100 void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1101 {
1102         int renders;
1103         float color[3], color2[3];
1104         rmeshstate_t m;
1105         memset(&m, 0, sizeof(m));
1106         if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
1107         {
1108                 if (!bumptexture)
1109                         bumptexture = r_shadow_blankbumptexture;
1110                 // colorscale accounts for how much we multiply the brightness during combine
1111                 // mult is how many times the final pass of the lighting will be
1112                 // performed to get more brightness than otherwise possible
1113                 // limit mult to 64 for sanity sake
1114                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1115                 {
1116                         // 3/2 3D combine path (Geforce3, Radeon 8500)
1117                         m.tex[0] = R_GetTexture(bumptexture);
1118                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1119                         m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1120                         m.texcombinergb[0] = GL_REPLACE;
1121                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1122                         R_Mesh_TextureState(&m);
1123                         qglColorMask(0,0,0,1);
1124                         qglDisable(GL_BLEND);
1125                         GL_Color(1,1,1,1);
1126                         R_Mesh_GetSpace(numverts);
1127                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1128                         R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1129                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1130                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1131                         R_Mesh_Draw(numverts, numtriangles, elements);
1132                         c_rt_lightmeshes++;
1133                         c_rt_lighttris += numtriangles;
1134
1135                         m.tex[0] = R_GetTexture(basetexture);
1136                         m.tex[1] = 0;
1137                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1138                         m.tex3d[2] = 0;
1139                         m.texcombinergb[0] = GL_MODULATE;
1140                         m.texcombinergb[1] = GL_MODULATE;
1141                         R_Mesh_TextureState(&m);
1142                         qglColorMask(1,1,1,0);
1143                         qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1144                         qglEnable(GL_BLEND);
1145
1146                         VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1147                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1148                         {
1149                                 color[0] = bound(0, color2[0], 1);
1150                                 color[1] = bound(0, color2[1], 1);
1151                                 color[2] = bound(0, color2[2], 1);
1152                                 GL_Color(color[0], color[1], color[2], 1);
1153                                 R_Mesh_GetSpace(numverts);
1154                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1155                                 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1156                                 if (lightcubemap)
1157                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1158                                 R_Mesh_Draw(numverts, numtriangles, elements);
1159                                 c_rt_lightmeshes++;
1160                                 c_rt_lighttris += numtriangles;
1161                         }
1162                 }
1163                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
1164                 {
1165                         // 1/2/2 3D combine path (original Radeon)
1166                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1167                         R_Mesh_TextureState(&m);
1168                         qglColorMask(0,0,0,1);
1169                         qglDisable(GL_BLEND);
1170                         GL_Color(1,1,1,1);
1171                         R_Mesh_GetSpace(numverts);
1172                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1173                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1174                         R_Mesh_Draw(numverts, numtriangles, elements);
1175                         c_rt_lightmeshes++;
1176                         c_rt_lighttris += numtriangles;
1177
1178                         m.tex[0] = R_GetTexture(bumptexture);
1179                         m.tex3d[0] = 0;
1180                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1181                         m.texcombinergb[0] = GL_REPLACE;
1182                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1183                         R_Mesh_TextureState(&m);
1184                         qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1185                         qglEnable(GL_BLEND);
1186                         R_Mesh_GetSpace(numverts);
1187                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1188                         R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1189                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1190                         R_Mesh_Draw(numverts, numtriangles, elements);
1191                         c_rt_lightmeshes++;
1192                         c_rt_lighttris += numtriangles;
1193
1194                         m.tex[0] = R_GetTexture(basetexture);
1195                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1196                         m.texcombinergb[0] = GL_MODULATE;
1197                         m.texcombinergb[1] = GL_MODULATE;
1198                         R_Mesh_TextureState(&m);
1199                         qglColorMask(1,1,1,0);
1200                         qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1201
1202                         VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1203                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1204                         {
1205                                 color[0] = bound(0, color2[0], 1);
1206                                 color[1] = bound(0, color2[1], 1);
1207                                 color[2] = bound(0, color2[2], 1);
1208                                 GL_Color(color[0], color[1], color[2], 1);
1209                                 R_Mesh_GetSpace(numverts);
1210                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1211                                 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1212                                 if (lightcubemap)
1213                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1214                                 R_Mesh_Draw(numverts, numtriangles, elements);
1215                                 c_rt_lightmeshes++;
1216                                 c_rt_lighttris += numtriangles;
1217                         }
1218                 }
1219                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
1220                 {
1221                         // 2/2 3D combine path (original Radeon)
1222                         m.tex[0] = R_GetTexture(bumptexture);
1223                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1224                         m.texcombinergb[0] = GL_REPLACE;
1225                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1226                         R_Mesh_TextureState(&m);
1227                         GL_Color(1,1,1,1);
1228                         qglColorMask(0,0,0,1);
1229                         qglDisable(GL_BLEND);
1230                         R_Mesh_GetSpace(numverts);
1231                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1232                         R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1233                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1234                         R_Mesh_Draw(numverts, numtriangles, elements);
1235                         c_rt_lightmeshes++;
1236                         c_rt_lighttris += numtriangles;
1237
1238                         m.tex[0] = R_GetTexture(basetexture);
1239                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1240                         m.texcubemap[1] = 0;
1241                         m.texcombinergb[0] = GL_MODULATE;
1242                         m.texcombinergb[1] = GL_MODULATE;
1243                         R_Mesh_TextureState(&m);
1244                         qglColorMask(1,1,1,0);
1245                         qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1246                         qglEnable(GL_BLEND);
1247
1248                         VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1249                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1250                         {
1251                                 color[0] = bound(0, color2[0], 1);
1252                                 color[1] = bound(0, color2[1], 1);
1253                                 color[2] = bound(0, color2[2], 1);
1254                                 GL_Color(color[0], color[1], color[2], 1);
1255                                 R_Mesh_GetSpace(numverts);
1256                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1257                                 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1258                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1259                                 R_Mesh_Draw(numverts, numtriangles, elements);
1260                                 c_rt_lightmeshes++;
1261                                 c_rt_lighttris += numtriangles;
1262                         }
1263                 }
1264                 else if (r_textureunits.integer >= 4)
1265                 {
1266                         // 4/2 2D combine path (Geforce3, Radeon 8500)
1267                         m.tex[0] = R_GetTexture(bumptexture);
1268                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1269                         m.texcombinergb[0] = GL_REPLACE;
1270                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1271                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1272                         m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1273                         R_Mesh_TextureState(&m);
1274                         qglColorMask(0,0,0,1);
1275                         qglDisable(GL_BLEND);
1276                         GL_Color(1,1,1,1);
1277                         R_Mesh_GetSpace(numverts);
1278                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1279                         R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1280                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1281                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1282                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
1283                         R_Mesh_Draw(numverts, numtriangles, elements);
1284                         c_rt_lightmeshes++;
1285                         c_rt_lighttris += numtriangles;
1286
1287                         m.tex[0] = R_GetTexture(basetexture);
1288                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1289                         m.texcombinergb[0] = GL_MODULATE;
1290                         m.texcombinergb[1] = GL_MODULATE;
1291                         m.tex[2] = 0;
1292                         m.tex[3] = 0;
1293                         R_Mesh_TextureState(&m);
1294                         qglColorMask(1,1,1,0);
1295                         qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1296                         qglEnable(GL_BLEND);
1297
1298                         VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1299                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1300                         {
1301                                 color[0] = bound(0, color2[0], 1);
1302                                 color[1] = bound(0, color2[1], 1);
1303                                 color[2] = bound(0, color2[2], 1);
1304                                 GL_Color(color[0], color[1], color[2], 1);
1305                                 R_Mesh_GetSpace(numverts);
1306                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1307                                 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1308                                 if (lightcubemap)
1309                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1310                                 R_Mesh_Draw(numverts, numtriangles, elements);
1311                                 c_rt_lightmeshes++;
1312                                 c_rt_lighttris += numtriangles;
1313                         }
1314                 }
1315                 else
1316                 {
1317                         // 2/2/2 2D combine path (any dot3 card)
1318                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1319                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1320                         R_Mesh_TextureState(&m);
1321                         qglColorMask(0,0,0,1);
1322                         qglDisable(GL_BLEND);
1323                         GL_Color(1,1,1,1);
1324                         R_Mesh_GetSpace(numverts);
1325                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1326                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1327                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1328                         R_Mesh_Draw(numverts, numtriangles, elements);
1329                         c_rt_lightmeshes++;
1330                         c_rt_lighttris += numtriangles;
1331
1332                         m.tex[0] = R_GetTexture(bumptexture);
1333                         m.tex[1] = 0;
1334                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1335                         m.texcombinergb[0] = GL_REPLACE;
1336                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1337                         R_Mesh_TextureState(&m);
1338                         qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1339                         qglEnable(GL_BLEND);
1340                         R_Mesh_GetSpace(numverts);
1341                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1342                         R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1343                         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1344                         R_Mesh_Draw(numverts, numtriangles, elements);
1345                         c_rt_lightmeshes++;
1346                         c_rt_lighttris += numtriangles;
1347
1348                         m.tex[0] = R_GetTexture(basetexture);
1349                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1350                         m.texcombinergb[0] = GL_MODULATE;
1351                         m.texcombinergb[1] = GL_MODULATE;
1352                         R_Mesh_TextureState(&m);
1353                         qglColorMask(1,1,1,0);
1354                         qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1355
1356                         VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1357                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1358                         {
1359                                 color[0] = bound(0, color2[0], 1);
1360                                 color[1] = bound(0, color2[1], 1);
1361                                 color[2] = bound(0, color2[2], 1);
1362                                 GL_Color(color[0], color[1], color[2], 1);
1363                                 R_Mesh_GetSpace(numverts);
1364                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1365                                 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1366                                 if (lightcubemap)
1367                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1368                                 R_Mesh_Draw(numverts, numtriangles, elements);
1369                                 c_rt_lightmeshes++;
1370                                 c_rt_lighttris += numtriangles;
1371                         }
1372                 }
1373         }
1374         else
1375         {
1376                 if (r_textureunits.integer >= 2)
1377                 {
1378                         // voodoo2
1379 #if 1
1380                         m.tex[0] = R_GetTexture(basetexture);
1381                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1382                         R_Mesh_TextureState(&m);
1383                         qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
1384                         qglEnable(GL_BLEND);
1385 #else
1386                         m.tex[0] = R_GetTexture(basetexture);
1387                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1388                         m.blendfunc1 = GL_SRC_ALPHA;
1389                         m.blendfunc2 = GL_ONE;
1390                         R_Mesh_State(&m);
1391 #endif
1392                         VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1393                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1394                         {
1395                                 color[0] = bound(0, color2[0], 1);
1396                                 color[1] = bound(0, color2[1], 1);
1397                                 color[2] = bound(0, color2[2], 1);
1398                                 GL_UseColorArray();
1399                                 R_Mesh_GetSpace(numverts);
1400                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1401                                 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1402                                 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1403                                 R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
1404                                 R_Mesh_Draw(numverts, numtriangles, elements);
1405                         }
1406                 }
1407                 else
1408                 {
1409                         // voodoo1
1410 #if 1
1411                         m.tex[0] = R_GetTexture(basetexture);
1412                         R_Mesh_TextureState(&m);
1413                         qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
1414                         qglEnable(GL_BLEND);
1415 #else
1416                         m.tex[0] = R_GetTexture(basetexture);
1417                         m.blendfunc1 = GL_SRC_ALPHA;
1418                         m.blendfunc2 = GL_ONE;
1419                         R_Mesh_State(&m);
1420 #endif
1421                         VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1422                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1423                         {
1424                                 color[0] = bound(0, color2[0], 1);
1425                                 color[1] = bound(0, color2[1], 1);
1426                                 color[2] = bound(0, color2[2], 1);
1427                                 GL_UseColorArray();
1428                                 R_Mesh_GetSpace(numverts);
1429                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1430                                 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1431                                 R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
1432                                 R_Mesh_Draw(numverts, numtriangles, elements);
1433                         }
1434                 }
1435         }
1436 }
1437
1438 void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1439 {
1440         int renders;
1441         float color[3], color2[3];
1442         rmeshstate_t m;
1443         if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
1444                 return;
1445         memset(&m, 0, sizeof(m));
1446         if (!bumptexture)
1447                 bumptexture = r_shadow_blankbumptexture;
1448         if (!glosstexture)
1449                 glosstexture = r_shadow_blankglosstexture;
1450         if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
1451         {
1452                 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1453                 {
1454                         // 2/0/0/1/2 3D combine blendsquare path
1455                         m.tex[0] = R_GetTexture(bumptexture);
1456                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1457                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1458                         R_Mesh_TextureState(&m);
1459                         qglColorMask(0,0,0,1);
1460                         // this squares the result
1461                         qglEnable(GL_BLEND);
1462                         qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1463                         GL_Color(1,1,1,1);
1464                         R_Mesh_GetSpace(numverts);
1465                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1466                         R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1467                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1468                         R_Mesh_Draw(numverts, numtriangles, elements);
1469                         c_rt_lightmeshes++;
1470                         c_rt_lighttris += numtriangles;
1471
1472                         m.tex[0] = 0;
1473                         m.texcubemap[1] = 0;
1474                         m.texcombinergb[1] = GL_MODULATE;
1475                         R_Mesh_TextureState(&m);
1476                         // square alpha in framebuffer a few times to make it shiny
1477                         qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
1478                         // these comments are a test run through this math for intensity 0.5
1479                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1480                         // 0.25 * 0.25 = 0.0625 (this is another pass)
1481                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1482                         for (renders = 0;renders < 2;renders++)
1483                         {
1484                                 R_Mesh_GetSpace(numverts);
1485                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1486                                 R_Mesh_Draw(numverts, numtriangles, elements);
1487                         }
1488                         c_rt_lightmeshes += 3;
1489                         c_rt_lighttris += numtriangles * 3;
1490
1491                         m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1492                         R_Mesh_TextureState(&m);
1493                         qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1494                         R_Mesh_GetSpace(numverts);
1495                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1496                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1497                         R_Mesh_Draw(numverts, numtriangles, elements);
1498                         c_rt_lightmeshes++;
1499                         c_rt_lighttris += numtriangles;
1500
1501                         m.tex3d[0] = 0;
1502                         m.tex[0] = R_GetTexture(glosstexture);
1503                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1504                         R_Mesh_TextureState(&m);
1505                         qglColorMask(1,1,1,0);
1506                         qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1507
1508                         VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
1509                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1510                         {
1511                                 color[0] = bound(0, color2[0], 1);
1512                                 color[1] = bound(0, color2[1], 1);
1513                                 color[2] = bound(0, color2[2], 1);
1514                                 GL_Color(color[0], color[1], color[2], 1);
1515                                 R_Mesh_GetSpace(numverts);
1516                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1517                                 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1518                                 if (lightcubemap)
1519                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1520                                 R_Mesh_Draw(numverts, numtriangles, elements);
1521                                 c_rt_lightmeshes++;
1522                                 c_rt_lighttris += numtriangles;
1523                         }
1524                 }
1525                 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1526                 {
1527                         // 2/0/0/2 3D combine blendsquare path
1528                         m.tex[0] = R_GetTexture(bumptexture);
1529                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1530                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1531                         R_Mesh_TextureState(&m);
1532                         qglColorMask(0,0,0,1);
1533                         // this squares the result
1534                         qglEnable(GL_BLEND);
1535                         qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1536                         GL_Color(1,1,1,1);
1537                         R_Mesh_GetSpace(numverts);
1538                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1539                         R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1540                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1541                         R_Mesh_Draw(numverts, numtriangles, elements);
1542                         c_rt_lightmeshes++;
1543                         c_rt_lighttris += numtriangles;
1544
1545                         m.tex[0] = 0;
1546                         m.texcubemap[1] = 0;
1547                         m.texcombinergb[1] = GL_MODULATE;
1548                         R_Mesh_TextureState(&m);
1549                         // square alpha in framebuffer a few times to make it shiny
1550                         qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
1551                         // these comments are a test run through this math for intensity 0.5
1552                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1553                         // 0.25 * 0.25 = 0.0625 (this is another pass)
1554                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1555                         for (renders = 0;renders < 2;renders++)
1556                         {
1557                                 R_Mesh_GetSpace(numverts);
1558                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1559                                 R_Mesh_Draw(numverts, numtriangles, elements);
1560                         }
1561                         c_rt_lightmeshes += 3;
1562                         c_rt_lighttris += numtriangles * 3;
1563
1564                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1565                         R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1566                         m.tex[0] = R_GetTexture(glosstexture);
1567                         m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1568                         R_Mesh_TextureState(&m);
1569                         qglColorMask(1,1,1,0);
1570                         qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1571                         c_rt_lightmeshes++;
1572                         c_rt_lighttris += numtriangles;
1573
1574                         VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
1575                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1576                         {
1577                                 color[0] = bound(0, color2[0], 1);
1578                                 color[1] = bound(0, color2[1], 1);
1579                                 color[2] = bound(0, color2[2], 1);
1580                                 GL_Color(color[0], color[1], color[2], 1);
1581                                 R_Mesh_GetSpace(numverts);
1582                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1583                                 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1584                                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1585                                 R_Mesh_Draw(numverts, numtriangles, elements);
1586                                 c_rt_lightmeshes++;
1587                                 c_rt_lighttris += numtriangles;
1588                         }
1589                 }
1590                 else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1591                 {
1592                         // 2/0/0/2/2 2D combine blendsquare path
1593                         m.tex[0] = R_GetTexture(bumptexture);
1594                         m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1595                         m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1596                         R_Mesh_TextureState(&m);
1597                         qglColorMask(0,0,0,1);
1598                         // this squares the result
1599                         qglEnable(GL_BLEND);
1600                         qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1601                         GL_Color(1,1,1,1);
1602                         R_Mesh_GetSpace(numverts);
1603                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1604                         R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1605                         R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1606                         R_Mesh_Draw(numverts, numtriangles, elements);
1607                         c_rt_lightmeshes++;
1608                         c_rt_lighttris += numtriangles;
1609
1610                         m.tex[0] = 0;
1611                         m.texcubemap[1] = 0;
1612                         m.texcombinergb[1] = GL_MODULATE;
1613                         R_Mesh_TextureState(&m);
1614                         // square alpha in framebuffer a few times to make it shiny
1615                         qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
1616                         // these comments are a test run through this math for intensity 0.5
1617                         // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1618                         // 0.25 * 0.25 = 0.0625 (this is another pass)
1619                         // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1620                         for (renders = 0;renders < 2;renders++)
1621                         {
1622                                 R_Mesh_GetSpace(numverts);
1623                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1624                                 R_Mesh_Draw(numverts, numtriangles, elements);
1625                         }
1626                         c_rt_lightmeshes += 3;
1627                         c_rt_lighttris += numtriangles * 3;
1628
1629                         m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1630                         m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1631                         R_Mesh_TextureState(&m);
1632                         qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1633                         R_Mesh_GetSpace(numverts);
1634                         R_Mesh_CopyVertex3f(vertex3f, numverts);
1635                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1636                         R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1637                         R_Mesh_Draw(numverts, numtriangles, elements);
1638                         c_rt_lightmeshes++;
1639                         c_rt_lighttris += numtriangles;
1640
1641                         m.tex[0] = R_GetTexture(glosstexture);
1642                         m.texcubemap[1] = R_GetTexture(lightcubemap);
1643                         R_Mesh_TextureState(&m);
1644                         qglColorMask(1,1,1,0);
1645                         qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1646
1647                         VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
1648                         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1649                         {
1650                                 color[0] = bound(0, color2[0], 1);
1651                                 color[1] = bound(0, color2[1], 1);
1652                                 color[2] = bound(0, color2[2], 1);
1653                                 GL_Color(color[0], color[1], color[2], 1);
1654                                 R_Mesh_GetSpace(numverts);
1655                                 R_Mesh_CopyVertex3f(vertex3f, numverts);
1656                                 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1657                                 if (lightcubemap)
1658                                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1659                                 R_Mesh_Draw(numverts, numtriangles, elements);
1660                                 c_rt_lightmeshes++;
1661                                 c_rt_lighttris += numtriangles;
1662                         }
1663                 }
1664         }
1665 }
1666
1667 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
1668 {
1669         R_Mesh_Matrix(matrix);
1670         R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
1671 }
1672
1673 cvar_t r_editlights = {0, "r_editlights", "0"};
1674 cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
1675 cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
1676 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
1677 cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
1678 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
1679 cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
1680 cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
1681 worldlight_t *r_shadow_worldlightchain;
1682 worldlight_t *r_shadow_selectedlight;
1683 vec3_t r_editlights_cursorlocation;
1684
1685 static int castshadowcount = 1;
1686 void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
1687 {
1688         int i, j, k, l, maxverts = 256, *mark, tris;
1689         float *vertex3f = NULL;
1690         worldlight_t *e;
1691         shadowmesh_t *mesh, *castmesh;
1692         mleaf_t *leaf;
1693         msurface_t *surf;
1694         qbyte *pvs;
1695         surfmesh_t *surfmesh;
1696
1697         if (radius < 15 || DotProduct(color, color) < 0.03)
1698         {
1699                 Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
1700                 return;
1701         }
1702
1703         e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
1704         VectorCopy(origin, e->origin);
1705         VectorCopy(color, e->light);
1706         e->lightradius = radius;
1707         e->style = style;
1708         if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
1709         {
1710                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
1711                 e->style = 0;
1712         }
1713         e->castshadows = castshadow;
1714
1715         e->cullradius = e->lightradius;
1716         for (k = 0;k < 3;k++)
1717         {
1718                 e->mins[k] = e->origin[k] - e->lightradius;
1719                 e->maxs[k] = e->origin[k] + e->lightradius;
1720         }
1721
1722         e->next = r_shadow_worldlightchain;
1723         r_shadow_worldlightchain = e;
1724         if (cubemapname && cubemapname[0])
1725         {
1726                 e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
1727                 strcpy(e->cubemapname, cubemapname);
1728                 // FIXME: add cubemap loading (and don't load a cubemap twice)
1729         }
1730         if (cl.worldmodel)
1731         {
1732                 castshadowcount++;
1733                 i = Mod_PointContents(e->origin, cl.worldmodel);
1734                 if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
1735                 {
1736                         qbyte *byteleafpvs;
1737                         qbyte *bytesurfacepvs;
1738
1739                         byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
1740                         bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
1741
1742                         Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
1743
1744                         for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1745                                 if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
1746                                         leaf->worldnodeframe = castshadowcount;
1747
1748                         for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
1749                                 if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
1750                                         surf->castshadow = castshadowcount;
1751
1752                         Mem_Free(byteleafpvs);
1753                         Mem_Free(bytesurfacepvs);
1754                 }
1755                 else
1756                 {
1757                         leaf = Mod_PointInLeaf(origin, cl.worldmodel);
1758                         pvs = Mod_LeafPVS(leaf, cl.worldmodel);
1759                         for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1760                         {
1761                                 if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
1762                                 {
1763                                         leaf->worldnodeframe = castshadowcount;
1764                                         for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
1765                                         {
1766                                                 surf = cl.worldmodel->surfaces + *mark;
1767                                                 if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
1768                                                         surf->castshadow = castshadowcount;
1769                                         }
1770                                 }
1771                         }
1772                 }
1773
1774                 e->numleafs = 0;
1775                 for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1776                         if (leaf->worldnodeframe == castshadowcount)
1777                                 e->numleafs++;
1778                 e->numsurfaces = 0;
1779                 for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
1780                         if (surf->castshadow == castshadowcount)
1781                                 e->numsurfaces++;
1782
1783                 if (e->numleafs)
1784                         e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *));
1785                 if (e->numsurfaces)
1786                         e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
1787                 e->numleafs = 0;
1788                 for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1789                         if (leaf->worldnodeframe == castshadowcount)
1790                                 e->leafs[e->numleafs++] = leaf;
1791                 e->numsurfaces = 0;
1792                 for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
1793                         if (surf->castshadow == castshadowcount)
1794                                 e->surfaces[e->numsurfaces++] = surf;
1795
1796                 // find bounding box of lit leafs
1797                 VectorCopy(e->origin, e->mins);
1798                 VectorCopy(e->origin, e->maxs);
1799                 for (j = 0;j < e->numleafs;j++)
1800                 {
1801                         leaf = e->leafs[j];
1802                         for (k = 0;k < 3;k++)
1803                         {
1804                                 if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
1805                                 if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
1806                         }
1807                 }
1808
1809                 for (k = 0;k < 3;k++)
1810                 {
1811                         if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
1812                         if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
1813                 }
1814                 e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
1815
1816                 if (e->castshadows)
1817                 {
1818                         castshadowcount++;
1819                         for (j = 0;j < e->numsurfaces;j++)
1820                         {
1821                                 surf = e->surfaces[j];
1822                                 if (surf->flags & SURF_SHADOWCAST)
1823                                 {
1824                                         surf->castshadow = castshadowcount;
1825                                         if (maxverts < surf->poly_numverts)
1826                                                 maxverts = surf->poly_numverts;
1827                                 }
1828                         }
1829                         e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
1830                         // make a mesh to cast a shadow volume from
1831                         castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
1832                         for (j = 0;j < e->numsurfaces;j++)
1833                                 if (e->surfaces[j]->castshadow == castshadowcount)
1834                                         for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
1835                                                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
1836                         castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
1837
1838                         // cast shadow volume from castmesh
1839                         for (mesh = castmesh;mesh;mesh = mesh->next)
1840                         {
1841                                 R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
1842                                 R_Shadow_ResizeShadowElements(castmesh->numtriangles);
1843
1844                                 if (maxverts < castmesh->numverts * 2)
1845                                 {
1846                                         maxverts = castmesh->numverts * 2;
1847                                         if (vertex3f)
1848                                                 Mem_Free(vertex3f);
1849                                         vertex3f = NULL;
1850                                 }
1851                                 if (vertex3f == NULL && maxverts > 0)
1852                                         vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
1853
1854                                 // now that we have the buffers big enough, construct shadow volume mesh
1855                                 memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3]));
1856                                 tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
1857                                 tris = R_Shadow_BuildShadowVolume(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value);
1858                                 // add the constructed shadow volume mesh
1859                                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements);
1860                         }
1861                         if (vertex3f)
1862                                 Mem_Free(vertex3f);
1863                         vertex3f = NULL;
1864                         // we're done with castmesh now
1865                         Mod_ShadowMesh_Free(castmesh);
1866                         e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
1867                         for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
1868                                 l += mesh->numtriangles;
1869                         Con_Printf("static shadow volume built containing %i triangles\n", l);
1870                 }
1871         }
1872         Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
1873 }
1874
1875 void R_Shadow_FreeWorldLight(worldlight_t *light)
1876 {
1877         worldlight_t **lightpointer;
1878         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
1879         if (*lightpointer != light)
1880                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
1881         *lightpointer = light->next;
1882         if (light->cubemapname)
1883                 Mem_Free(light->cubemapname);
1884         if (light->shadowvolume)
1885                 Mod_ShadowMesh_Free(light->shadowvolume);
1886         if (light->surfaces)
1887                 Mem_Free(light->surfaces);
1888         if (light->leafs)
1889                 Mem_Free(light->leafs);
1890         Mem_Free(light);
1891 }
1892
1893 void R_Shadow_ClearWorldLights(void)
1894 {
1895         while (r_shadow_worldlightchain)
1896                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
1897         r_shadow_selectedlight = NULL;
1898 }
1899
1900 void R_Shadow_SelectLight(worldlight_t *light)
1901 {
1902         if (r_shadow_selectedlight)
1903                 r_shadow_selectedlight->selected = false;
1904         r_shadow_selectedlight = light;
1905         if (r_shadow_selectedlight)
1906                 r_shadow_selectedlight->selected = true;
1907 }
1908
1909
1910 void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
1911 {
1912         rmeshstate_t m;
1913         float diff[3];
1914
1915         if (fogenabled)
1916         {
1917                 VectorSubtract(origin, r_origin, diff);
1918                 ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
1919         }
1920
1921         memset(&m, 0, sizeof(m));
1922         m.blendfunc1 = GL_SRC_ALPHA;
1923         m.blendfunc2 = GL_ONE;
1924         m.tex[0] = texnum;
1925         R_Mesh_Matrix(&r_identitymatrix);
1926         R_Mesh_State(&m);
1927
1928         GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
1929         R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale);
1930 }
1931
1932 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
1933 {
1934         cachepic_t *pic;
1935         pic = Draw_CachePic("gfx/crosshair1.tga");
1936         if (pic)
1937                 R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
1938 }
1939
1940 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
1941 {
1942         float intensity;
1943         const worldlight_t *light;
1944         light = calldata1;
1945         intensity = 0.5;
1946         if (light->selected)
1947                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
1948         if (light->shadowvolume)
1949                 R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
1950         else
1951                 R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
1952 }
1953
1954 void R_Shadow_DrawLightSprites(void)
1955 {
1956         int i, texnums[5];
1957         cachepic_t *pic;
1958         worldlight_t *light;
1959
1960         for (i = 0;i < 5;i++)
1961         {
1962                 pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
1963                 if (pic)
1964                         texnums[i] = R_GetTexture(pic->tex);
1965                 else
1966                         texnums[i] = 0;
1967         }
1968
1969         for (light = r_shadow_worldlightchain;light;light = light->next)
1970                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
1971         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
1972 }
1973
1974 void R_Shadow_SelectLightInView(void)
1975 {
1976         float bestrating, rating, temp[3];
1977         worldlight_t *best, *light;
1978         best = NULL;
1979         bestrating = 0;
1980         for (light = r_shadow_worldlightchain;light;light = light->next)
1981         {
1982                 VectorSubtract(light->origin, r_refdef.vieworg, temp);
1983                 rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp)));
1984                 if (rating >= 0.95)
1985                 {
1986                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
1987                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
1988                         {
1989                                 bestrating = rating;
1990                                 best = light;
1991                         }
1992                 }
1993         }
1994         R_Shadow_SelectLight(best);
1995 }
1996
1997 void R_Shadow_LoadWorldLights(void)
1998 {
1999         int n, a, style, shadow;
2000         char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
2001         float origin[3], radius, color[3];
2002         if (cl.worldmodel == NULL)
2003         {
2004                 Con_Printf("No map loaded.\n");
2005                 return;
2006         }
2007         FS_StripExtension(cl.worldmodel->name, name);
2008         strcat(name, ".rtlights");
2009         lightsstring = FS_LoadFile(name, false);
2010         if (lightsstring)
2011         {
2012                 s = lightsstring;
2013                 n = 0;
2014                 while (*s)
2015                 {
2016                         t = s;
2017                         while (*s && *s != '\n')
2018                                 s++;
2019                         if (!*s)
2020                                 break;
2021                         *s = 0;
2022                         shadow = true;
2023                         // check for modifier flags
2024                         if (*t == '!')
2025                         {
2026                                 shadow = false;
2027                                 t++;
2028                         }
2029                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
2030                         if (a < 9)
2031                                 cubemapname[0] = 0;
2032                         *s = '\n';
2033                         if (a < 8)
2034                         {
2035                                 Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
2036                                 break;
2037                         }
2038                         VectorScale(color, r_editlights_rtlightscolorscale.value, color);
2039                         radius *= r_editlights_rtlightssizescale.value;
2040                         R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
2041                         s++;
2042                         n++;
2043                 }
2044                 if (*s)
2045                         Con_Printf("invalid rtlights file \"%s\"\n", name);
2046                 Mem_Free(lightsstring);
2047         }
2048 }
2049
2050 void R_Shadow_SaveWorldLights(void)
2051 {
2052         worldlight_t *light;
2053         int bufchars, bufmaxchars;
2054         char *buf, *oldbuf;
2055         char name[MAX_QPATH];
2056         char line[1024];
2057         if (!r_shadow_worldlightchain)
2058                 return;
2059         if (cl.worldmodel == NULL)
2060         {
2061                 Con_Printf("No map loaded.\n");
2062                 return;
2063         }
2064         FS_StripExtension(cl.worldmodel->name, name);
2065         strcat(name, ".rtlights");
2066         bufchars = bufmaxchars = 0;
2067         buf = NULL;
2068         for (light = r_shadow_worldlightchain;light;light = light->next)
2069         {
2070                 sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
2071                 if (bufchars + strlen(line) > bufmaxchars)
2072                 {
2073                         bufmaxchars = bufchars + strlen(line) + 2048;
2074                         oldbuf = buf;
2075                         buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
2076                         if (oldbuf)
2077                         {
2078                                 if (bufchars)
2079                                         memcpy(buf, oldbuf, bufchars);
2080                                 Mem_Free(oldbuf);
2081                         }
2082                 }
2083                 if (strlen(line))
2084                 {
2085                         memcpy(buf + bufchars, line, strlen(line));
2086                         bufchars += strlen(line);
2087                 }
2088         }
2089         if (bufchars)
2090                 FS_WriteFile(name, buf, bufchars);
2091         if (buf)
2092                 Mem_Free(buf);
2093 }
2094
2095 void R_Shadow_LoadLightsFile(void)
2096 {
2097         int n, a, style;
2098         char name[MAX_QPATH], *lightsstring, *s, *t;
2099         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2100         if (cl.worldmodel == NULL)
2101         {
2102                 Con_Printf("No map loaded.\n");
2103                 return;
2104         }
2105         FS_StripExtension(cl.worldmodel->name, name);
2106         strcat(name, ".lights");
2107         lightsstring = FS_LoadFile(name, false);
2108         if (lightsstring)
2109         {
2110                 s = lightsstring;
2111                 n = 0;
2112                 while (*s)
2113                 {
2114                         t = s;
2115                         while (*s && *s != '\n')
2116                                 s++;
2117                         if (!*s)
2118                                 break;
2119                         *s = 0;
2120                         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);
2121                         *s = '\n';
2122                         if (a < 14)
2123                         {
2124                                 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);
2125                                 break;
2126                         }
2127                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2128                         radius = bound(15, radius, 4096);
2129                         VectorScale(color, (2.0f / (8388608.0f)), color);
2130                         R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
2131                         s++;
2132                         n++;
2133                 }
2134                 if (*s)
2135                         Con_Printf("invalid lights file \"%s\"\n", name);
2136                 Mem_Free(lightsstring);
2137         }
2138 }
2139
2140 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2141 {
2142         int entnum, style, islight;
2143         char key[256], value[1024];
2144         float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3];
2145         const char *data;
2146
2147         if (cl.worldmodel == NULL)
2148         {
2149                 Con_Printf("No map loaded.\n");
2150                 return;
2151         }
2152         data = cl.worldmodel->entities;
2153         if (!data)
2154                 return;
2155         for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++)
2156         {
2157                 light = 0;
2158                 origin[0] = origin[1] = origin[2] = 0;
2159                 originhack[0] = originhack[1] = originhack[2] = 0;
2160                 color[0] = color[1] = color[2] = 1;
2161                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2162                 scale = 1;
2163                 style = 0;
2164                 islight = false;
2165                 while (1)
2166                 {
2167                         if (!COM_ParseToken(&data))
2168                                 break; // error
2169                         if (com_token[0] == '}')
2170                                 break; // end of entity
2171                         if (com_token[0] == '_')
2172                                 strcpy(key, com_token + 1);
2173                         else
2174                                 strcpy(key, com_token);
2175                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
2176                                 key[strlen(key)-1] = 0;
2177                         if (!COM_ParseToken(&data))
2178                                 break; // error
2179                         strcpy(value, com_token);
2180
2181                         // now that we have the key pair worked out...
2182                         if (!strcmp("light", key))
2183                                 light = atof(value);
2184                         else if (!strcmp("origin", key))
2185                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2186                         else if (!strcmp("color", key))
2187                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2188                         else if (!strcmp("wait", key))
2189                                 scale = atof(value);
2190                         else if (!strcmp("classname", key))
2191                         {
2192                                 if (!strncmp(value, "light", 5))
2193                                 {
2194                                         islight = true;
2195                                         if (!strcmp(value, "light_fluoro"))
2196                                         {
2197                                                 originhack[0] = 0;
2198                                                 originhack[1] = 0;
2199                                                 originhack[2] = 0;
2200                                                 overridecolor[0] = 1;
2201                                                 overridecolor[1] = 1;
2202                                                 overridecolor[2] = 1;
2203                                         }
2204                                         if (!strcmp(value, "light_fluorospark"))
2205                                         {
2206                                                 originhack[0] = 0;
2207                                                 originhack[1] = 0;
2208                                                 originhack[2] = 0;
2209                                                 overridecolor[0] = 1;
2210                                                 overridecolor[1] = 1;
2211                                                 overridecolor[2] = 1;
2212                                         }
2213                                         if (!strcmp(value, "light_globe"))
2214                                         {
2215                                                 originhack[0] = 0;
2216                                                 originhack[1] = 0;
2217                                                 originhack[2] = 0;
2218                                                 overridecolor[0] = 1;
2219                                                 overridecolor[1] = 0.8;
2220                                                 overridecolor[2] = 0.4;
2221                                         }
2222                                         if (!strcmp(value, "light_flame_large_yellow"))
2223                                         {
2224                                                 originhack[0] = 0;
2225                                                 originhack[1] = 0;
2226                                                 originhack[2] = 48;
2227                                                 overridecolor[0] = 1;
2228                                                 overridecolor[1] = 0.5;
2229                                                 overridecolor[2] = 0.1;
2230                                         }
2231                                         if (!strcmp(value, "light_flame_small_yellow"))
2232                                         {
2233                                                 originhack[0] = 0;
2234                                                 originhack[1] = 0;
2235                                                 originhack[2] = 40;
2236                                                 overridecolor[0] = 1;
2237                                                 overridecolor[1] = 0.5;
2238                                                 overridecolor[2] = 0.1;
2239                                         }
2240                                         if (!strcmp(value, "light_torch_small_white"))
2241                                         {
2242                                                 originhack[0] = 0;
2243                                                 originhack[1] = 0;
2244                                                 originhack[2] = 40;
2245                                                 overridecolor[0] = 1;
2246                                                 overridecolor[1] = 0.5;
2247                                                 overridecolor[2] = 0.1;
2248                                         }
2249                                         if (!strcmp(value, "light_torch_small_walltorch"))
2250                                         {
2251                                                 originhack[0] = 0;
2252                                                 originhack[1] = 0;
2253                                                 originhack[2] = 40;
2254                                                 overridecolor[0] = 1;
2255                                                 overridecolor[1] = 0.5;
2256                                                 overridecolor[2] = 0.1;
2257                                         }
2258                                 }
2259                         }
2260                         else if (!strcmp("style", key))
2261                                 style = atoi(value);
2262                 }
2263                 if (light <= 0 && islight)
2264                         light = 300;
2265                 radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
2266                 light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
2267                 if (color[0] == 1 && color[1] == 1 && color[2] == 1)
2268                         VectorCopy(overridecolor, color);
2269                 VectorScale(color, light, color);
2270                 VectorAdd(origin, originhack, origin);
2271                 if (radius >= 15)
2272                         R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
2273         }
2274 }
2275
2276
2277 void R_Shadow_SetCursorLocationForView(void)
2278 {
2279         vec_t dist, push, frac;
2280         vec3_t dest, endpos, normal;
2281         VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest);
2282         frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, 0, true, NULL);
2283         if (frac < 1)
2284         {
2285                 dist = frac * r_editlights_cursordistance.value;
2286                 push = r_editlights_cursorpushback.value;
2287                 if (push > dist)
2288                         push = dist;
2289                 push = -push;
2290                 VectorMA(endpos, push, vpn, endpos);
2291                 VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
2292         }
2293         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2294         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2295         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2296 }
2297
2298 void R_Shadow_UpdateWorldLightSelection(void)
2299 {
2300         R_Shadow_SetCursorLocationForView();
2301         if (r_editlights.integer)
2302         {
2303                 R_Shadow_SelectLightInView();
2304                 R_Shadow_DrawLightSprites();
2305         }
2306         else
2307                 R_Shadow_SelectLight(NULL);
2308 }
2309
2310 void R_Shadow_EditLights_Clear_f(void)
2311 {
2312         R_Shadow_ClearWorldLights();
2313 }
2314
2315 void R_Shadow_EditLights_Reload_f(void)
2316 {
2317         r_shadow_reloadlights = true;
2318 }
2319
2320 void R_Shadow_EditLights_Save_f(void)
2321 {
2322         if (cl.worldmodel)
2323                 R_Shadow_SaveWorldLights();
2324 }
2325
2326 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
2327 {
2328         R_Shadow_ClearWorldLights();
2329         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
2330 }
2331
2332 void R_Shadow_EditLights_ImportLightsFile_f(void)
2333 {
2334         R_Shadow_ClearWorldLights();
2335         R_Shadow_LoadLightsFile();
2336 }
2337
2338 void R_Shadow_EditLights_Spawn_f(void)
2339 {
2340         vec3_t color;
2341         if (!r_editlights.integer)
2342         {
2343                 Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
2344                 return;
2345         }
2346         if (Cmd_Argc() != 1)
2347         {
2348                 Con_Printf("r_editlights_spawn does not take parameters\n");
2349                 return;
2350         }
2351         color[0] = color[1] = color[2] = 1;
2352         R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
2353 }
2354
2355 void R_Shadow_EditLights_Edit_f(void)
2356 {
2357         vec3_t origin, color;
2358         vec_t radius;
2359         int style, shadows;
2360         char cubemapname[1024];
2361         if (!r_editlights.integer)
2362         {
2363                 Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
2364                 return;
2365         }
2366         if (!r_shadow_selectedlight)
2367         {
2368                 Con_Printf("No selected light.\n");
2369                 return;
2370         }
2371         VectorCopy(r_shadow_selectedlight->origin, origin);
2372         radius = r_shadow_selectedlight->lightradius;
2373         VectorCopy(r_shadow_selectedlight->light, color);
2374         style = r_shadow_selectedlight->style;
2375         if (r_shadow_selectedlight->cubemapname)
2376                 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
2377         else
2378                 cubemapname[0] = 0;
2379         shadows = r_shadow_selectedlight->castshadows;
2380         if (!strcmp(Cmd_Argv(1), "origin"))
2381         {
2382                 if (Cmd_Argc() != 5)
2383                 {
2384                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
2385                         return;
2386                 }
2387                 origin[0] = atof(Cmd_Argv(2));
2388                 origin[1] = atof(Cmd_Argv(3));
2389                 origin[2] = atof(Cmd_Argv(4));
2390         }
2391         else if (!strcmp(Cmd_Argv(1), "originx"))
2392         {
2393                 if (Cmd_Argc() != 3)
2394                 {
2395                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2396                         return;
2397                 }
2398                 origin[0] = atof(Cmd_Argv(2));
2399         }
2400         else if (!strcmp(Cmd_Argv(1), "originy"))
2401         {
2402                 if (Cmd_Argc() != 3)
2403                 {
2404                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2405                         return;
2406                 }
2407                 origin[1] = atof(Cmd_Argv(2));
2408         }
2409         else if (!strcmp(Cmd_Argv(1), "originz"))
2410         {
2411                 if (Cmd_Argc() != 3)
2412                 {
2413                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2414                         return;
2415                 }
2416                 origin[2] = atof(Cmd_Argv(2));
2417         }
2418         else if (!strcmp(Cmd_Argv(1), "move"))
2419         {
2420                 if (Cmd_Argc() != 5)
2421                 {
2422                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
2423                         return;
2424                 }
2425                 origin[0] += atof(Cmd_Argv(2));
2426                 origin[1] += atof(Cmd_Argv(3));
2427                 origin[2] += atof(Cmd_Argv(4));
2428         }
2429         else if (!strcmp(Cmd_Argv(1), "movex"))
2430         {
2431                 if (Cmd_Argc() != 3)
2432                 {
2433                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2434                         return;
2435                 }
2436                 origin[0] += atof(Cmd_Argv(2));
2437         }
2438         else if (!strcmp(Cmd_Argv(1), "movey"))
2439         {
2440                 if (Cmd_Argc() != 3)
2441                 {
2442                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2443                         return;
2444                 }
2445                 origin[1] += atof(Cmd_Argv(2));
2446         }
2447         else if (!strcmp(Cmd_Argv(1), "movez"))
2448         {
2449                 if (Cmd_Argc() != 3)
2450                 {
2451                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2452                         return;
2453                 }
2454                 origin[2] += atof(Cmd_Argv(2));
2455         }
2456         else if (!strcmp(Cmd_Argv(1), "color"))
2457         {
2458                 if (Cmd_Argc() != 5)
2459                 {
2460                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
2461                         return;
2462                 }
2463                 color[0] = atof(Cmd_Argv(2));
2464                 color[1] = atof(Cmd_Argv(3));
2465                 color[2] = atof(Cmd_Argv(4));
2466         }
2467         else if (!strcmp(Cmd_Argv(1), "radius"))
2468         {
2469                 if (Cmd_Argc() != 3)
2470                 {
2471                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2472                         return;
2473                 }
2474                 radius = atof(Cmd_Argv(2));
2475         }
2476         else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
2477         {
2478                 if (Cmd_Argc() != 3)
2479                 {
2480                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2481                         return;
2482                 }
2483                 style = atoi(Cmd_Argv(2));
2484         }
2485         else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
2486         {
2487                 if (Cmd_Argc() > 3)
2488                 {
2489                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2490                         return;
2491                 }
2492                 if (Cmd_Argc() == 3)
2493                         strcpy(cubemapname, Cmd_Argv(2));
2494                 else
2495                         cubemapname[0] = 0;
2496         }
2497         else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
2498         {
2499                 if (Cmd_Argc() != 3)
2500                 {
2501                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2502                         return;
2503                 }
2504                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
2505         }
2506         else
2507         {
2508                 Con_Printf("usage: r_editlights_edit [property] [value]\n");
2509                 Con_Printf("Selected light's properties:\n");
2510                 Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
2511                 Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
2512                 Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
2513                 Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
2514                 Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
2515                 Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
2516                 return;
2517         }
2518         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2519         r_shadow_selectedlight = NULL;
2520         R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
2521 }
2522
2523 extern int con_vislines;
2524 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
2525 {
2526         float x, y;
2527         char temp[256];
2528         if (r_shadow_selectedlight == NULL)
2529                 return;
2530         x = 0;
2531         y = con_vislines;
2532         sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2533         sprintf(temp, "Origin %f %f %f", 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;
2534         sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2535         sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2536         sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2537         sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2538         sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2539 }
2540
2541 void R_Shadow_EditLights_ToggleShadow_f(void)
2542 {
2543         if (!r_editlights.integer)
2544         {
2545                 Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
2546                 return;
2547         }
2548         if (!r_shadow_selectedlight)
2549         {
2550                 Con_Printf("No selected light.\n");
2551                 return;
2552         }
2553         R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
2554         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2555         r_shadow_selectedlight = NULL;
2556 }
2557
2558 void R_Shadow_EditLights_Remove_f(void)
2559 {
2560         if (!r_editlights.integer)
2561         {
2562                 Con_Printf("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
2563                 return;
2564         }
2565         if (!r_shadow_selectedlight)
2566         {
2567                 Con_Printf("No selected light.\n");
2568                 return;
2569         }
2570         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2571         r_shadow_selectedlight = NULL;
2572 }
2573
2574 void R_Shadow_EditLights_Init(void)
2575 {
2576         Cvar_RegisterVariable(&r_editlights);
2577         Cvar_RegisterVariable(&r_editlights_cursordistance);
2578         Cvar_RegisterVariable(&r_editlights_cursorpushback);
2579         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
2580         Cvar_RegisterVariable(&r_editlights_cursorgrid);
2581         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
2582         Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
2583         Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
2584         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
2585         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
2586         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
2587         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
2588         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
2589         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
2590         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
2591         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
2592         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
2593 }