]> icculus.org git repositories - divverent/darkplaces.git/blob - r_shadow.c
unmerge OpenVideo code, back to the proper multilayer system it was
[divverent/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadow_rendermode_e
146 {
147         R_SHADOW_RENDERMODE_NONE,
148         R_SHADOW_RENDERMODE_STENCIL,
149         R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151         R_SHADOW_RENDERMODE_LIGHT_DOT3,
152         R_SHADOW_RENDERMODE_LIGHT_GLSL,
153         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
155 }
156 r_shadow_rendermode_t;
157
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
161
162 mempool_t *r_shadow_mempool;
163
164 int maxshadowelements;
165 int *shadowelements;
166
167 int maxshadowmark;
168 int numshadowmark;
169 int *shadowmark;
170 int *shadowmarklist;
171 int shadowmarkcount;
172
173 int maxvertexupdate;
174 int *vertexupdate;
175 int *vertexremap;
176 int vertexupdatenum;
177
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
181
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
185
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
189
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
192
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
195
196 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
197 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
200 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow!  you probably don't want this!)"};
210 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
211 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
212 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
216 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
221 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
222 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
223 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
224 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
225 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
226 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
227 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
228 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
229 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
230 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
231 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
232 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
233
234 float r_shadow_attenpower, r_shadow_attenscale;
235
236 rtlight_t *r_shadow_compilingrtlight;
237 dlight_t *r_shadow_worldlightchain;
238 dlight_t *r_shadow_selectedlight;
239 dlight_t r_shadow_bufferlight;
240 vec3_t r_editlights_cursorlocation;
241
242 extern int con_vislines;
243
244 typedef struct cubemapinfo_s
245 {
246         char basename[64];
247         rtexture_t *texture;
248 }
249 cubemapinfo_t;
250
251 #define MAX_CUBEMAPS 256
252 static int numcubemaps;
253 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
254
255 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
256 #define SHADERPERMUTATION_SPECULAR (1<<1)
257 #define SHADERPERMUTATION_FOG (1<<2)
258 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
259 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
260 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
261 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
262 #define SHADERPERMUTATION_COUNT (1<<7)
263
264 // indicates if we have tried compiling this shader permutation yet
265 qboolean r_shadow_program_compiledlight[SHADERPERMUTATION_COUNT];
266 // GLSL program object number, or 0 if compile failed
267 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
268
269 void R_Shadow_UncompileWorldLights(void);
270 void R_Shadow_ClearWorldLights(void);
271 void R_Shadow_SaveWorldLights(void);
272 void R_Shadow_LoadWorldLights(void);
273 void R_Shadow_LoadLightsFile(void);
274 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
275 void R_Shadow_EditLights_Reload_f(void);
276 void R_Shadow_ValidateCvars(void);
277 static void R_Shadow_MakeTextures(void);
278 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
279
280 const char *builtinshader_light_vert =
281 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
282 "// written by Forest 'LordHavoc' Hale\n"
283 "\n"
284 "// use half floats if available for math performance\n"
285 "#ifdef GEFORCEFX\n"
286 "#define myhalf half\n"
287 "#define myhvec2 hvec2\n"
288 "#define myhvec3 hvec3\n"
289 "#define myhvec4 hvec4\n"
290 "#else\n"
291 "#define myhalf float\n"
292 "#define myhvec2 vec2\n"
293 "#define myhvec3 vec3\n"
294 "#define myhvec4 vec4\n"
295 "#endif\n"
296 "\n"
297 "uniform vec3 LightPosition;\n"
298 "\n"
299 "varying vec2 TexCoord;\n"
300 "varying myhvec3 CubeVector;\n"
301 "varying vec3 LightVector;\n"
302 "\n"
303 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
304 "uniform vec3 EyePosition;\n"
305 "varying vec3 EyeVector;\n"
306 "#endif\n"
307 "\n"
308 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
309 "\n"
310 "void main(void)\n"
311 "{\n"
312 "       // copy the surface texcoord\n"
313 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
314 "\n"
315 "       // transform vertex position into light attenuation/cubemap space\n"
316 "       // (-1 to +1 across the light box)\n"
317 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
318 "\n"
319 "       // transform unnormalized light direction into tangent space\n"
320 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
321 "       //  normalize it per pixel)\n"
322 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
323 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
324 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
325 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
326 "\n"
327 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
328 "       // transform unnormalized eye direction into tangent space\n"
329 "       vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
330 "       EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
331 "       EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
332 "       EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
333 "#endif\n"
334 "\n"
335 "       // transform vertex to camera space, using ftransform to match non-VS\n"
336 "       // rendering\n"
337 "       gl_Position = ftransform();\n"
338 "}\n"
339 ;
340
341 const char *builtinshader_light_frag =
342 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
343 "// written by Forest 'LordHavoc' Hale\n"
344 "\n"
345 "// use half floats if available for math performance\n"
346 "#ifdef GEFORCEFX\n"
347 "#define myhalf half\n"
348 "#define myhvec2 hvec2\n"
349 "#define myhvec3 hvec3\n"
350 "#define myhvec4 hvec4\n"
351 "#else\n"
352 "#define myhalf float\n"
353 "#define myhvec2 vec2\n"
354 "#define myhvec3 vec3\n"
355 "#define myhvec4 vec4\n"
356 "#endif\n"
357 "\n"
358 "uniform myhvec3 LightColor;\n"
359 "#ifdef USEOFFSETMAPPING\n"
360 "uniform myhalf OffsetMapping_Scale;\n"
361 "uniform myhalf OffsetMapping_Bias;\n"
362 "#endif\n"
363 "#ifdef USESPECULAR\n"
364 "uniform myhalf SpecularPower;\n"
365 "#endif\n"
366 "#ifdef USEFOG\n"
367 "uniform myhalf FogRangeRecip;\n"
368 "#endif\n"
369 "uniform myhalf AmbientScale;\n"
370 "uniform myhalf DiffuseScale;\n"
371 "#ifdef USESPECULAR\n"
372 "uniform myhalf SpecularScale;\n"
373 "#endif\n"
374 "\n"
375 "#ifdef USECOLORMAPPING\n"
376 "uniform myhvec3 Color_Pants;\n"
377 "uniform myhvec3 Color_Shirt;\n"
378 "#endif\n"
379 "\n"
380 "uniform sampler2D Texture_Normal;\n"
381 "uniform sampler2D Texture_Color;\n"
382 "uniform sampler2D Texture_Pants;\n"
383 "uniform sampler2D Texture_Shirt;\n"
384 "#ifdef USESPECULAR\n"
385 "uniform sampler2D Texture_Gloss;\n"
386 "#endif\n"
387 "#ifdef USECUBEFILTER\n"
388 "uniform samplerCube Texture_Cube;\n"
389 "#endif\n"
390 "#ifdef USEFOG\n"
391 "uniform sampler2D Texture_FogMask;\n"
392 "#endif\n"
393 "\n"
394 "varying vec2 TexCoord;\n"
395 "varying myhvec3 CubeVector;\n"
396 "varying vec3 LightVector;\n"
397 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
398 "varying vec3 EyeVector;\n"
399 "#endif\n"
400 "\n"
401 "void main(void)\n"
402 "{\n"
403 "       // attenuation\n"
404 "       //\n"
405 "       // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
406 "       // center and sharp falloff at the edge, this is about the most efficient\n"
407 "       // we can get away with as far as providing illumination.\n"
408 "       //\n"
409 "       // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
410 "       // provide significant illumination, large = slow = pain.\n"
411 "       myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
412 "\n"
413 "#ifdef USEFOG\n"
414 "       // apply fog\n"
415 "       colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
416 "#endif\n"
417 "\n"
418 "#ifdef USEOFFSETMAPPING\n"
419 "       // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
420 "       myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
421 "       myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
422 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
423 "       TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
424 "#define TexCoord TexCoordOffset\n"
425 "#endif\n"
426 "\n"
427 "       // get the surface normal\n"
428 "#ifdef SURFACENORMALIZE\n"
429 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
430 "#else\n"
431 "       myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
432 "#endif\n"
433 "\n"
434 "       // calculate shading\n"
435 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
436 "       myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
437 "       colorscale *= texturecolor.a;\n"
438 "       myhvec3 color = myhvec3(texturecolor);\n"
439 "#ifdef USECOLORMAPPING\n"
440 "       color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
441 "#endif\n"
442 "       color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
443 "#ifdef USESPECULAR\n"
444 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
445 "       color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
446 "#endif\n"
447 "\n"
448 "#ifdef USECUBEFILTER\n"
449 "       // apply light cubemap filter\n"
450 "       color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
451 "#endif\n"
452 "\n"
453 "       // calculate fragment color (apply light color and attenuation/fog scaling)\n"
454 "       gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
455 "}\n"
456 ;
457
458 int R_Shadow_CompileShaderPermutation(int permutation)
459 {
460         char *vertstring, *fragstring;
461         int vertstrings_count;
462         int fragstrings_count;
463         const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
464         const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
465         char permutationname[256];
466         if (r_shadow_program_compiledlight[permutation])
467                 return r_shadow_program_light[permutation];
468         r_shadow_program_compiledlight[permutation] = true;
469         vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
470         fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
471         vertstrings_count = 0;
472         fragstrings_count = 0;
473         permutationname[0] = 0;
474         if (permutation & SHADERPERMUTATION_COLORMAPPING)
475         {
476                 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
477                 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
478                 strlcat(permutationname, " colormapping", sizeof(permutationname));
479         }
480         if (permutation & SHADERPERMUTATION_SPECULAR)
481         {
482                 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
483                 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
484                 strlcat(permutationname, " specular", sizeof(permutationname));
485         }
486         if (permutation & SHADERPERMUTATION_FOG)
487         {
488                 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
489                 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
490                 strlcat(permutationname, " fog", sizeof(permutationname));
491         }
492         if (permutation & SHADERPERMUTATION_CUBEFILTER)
493         {
494                 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
495                 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
496                 strlcat(permutationname, " cubefilter", sizeof(permutationname));
497         }
498         if (permutation & SHADERPERMUTATION_OFFSETMAPPING)
499         {
500                 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
501                 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
502                 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
503         }
504         if (permutation & SHADERPERMUTATION_SURFACENORMALIZE)
505         {
506                 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
507                 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
508                 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
509         }
510         if (permutation & SHADERPERMUTATION_GEFORCEFX)
511         {
512                 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
513                 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
514                 strlcat(permutationname, " halffloat", sizeof(permutationname));
515         }
516         vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
517         fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
518         r_shadow_program_light[permutation] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
519         if (r_shadow_program_light[permutation])
520         {
521                 qglUseProgramObjectARB(r_shadow_program_light[permutation]);
522                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Normal"), 0);CHECKGLERROR
523                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Color"), 1);CHECKGLERROR
524                 if (permutation & SHADERPERMUTATION_SPECULAR)
525                 {
526                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Gloss"), 2);CHECKGLERROR
527                 }
528                 if (permutation & SHADERPERMUTATION_CUBEFILTER)
529                 {
530                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Cube"), 3);CHECKGLERROR
531                 }
532                 if (permutation & SHADERPERMUTATION_FOG)
533                 {
534                         qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_FogMask"), 4);CHECKGLERROR
535                 }
536                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Pants"), 5);CHECKGLERROR
537                 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[permutation], "Texture_Shirt"), 6);CHECKGLERROR
538                 qglUseProgramObjectARB(0);
539         }
540         else
541                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
542         if (fragstring)
543                 Mem_Free(fragstring);
544         if (vertstring)
545                 Mem_Free(vertstring);
546         return r_shadow_program_light[permutation];
547 }
548
549 void r_shadow_start(void)
550 {
551         int i;
552         // use half float math where available (speed gain on NVIDIA GFFX and GF6)
553         if (gl_support_half_float)
554                 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
555         // allocate vertex processing arrays
556         numcubemaps = 0;
557         r_shadow_attenuation2dtexture = NULL;
558         r_shadow_attenuation3dtexture = NULL;
559         r_shadow_texturepool = NULL;
560         r_shadow_filters_texturepool = NULL;
561         R_Shadow_ValidateCvars();
562         R_Shadow_MakeTextures();
563         maxshadowelements = 0;
564         shadowelements = NULL;
565         maxvertexupdate = 0;
566         vertexupdate = NULL;
567         vertexremap = NULL;
568         vertexupdatenum = 0;
569         maxshadowmark = 0;
570         numshadowmark = 0;
571         shadowmark = NULL;
572         shadowmarklist = NULL;
573         shadowmarkcount = 0;
574         r_shadow_buffer_numleafpvsbytes = 0;
575         r_shadow_buffer_leafpvs = NULL;
576         r_shadow_buffer_leaflist = NULL;
577         r_shadow_buffer_numsurfacepvsbytes = 0;
578         r_shadow_buffer_surfacepvs = NULL;
579         r_shadow_buffer_surfacelist = NULL;
580         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
581         {
582                 r_shadow_program_compiledlight[i] = false;
583                 r_shadow_program_light[i] = 0;
584         }
585 }
586
587 void r_shadow_shutdown(void)
588 {
589         int i;
590         R_Shadow_UncompileWorldLights();
591         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
592         {
593                 if (r_shadow_program_light[i])
594                 {
595                         GL_Backend_FreeProgram(r_shadow_program_light[i]);
596                         r_shadow_program_light[i] = 0;
597                 }
598         }
599         numcubemaps = 0;
600         r_shadow_attenuation2dtexture = NULL;
601         r_shadow_attenuation3dtexture = NULL;
602         R_FreeTexturePool(&r_shadow_texturepool);
603         R_FreeTexturePool(&r_shadow_filters_texturepool);
604         maxshadowelements = 0;
605         if (shadowelements)
606                 Mem_Free(shadowelements);
607         shadowelements = NULL;
608         maxvertexupdate = 0;
609         if (vertexupdate)
610                 Mem_Free(vertexupdate);
611         vertexupdate = NULL;
612         if (vertexremap)
613                 Mem_Free(vertexremap);
614         vertexremap = NULL;
615         vertexupdatenum = 0;
616         maxshadowmark = 0;
617         numshadowmark = 0;
618         if (shadowmark)
619                 Mem_Free(shadowmark);
620         shadowmark = NULL;
621         if (shadowmarklist)
622                 Mem_Free(shadowmarklist);
623         shadowmarklist = NULL;
624         shadowmarkcount = 0;
625         r_shadow_buffer_numleafpvsbytes = 0;
626         if (r_shadow_buffer_leafpvs)
627                 Mem_Free(r_shadow_buffer_leafpvs);
628         r_shadow_buffer_leafpvs = NULL;
629         if (r_shadow_buffer_leaflist)
630                 Mem_Free(r_shadow_buffer_leaflist);
631         r_shadow_buffer_leaflist = NULL;
632         r_shadow_buffer_numsurfacepvsbytes = 0;
633         if (r_shadow_buffer_surfacepvs)
634                 Mem_Free(r_shadow_buffer_surfacepvs);
635         r_shadow_buffer_surfacepvs = NULL;
636         if (r_shadow_buffer_surfacelist)
637                 Mem_Free(r_shadow_buffer_surfacelist);
638         r_shadow_buffer_surfacelist = NULL;
639 }
640
641 void r_shadow_newmap(void)
642 {
643 }
644
645 void R_Shadow_Help_f(void)
646 {
647         Con_Printf(
648 "Documentation on r_shadow system:\n"
649 "Settings:\n"
650 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
651 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
652 "r_shadow_debuglight : render only this light number (-1 = all)\n"
653 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
654 "r_shadow_gloss2intensity : brightness of forced gloss\n"
655 "r_shadow_glossintensity : brightness of textured gloss\n"
656 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
657 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
658 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
659 "r_shadow_portallight : use portal visibility for static light precomputation\n"
660 "r_shadow_projectdistance : shadow volume projection distance\n"
661 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
662 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
663 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
664 "r_shadow_realtime_world : use high quality world lighting mode\n"
665 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
666 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
667 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
668 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
669 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
670 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
671 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
672 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
673 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
674 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
675 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
676 "r_shadow_scissor : use scissor optimization\n"
677 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
678 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
679 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
680 "r_showlighting : useful for performance testing; bright = slow!\n"
681 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
682 "Commands:\n"
683 "r_shadow_help : this help\n"
684         );
685 }
686
687 void R_Shadow_Init(void)
688 {
689         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
690         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
691         Cvar_RegisterVariable(&r_shadow_debuglight);
692         Cvar_RegisterVariable(&r_shadow_gloss);
693         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
694         Cvar_RegisterVariable(&r_shadow_glossintensity);
695         Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
696         Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
697         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
698         Cvar_RegisterVariable(&r_shadow_portallight);
699         Cvar_RegisterVariable(&r_shadow_projectdistance);
700         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
701         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
702         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
703         Cvar_RegisterVariable(&r_shadow_realtime_world);
704         Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
705         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
706         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
707         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
708         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
709         Cvar_RegisterVariable(&r_shadow_scissor);
710         Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
711         Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
712         Cvar_RegisterVariable(&r_shadow_texture3d);
713         Cvar_RegisterVariable(&r_shadow_glsl);
714         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
715         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
716         Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
717         Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
718         Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
719         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
720         if (gamemode == GAME_TENEBRAE)
721         {
722                 Cvar_SetValue("r_shadow_gloss", 2);
723                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
724         }
725         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
726         R_Shadow_EditLights_Init();
727         r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
728         r_shadow_worldlightchain = NULL;
729         maxshadowelements = 0;
730         shadowelements = NULL;
731         maxvertexupdate = 0;
732         vertexupdate = NULL;
733         vertexremap = NULL;
734         vertexupdatenum = 0;
735         maxshadowmark = 0;
736         numshadowmark = 0;
737         shadowmark = NULL;
738         shadowmarklist = NULL;
739         shadowmarkcount = 0;
740         r_shadow_buffer_numleafpvsbytes = 0;
741         r_shadow_buffer_leafpvs = NULL;
742         r_shadow_buffer_leaflist = NULL;
743         r_shadow_buffer_numsurfacepvsbytes = 0;
744         r_shadow_buffer_surfacepvs = NULL;
745         r_shadow_buffer_surfacelist = NULL;
746         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
747 }
748
749 matrix4x4_t matrix_attenuationxyz =
750 {
751         {
752                 {0.5, 0.0, 0.0, 0.5},
753                 {0.0, 0.5, 0.0, 0.5},
754                 {0.0, 0.0, 0.5, 0.5},
755                 {0.0, 0.0, 0.0, 1.0}
756         }
757 };
758
759 matrix4x4_t matrix_attenuationz =
760 {
761         {
762                 {0.0, 0.0, 0.5, 0.5},
763                 {0.0, 0.0, 0.0, 0.5},
764                 {0.0, 0.0, 0.0, 0.5},
765                 {0.0, 0.0, 0.0, 1.0}
766         }
767 };
768
769 int *R_Shadow_ResizeShadowElements(int numtris)
770 {
771         // make sure shadowelements is big enough for this volume
772         if (maxshadowelements < numtris * 24)
773         {
774                 maxshadowelements = numtris * 24;
775                 if (shadowelements)
776                         Mem_Free(shadowelements);
777                 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
778         }
779         return shadowelements;
780 }
781
782 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
783 {
784         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
785         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
786         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
787         {
788                 if (r_shadow_buffer_leafpvs)
789                         Mem_Free(r_shadow_buffer_leafpvs);
790                 if (r_shadow_buffer_leaflist)
791                         Mem_Free(r_shadow_buffer_leaflist);
792                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
793                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
794                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
795         }
796         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
797         {
798                 if (r_shadow_buffer_surfacepvs)
799                         Mem_Free(r_shadow_buffer_surfacepvs);
800                 if (r_shadow_buffer_surfacelist)
801                         Mem_Free(r_shadow_buffer_surfacelist);
802                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
803                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
804                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
805         }
806 }
807
808 void R_Shadow_PrepareShadowMark(int numtris)
809 {
810         // make sure shadowmark is big enough for this volume
811         if (maxshadowmark < numtris)
812         {
813                 maxshadowmark = numtris;
814                 if (shadowmark)
815                         Mem_Free(shadowmark);
816                 if (shadowmarklist)
817                         Mem_Free(shadowmarklist);
818                 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
819                 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
820                 shadowmarkcount = 0;
821         }
822         shadowmarkcount++;
823         // if shadowmarkcount wrapped we clear the array and adjust accordingly
824         if (shadowmarkcount == 0)
825         {
826                 shadowmarkcount = 1;
827                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
828         }
829         numshadowmark = 0;
830 }
831
832 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
833 {
834         int i, j;
835         int outtriangles = 0, outvertices = 0;
836         const int *element;
837         const float *vertex;
838
839         if (maxvertexupdate < innumvertices)
840         {
841                 maxvertexupdate = innumvertices;
842                 if (vertexupdate)
843                         Mem_Free(vertexupdate);
844                 if (vertexremap)
845                         Mem_Free(vertexremap);
846                 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
847                 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
848                 vertexupdatenum = 0;
849         }
850         vertexupdatenum++;
851         if (vertexupdatenum == 0)
852         {
853                 vertexupdatenum = 1;
854                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
855                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
856         }
857
858         for (i = 0;i < numshadowmarktris;i++)
859                 shadowmark[shadowmarktris[i]] = shadowmarkcount;
860
861         for (i = 0;i < numshadowmarktris;i++)
862         {
863                 element = inelement3i + shadowmarktris[i] * 3;
864                 // make sure the vertices are created
865                 for (j = 0;j < 3;j++)
866                 {
867                         if (vertexupdate[element[j]] != vertexupdatenum)
868                         {
869                                 float ratio, direction[3];
870                                 vertexupdate[element[j]] = vertexupdatenum;
871                                 vertexremap[element[j]] = outvertices;
872                                 vertex = invertex3f + element[j] * 3;
873                                 // project one copy of the vertex to the sphere radius of the light
874                                 // (FIXME: would projecting it to the light box be better?)
875                                 VectorSubtract(vertex, projectorigin, direction);
876                                 ratio = projectdistance / VectorLength(direction);
877                                 VectorCopy(vertex, outvertex3f);
878                                 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
879                                 outvertex3f += 6;
880                                 outvertices += 2;
881                         }
882                 }
883         }
884
885         for (i = 0;i < numshadowmarktris;i++)
886         {
887                 int remappedelement[3];
888                 int markindex;
889                 const int *neighbortriangle;
890
891                 markindex = shadowmarktris[i] * 3;
892                 element = inelement3i + markindex;
893                 neighbortriangle = inneighbor3i + markindex;
894                 // output the front and back triangles
895                 outelement3i[0] = vertexremap[element[0]];
896                 outelement3i[1] = vertexremap[element[1]];
897                 outelement3i[2] = vertexremap[element[2]];
898                 outelement3i[3] = vertexremap[element[2]] + 1;
899                 outelement3i[4] = vertexremap[element[1]] + 1;
900                 outelement3i[5] = vertexremap[element[0]] + 1;
901
902                 outelement3i += 6;
903                 outtriangles += 2;
904                 // output the sides (facing outward from this triangle)
905                 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
906                 {
907                         remappedelement[0] = vertexremap[element[0]];
908                         remappedelement[1] = vertexremap[element[1]];
909                         outelement3i[0] = remappedelement[1];
910                         outelement3i[1] = remappedelement[0];
911                         outelement3i[2] = remappedelement[0] + 1;
912                         outelement3i[3] = remappedelement[1];
913                         outelement3i[4] = remappedelement[0] + 1;
914                         outelement3i[5] = remappedelement[1] + 1;
915
916                         outelement3i += 6;
917                         outtriangles += 2;
918                 }
919                 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
920                 {
921                         remappedelement[1] = vertexremap[element[1]];
922                         remappedelement[2] = vertexremap[element[2]];
923                         outelement3i[0] = remappedelement[2];
924                         outelement3i[1] = remappedelement[1];
925                         outelement3i[2] = remappedelement[1] + 1;
926                         outelement3i[3] = remappedelement[2];
927                         outelement3i[4] = remappedelement[1] + 1;
928                         outelement3i[5] = remappedelement[2] + 1;
929
930                         outelement3i += 6;
931                         outtriangles += 2;
932                 }
933                 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
934                 {
935                         remappedelement[0] = vertexremap[element[0]];
936                         remappedelement[2] = vertexremap[element[2]];
937                         outelement3i[0] = remappedelement[0];
938                         outelement3i[1] = remappedelement[2];
939                         outelement3i[2] = remappedelement[2] + 1;
940                         outelement3i[3] = remappedelement[0];
941                         outelement3i[4] = remappedelement[2] + 1;
942                         outelement3i[5] = remappedelement[0] + 1;
943
944                         outelement3i += 6;
945                         outtriangles += 2;
946                 }
947         }
948         if (outnumvertices)
949                 *outnumvertices = outvertices;
950         return outtriangles;
951 }
952
953 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
954 {
955         int tris, outverts;
956         if (projectdistance < 0.1)
957         {
958                 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
959                 return;
960         }
961         if (!numverts || !nummarktris)
962                 return;
963         // make sure shadowelements is big enough for this volume
964         if (maxshadowelements < nummarktris * 24)
965                 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
966         tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
967         renderstats.lights_dynamicshadowtriangles += tris;
968         R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
969 }
970
971 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
972 {
973         int t, tend;
974         const int *e;
975         const float *v[3];
976         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
977                 return;
978         tend = firsttriangle + numtris;
979         if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
980          && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
981          && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
982         {
983                 // surface box entirely inside light box, no box cull
984                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
985                         if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
986                                 shadowmarklist[numshadowmark++] = t;
987         }
988         else
989         {
990                 // surface box not entirely inside light box, cull each triangle
991                 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
992                 {
993                         v[0] = invertex3f + e[0] * 3;
994                         v[1] = invertex3f + e[1] * 3;
995                         v[2] = invertex3f + e[2] * 3;
996                         if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
997                          && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
998                          && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
999                          && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
1000                          && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1001                          && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1002                          && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1003                                 shadowmarklist[numshadowmark++] = t;
1004                 }
1005         }
1006 }
1007
1008 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1009 {
1010         rmeshstate_t m;
1011         if (r_shadow_compilingrtlight)
1012         {
1013                 // if we're compiling an rtlight, capture the mesh
1014                 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1015                 return;
1016         }
1017         renderstats.lights_shadowtriangles += numtriangles;
1018         memset(&m, 0, sizeof(m));
1019         m.pointer_vertex = vertex3f;
1020         R_Mesh_State(&m);
1021         GL_LockArrays(0, numvertices);
1022         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1023         {
1024                 // decrement stencil if backface is behind depthbuffer
1025                 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1026                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1027                 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1028                 // increment stencil if frontface is behind depthbuffer
1029                 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1030                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1031         }
1032         R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1033         GL_LockArrays(0, 0);
1034 }
1035
1036 static void R_Shadow_MakeTextures(void)
1037 {
1038         int x, y, z, d;
1039         float v[3], intensity;
1040         unsigned char *data;
1041         R_FreeTexturePool(&r_shadow_texturepool);
1042         r_shadow_texturepool = R_AllocTexturePool();
1043         r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1044         r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1045 #define ATTEN2DSIZE 64
1046 #define ATTEN3DSIZE 32
1047         data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1048         for (y = 0;y < ATTEN2DSIZE;y++)
1049         {
1050                 for (x = 0;x < ATTEN2DSIZE;x++)
1051                 {
1052                         v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1053                         v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1054                         v[2] = 0;
1055                         intensity = 1.0f - sqrt(DotProduct(v, v));
1056                         if (intensity > 0)
1057                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1058                         d = bound(0, intensity, 255);
1059                         data[(y*ATTEN2DSIZE+x)*4+0] = d;
1060                         data[(y*ATTEN2DSIZE+x)*4+1] = d;
1061                         data[(y*ATTEN2DSIZE+x)*4+2] = d;
1062                         data[(y*ATTEN2DSIZE+x)*4+3] = d;
1063                 }
1064         }
1065         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1066         if (r_shadow_texture3d.integer)
1067         {
1068                 for (z = 0;z < ATTEN3DSIZE;z++)
1069                 {
1070                         for (y = 0;y < ATTEN3DSIZE;y++)
1071                         {
1072                                 for (x = 0;x < ATTEN3DSIZE;x++)
1073                                 {
1074                                         v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1075                                         v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1076                                         v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1077                                         intensity = 1.0f - sqrt(DotProduct(v, v));
1078                                         if (intensity > 0)
1079                                                 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1080                                         d = bound(0, intensity, 255);
1081                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1082                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1083                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1084                                         data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1085                                 }
1086                         }
1087                 }
1088                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1089         }
1090         Mem_Free(data);
1091 }
1092
1093 void R_Shadow_ValidateCvars(void)
1094 {
1095         if (r_shadow_texture3d.integer && !gl_texture3d)
1096                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1097         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1098                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1099 }
1100
1101 // light currently being rendered
1102 rtlight_t *r_shadow_rtlight;
1103
1104 // this is the location of the eye in entity space
1105 vec3_t r_shadow_entityeyeorigin;
1106 // this is the location of the light in entity space
1107 vec3_t r_shadow_entitylightorigin;
1108 // this transforms entity coordinates to light filter cubemap coordinates
1109 // (also often used for other purposes)
1110 matrix4x4_t r_shadow_entitytolight;
1111 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1112 // of attenuation texturing in full 3D (Z result often ignored)
1113 matrix4x4_t r_shadow_entitytoattenuationxyz;
1114 // this transforms only the Z to S, and T is always 0.5
1115 matrix4x4_t r_shadow_entitytoattenuationz;
1116
1117 static int r_shadow_lightpermutation;
1118 static int r_shadow_lightprog;
1119
1120 void R_Shadow_RenderMode_Begin(void)
1121 {
1122         rmeshstate_t m;
1123
1124         R_Shadow_ValidateCvars();
1125
1126         if (!r_shadow_attenuation2dtexture
1127          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1128          || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1129          || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1130                 R_Shadow_MakeTextures();
1131
1132         memset(&m, 0, sizeof(m));
1133         R_Mesh_State(&m);
1134         GL_BlendFunc(GL_ONE, GL_ZERO);
1135         GL_DepthMask(false);
1136         GL_DepthTest(true);
1137         GL_Color(0, 0, 0, 1);
1138         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1139         qglEnable(GL_CULL_FACE);
1140         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1141
1142         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1143
1144         if (gl_ext_stenciltwoside.integer)
1145                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1146         else
1147                 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1148
1149         if (r_shadow_glsl.integer && gl_support_fragment_shader)
1150                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1151         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1152                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1153         else
1154                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1155 }
1156
1157 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1158 {
1159         r_shadow_rtlight = rtlight;
1160 }
1161
1162 void R_Shadow_RenderMode_Reset(void)
1163 {
1164         rmeshstate_t m;
1165         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1166         {
1167                 qglUseProgramObjectARB(0);
1168                 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1169                 qglBegin(GL_TRIANGLES);
1170                 qglEnd();
1171                 CHECKGLERROR
1172         }
1173         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1174                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1175         memset(&m, 0, sizeof(m));
1176         R_Mesh_State(&m);
1177 }
1178
1179 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1180 {
1181         R_Shadow_RenderMode_Reset();
1182         GL_Color(1, 1, 1, 1);
1183         GL_ColorMask(0, 0, 0, 0);
1184         GL_BlendFunc(GL_ONE, GL_ZERO);
1185         GL_DepthMask(false);
1186         GL_DepthTest(true);
1187         if (!r_showtrispass)
1188                 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1189         //if (r_shadow_shadow_polygonoffset.value != 0)
1190         //{
1191         //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1192         //      qglEnable(GL_POLYGON_OFFSET_FILL);
1193         //}
1194         //else
1195         //      qglDisable(GL_POLYGON_OFFSET_FILL);
1196         qglDepthFunc(GL_LESS);
1197         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1198         qglEnable(GL_STENCIL_TEST);
1199         qglStencilFunc(GL_ALWAYS, 128, ~0);
1200         r_shadow_rendermode = r_shadow_shadowingrendermode;
1201         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1202         {
1203                 qglDisable(GL_CULL_FACE);
1204                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1205                 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1206                 qglStencilMask(~0);
1207                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1208                 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1209                 qglStencilMask(~0);
1210                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1211         }
1212         else
1213         {
1214                 qglEnable(GL_CULL_FACE);
1215                 qglStencilMask(~0);
1216                 // this is changed by every shadow render so its value here is unimportant
1217                 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1218         }
1219         GL_Clear(GL_STENCIL_BUFFER_BIT);
1220         renderstats.lights_clears++;
1221 }
1222
1223 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1224 {
1225         R_Shadow_RenderMode_Reset();
1226         GL_BlendFunc(GL_ONE, GL_ONE);
1227         GL_DepthMask(false);
1228         GL_DepthTest(true);
1229         if (!r_showtrispass)
1230                 qglPolygonOffset(0, 0);
1231         //qglDisable(GL_POLYGON_OFFSET_FILL);
1232         GL_Color(1, 1, 1, 1);
1233         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1234         if (transparent)
1235                 qglDepthFunc(GL_LEQUAL);
1236         else
1237                 qglDepthFunc(GL_EQUAL);
1238         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1239         qglEnable(GL_CULL_FACE);
1240         if (stenciltest)
1241                 qglEnable(GL_STENCIL_TEST);
1242         else
1243                 qglDisable(GL_STENCIL_TEST);
1244         qglStencilMask(~0);
1245         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1246         // only draw light where this geometry was already rendered AND the
1247         // stencil is 128 (values other than this mean shadow)
1248         qglStencilFunc(GL_EQUAL, 128, ~0);
1249         r_shadow_rendermode = r_shadow_lightingrendermode;
1250         // do global setup needed for the chosen lighting mode
1251         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1252         {
1253                 R_Mesh_VertexPointer(varray_vertex3f);
1254                 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1255                 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1256                 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1257                 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1258                 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1259                 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1260                 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1261                 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1262                 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1263                 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1264                 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1265                 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1266                 GL_BlendFunc(GL_ONE, GL_ONE);
1267                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1268                 CHECKGLERROR
1269         }
1270 }
1271
1272 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1273 {
1274         R_Shadow_RenderMode_Reset();
1275         GL_BlendFunc(GL_ONE, GL_ONE);
1276         GL_DepthMask(false);
1277         GL_DepthTest(!r_showdisabledepthtest.integer);
1278         if (!r_showtrispass)
1279                 qglPolygonOffset(0, 0);
1280         GL_Color(0.0, 0.0125, 0.1, 1);
1281         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1282         qglDepthFunc(GL_GEQUAL);
1283         qglCullFace(GL_FRONT); // this culls back
1284         qglDisable(GL_CULL_FACE);
1285         qglDisable(GL_STENCIL_TEST);
1286         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1287 }
1288
1289 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1290 {
1291         R_Shadow_RenderMode_Reset();
1292         GL_BlendFunc(GL_ONE, GL_ONE);
1293         GL_DepthMask(false);
1294         GL_DepthTest(!r_showdisabledepthtest.integer);
1295         if (!r_showtrispass)
1296                 qglPolygonOffset(0, 0);
1297         GL_Color(0.1, 0.0125, 0, 1);
1298         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1299         if (transparent)
1300                 qglDepthFunc(GL_LEQUAL);
1301         else
1302                 qglDepthFunc(GL_EQUAL);
1303         qglCullFace(GL_FRONT); // this culls back
1304         qglEnable(GL_CULL_FACE);
1305         if (stenciltest)
1306                 qglEnable(GL_STENCIL_TEST);
1307         else
1308                 qglDisable(GL_STENCIL_TEST);
1309         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1310 }
1311
1312 void R_Shadow_RenderMode_End(void)
1313 {
1314         R_Shadow_RenderMode_Reset();
1315         R_Shadow_RenderMode_ActiveLight(NULL);
1316         GL_BlendFunc(GL_ONE, GL_ZERO);
1317         GL_DepthMask(true);
1318         GL_DepthTest(true);
1319         if (!r_showtrispass)
1320                 qglPolygonOffset(0, 0);
1321         //qglDisable(GL_POLYGON_OFFSET_FILL);
1322         GL_Color(1, 1, 1, 1);
1323         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1324         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1325         qglDepthFunc(GL_LEQUAL);
1326         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1327         qglEnable(GL_CULL_FACE);
1328         qglDisable(GL_STENCIL_TEST);
1329         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1330         if (gl_support_stenciltwoside)
1331                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1332         qglStencilMask(~0);
1333         qglStencilFunc(GL_ALWAYS, 128, ~0);
1334         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1335 }
1336
1337 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1338 {
1339         int i, ix1, iy1, ix2, iy2;
1340         float x1, y1, x2, y2;
1341         vec4_t v, v2;
1342         rmesh_t mesh;
1343         mplane_t planes[11];
1344         float vertex3f[256*3];
1345
1346         // if view is inside the light box, just say yes it's visible
1347         if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1348         {
1349                 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1350                 return false;
1351         }
1352
1353         // create a temporary brush describing the area the light can affect in worldspace
1354         VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1355         VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1356         VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1357         VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1358         VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1359         VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
1360         VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
1361         VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
1362         VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
1363         VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
1364         VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
1365
1366         // turn the brush into a mesh
1367         memset(&mesh, 0, sizeof(rmesh_t));
1368         mesh.maxvertices = 256;
1369         mesh.vertex3f = vertex3f;
1370         mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1371         R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1372
1373         // if that mesh is empty, the light is not visible at all
1374         if (!mesh.numvertices)
1375                 return true;
1376
1377         if (!r_shadow_scissor.integer)
1378                 return false;
1379
1380         // if that mesh is not empty, check what area of the screen it covers
1381         x1 = y1 = x2 = y2 = 0;
1382         v[3] = 1.0f;
1383         for (i = 0;i < mesh.numvertices;i++)
1384         {
1385                 VectorCopy(mesh.vertex3f + i * 3, v);
1386                 GL_TransformToScreen(v, v2);
1387                 //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]);
1388                 if (i)
1389                 {
1390                         if (x1 > v2[0]) x1 = v2[0];
1391                         if (x2 < v2[0]) x2 = v2[0];
1392                         if (y1 > v2[1]) y1 = v2[1];
1393                         if (y2 < v2[1]) y2 = v2[1];
1394                 }
1395                 else
1396                 {
1397                         x1 = x2 = v2[0];
1398                         y1 = y2 = v2[1];
1399                 }
1400         }
1401
1402         // now convert the scissor rectangle to integer screen coordinates
1403         ix1 = x1 - 1.0f;
1404         iy1 = y1 - 1.0f;
1405         ix2 = x2 + 1.0f;
1406         iy2 = y2 + 1.0f;
1407         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1408
1409         // clamp it to the screen
1410         if (ix1 < r_view_x) ix1 = r_view_x;
1411         if (iy1 < r_view_y) iy1 = r_view_y;
1412         if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1413         if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1414
1415         // if it is inside out, it's not visible
1416         if (ix2 <= ix1 || iy2 <= iy1)
1417                 return true;
1418
1419         // the light area is visible, set up the scissor rectangle
1420         GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1421         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1422         //qglEnable(GL_SCISSOR_TEST);
1423         renderstats.lights_scissored++;
1424         return false;
1425 }
1426
1427 extern float *rsurface_vertex3f;
1428 extern float *rsurface_svector3f;
1429 extern float *rsurface_tvector3f;
1430 extern float *rsurface_normal3f;
1431 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1432
1433 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1434 {
1435         int numverts = surface->num_vertices;
1436         float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1437         float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1438         float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1439         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1440         if (r_textureunits.integer >= 3)
1441         {
1442                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1443                 {
1444                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1445                         Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1446                         if ((dot = DotProduct(n, v)) < 0)
1447                         {
1448                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1449                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1450                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1451                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1452                                 if (fogenabled)
1453                                 {
1454                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1455                                         VectorScale(color4f, f, color4f);
1456                                 }
1457                         }
1458                         else
1459                                 VectorClear(color4f);
1460                         color4f[3] = 1;
1461                 }
1462         }
1463         else if (r_textureunits.integer >= 2)
1464         {
1465                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1466                 {
1467                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1468                         if ((dist = fabs(v[2])) < 1)
1469                         {
1470                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1471                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1472                                 if ((dot = DotProduct(n, v)) < 0)
1473                                 {
1474                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1475                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1476                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1477                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1478                                 }
1479                                 else
1480                                 {
1481                                         color4f[0] = ambientcolor[0] * distintensity;
1482                                         color4f[1] = ambientcolor[1] * distintensity;
1483                                         color4f[2] = ambientcolor[2] * distintensity;
1484                                 }
1485                                 if (fogenabled)
1486                                 {
1487                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1488                                         VectorScale(color4f, f, color4f);
1489                                 }
1490                         }
1491                         else
1492                                 VectorClear(color4f);
1493                         color4f[3] = 1;
1494                 }
1495         }
1496         else
1497         {
1498                 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1499                 {
1500                         Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1501                         if ((dist = DotProduct(v, v)) < 1)
1502                         {
1503                                 dist = sqrt(dist);
1504                                 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1505                                 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1506                                 if ((dot = DotProduct(n, v)) < 0)
1507                                 {
1508                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1509                                         color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1510                                         color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1511                                         color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1512                                 }
1513                                 else
1514                                 {
1515                                         color4f[0] = ambientcolor[0] * distintensity;
1516                                         color4f[1] = ambientcolor[1] * distintensity;
1517                                         color4f[2] = ambientcolor[2] * distintensity;
1518                                 }
1519                                 if (fogenabled)
1520                                 {
1521                                         float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1522                                         VectorScale(color4f, f, color4f);
1523                                 }
1524                         }
1525                         else
1526                                 VectorClear(color4f);
1527                         color4f[3] = 1;
1528                 }
1529         }
1530 }
1531
1532 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1533 #define USETEXMATRIX
1534
1535 #ifndef USETEXMATRIX
1536 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1537 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1538 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1539 {
1540         do
1541         {
1542                 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1543                 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1544                 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1545                 vertex3f += 3;
1546                 tc3f += 3;
1547         }
1548         while (--numverts);
1549 }
1550
1551 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1552 {
1553         do
1554         {
1555                 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1556                 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1557                 vertex3f += 3;
1558                 tc2f += 2;
1559         }
1560         while (--numverts);
1561 }
1562 #endif
1563
1564 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1565 {
1566         int i;
1567         float lightdir[3];
1568         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1569         {
1570                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1571                 // the cubemap normalizes this for us
1572                 out3f[0] = DotProduct(svector3f, lightdir);
1573                 out3f[1] = DotProduct(tvector3f, lightdir);
1574                 out3f[2] = DotProduct(normal3f, lightdir);
1575         }
1576 }
1577
1578 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1579 {
1580         int i;
1581         float lightdir[3], eyedir[3], halfdir[3];
1582         for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1583         {
1584                 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1585                 VectorNormalize(lightdir);
1586                 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1587                 VectorNormalize(eyedir);
1588                 VectorAdd(lightdir, eyedir, halfdir);
1589                 // the cubemap normalizes this for us
1590                 out3f[0] = DotProduct(svector3f, halfdir);
1591                 out3f[1] = DotProduct(tvector3f, halfdir);
1592                 out3f[2] = DotProduct(normal3f, halfdir);
1593         }
1594 }
1595
1596 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1597 {
1598         // used to display how many times a surface is lit for level design purposes
1599         int surfacelistindex;
1600         rmeshstate_t m;
1601         GL_Color(0.1, 0.025, 0, 1);
1602         memset(&m, 0, sizeof(m));
1603         R_Mesh_State(&m);
1604         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1605         {
1606                 const msurface_t *surface = surfacelist[surfacelistindex];
1607                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1608                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1609                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1610                 GL_LockArrays(0, 0);
1611         }
1612 }
1613
1614 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1615 {
1616         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1617         int surfacelistindex;
1618         // select a permutation of the lighting shader appropriate to this
1619         // combination of texture, entity, light source, and fogging, only use the
1620         // minimum features necessary to avoid wasting rendering time in the
1621         // fragment shader on features that are not being used
1622         r_shadow_lightpermutation = 0;
1623         if (fogenabled)
1624                 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1625         if ((dopants || doshirt))
1626                 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1627         if (specularscale > 0)
1628                 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1629         if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1630                 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1631         if (r_shadow_glsl_offsetmapping.integer)
1632                 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1633         if (r_shadow_glsl_surfacenormalize.integer)
1634                 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1635         if (r_shadow_glsl_usehalffloat.integer)
1636                 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1637         r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1638         if (!r_shadow_lightprog)
1639         {
1640                 if (!r_shadow_program_compiledlight[r_shadow_lightpermutation])
1641                         r_shadow_lightprog = R_Shadow_CompileShaderPermutation(r_shadow_lightpermutation);
1642                 if (!r_shadow_lightprog)
1643                 {
1644                         // remove features until we find a valid permutation
1645                         int i;
1646                         for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
1647                         {
1648                                 // reduce i more quickly whenever it would not remove any bits
1649                                 if (r_shadow_lightpermutation < i)
1650                                         continue;
1651                                 r_shadow_lightpermutation &= i;
1652                                 if (!r_shadow_program_compiledlight[r_shadow_lightpermutation])
1653                                         R_Shadow_CompileShaderPermutation(r_shadow_lightpermutation);
1654                                 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1655                                 if (r_shadow_lightprog)
1656                                         break;
1657                                 if (!i)
1658                                         return; // utterly failed
1659                         }
1660                 }
1661         }
1662         qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1663         R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1664         R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1665         R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1666         R_Mesh_TexBind(1, R_GetTexture(basetexture));
1667         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1668         if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1669         {
1670                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1671         }
1672         qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1673         if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1674         {
1675                 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1676                 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1677                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
1678                 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
1679         }
1680         if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1681         {
1682                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1683         }
1684         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1685         qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1686         if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1687         {
1688                 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1689                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1690                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1691         }
1692         if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1693         {
1694                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1695                 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1696         }
1697         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1698         {
1699                 const msurface_t *surface = surfacelist[surfacelistindex];
1700                 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1701                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1702                 if (!rsurface_svector3f)
1703                 {
1704                         rsurface_svector3f = varray_svector3f;
1705                         rsurface_tvector3f = varray_tvector3f;
1706                         rsurface_normal3f = varray_normal3f;
1707                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1708                 }
1709                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1710                 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1711                 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1712                 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1713                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1714                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1715                 GL_LockArrays(0, 0);
1716         }
1717 }
1718
1719 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1720 {
1721         int renders;
1722         float color2[3];
1723         rmeshstate_t m;
1724         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1725         GL_Color(1,1,1,1);
1726         // colorscale accounts for how much we multiply the brightness
1727         // during combine.
1728         //
1729         // mult is how many times the final pass of the lighting will be
1730         // performed to get more brightness than otherwise possible.
1731         //
1732         // Limit mult to 64 for sanity sake.
1733         if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1734         {
1735                 // 3 3D combine path (Geforce3, Radeon 8500)
1736                 memset(&m, 0, sizeof(m));
1737                 m.pointer_vertex = rsurface_vertex3f;
1738                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1739 #ifdef USETEXMATRIX
1740                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1741                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1742 #else
1743                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1744                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1745 #endif
1746                 m.tex[1] = R_GetTexture(basetexture);
1747                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1748                 m.texmatrix[1] = texture->currenttexmatrix;
1749                 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1750 #ifdef USETEXMATRIX
1751                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1752                 m.texmatrix[2] = r_shadow_entitytolight;
1753 #else
1754                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1755                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1756 #endif
1757                 GL_BlendFunc(GL_ONE, GL_ONE);
1758         }
1759         else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1760         {
1761                 // 2 3D combine path (Geforce3, original Radeon)
1762                 memset(&m, 0, sizeof(m));
1763                 m.pointer_vertex = rsurface_vertex3f;
1764                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1765 #ifdef USETEXMATRIX
1766                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1767                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1768 #else
1769                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1770                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1771 #endif
1772                 m.tex[1] = R_GetTexture(basetexture);
1773                 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1774                 m.texmatrix[1] = texture->currenttexmatrix;
1775                 GL_BlendFunc(GL_ONE, GL_ONE);
1776         }
1777         else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1778         {
1779                 // 4 2D combine path (Geforce3, Radeon 8500)
1780                 memset(&m, 0, sizeof(m));
1781                 m.pointer_vertex = rsurface_vertex3f;
1782                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1783 #ifdef USETEXMATRIX
1784                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1785                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1786 #else
1787                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1788                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1789 #endif
1790                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1791 #ifdef USETEXMATRIX
1792                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1793                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1794 #else
1795                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1796                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1797 #endif
1798                 m.tex[2] = R_GetTexture(basetexture);
1799                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1800                 m.texmatrix[2] = texture->currenttexmatrix;
1801                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1802                 {
1803                         m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1804 #ifdef USETEXMATRIX
1805                         m.pointer_texcoord3f[3] = rsurface_vertex3f;
1806                         m.texmatrix[3] = r_shadow_entitytolight;
1807 #else
1808                         m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1809                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1810 #endif
1811                 }
1812                 GL_BlendFunc(GL_ONE, GL_ONE);
1813         }
1814         else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1815         {
1816                 // 3 2D combine path (Geforce3, original Radeon)
1817                 memset(&m, 0, sizeof(m));
1818                 m.pointer_vertex = rsurface_vertex3f;
1819                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1820 #ifdef USETEXMATRIX
1821                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1822                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1823 #else
1824                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1825                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1826 #endif
1827                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1828 #ifdef USETEXMATRIX
1829                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1830                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1831 #else
1832                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1833                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1834 #endif
1835                 m.tex[2] = R_GetTexture(basetexture);
1836                 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1837                 m.texmatrix[2] = texture->currenttexmatrix;
1838                 GL_BlendFunc(GL_ONE, GL_ONE);
1839         }
1840         else
1841         {
1842                 // 2/2/2 2D combine path (any dot3 card)
1843                 memset(&m, 0, sizeof(m));
1844                 m.pointer_vertex = rsurface_vertex3f;
1845                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1846 #ifdef USETEXMATRIX
1847                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1848                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1849 #else
1850                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1851                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1852 #endif
1853                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1854 #ifdef USETEXMATRIX
1855                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1856                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1857 #else
1858                 m.pointer_texcoord[1] = varray_texcoord2f[1];
1859                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1860 #endif
1861                 R_Mesh_State(&m);
1862                 GL_ColorMask(0,0,0,1);
1863                 GL_BlendFunc(GL_ONE, GL_ZERO);
1864                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1865                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1866                 GL_LockArrays(0, 0);
1867
1868                 memset(&m, 0, sizeof(m));
1869                 m.pointer_vertex = rsurface_vertex3f;
1870                 m.tex[0] = R_GetTexture(basetexture);
1871                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1872                 m.texmatrix[0] = texture->currenttexmatrix;
1873                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1874                 {
1875                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1876 #ifdef USETEXMATRIX
1877                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1878                         m.texmatrix[1] = r_shadow_entitytolight;
1879 #else
1880                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1881                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1882 #endif
1883                 }
1884                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1885         }
1886         // this final code is shared
1887         R_Mesh_State(&m);
1888         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1889         VectorScale(lightcolorbase, colorscale, color2);
1890         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1891         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1892         {
1893                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1894                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1895         }
1896         GL_LockArrays(0, 0);
1897 }
1898
1899 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1900 {
1901         int renders;
1902         float color2[3];
1903         rmeshstate_t m;
1904         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1905         GL_Color(1,1,1,1);
1906         // colorscale accounts for how much we multiply the brightness
1907         // during combine.
1908         //
1909         // mult is how many times the final pass of the lighting will be
1910         // performed to get more brightness than otherwise possible.
1911         //
1912         // Limit mult to 64 for sanity sake.
1913         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1914         {
1915                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1916                 memset(&m, 0, sizeof(m));
1917                 m.pointer_vertex = rsurface_vertex3f;
1918                 m.tex[0] = R_GetTexture(normalmaptexture);
1919                 m.texcombinergb[0] = GL_REPLACE;
1920                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1921                 m.texmatrix[0] = texture->currenttexmatrix;
1922                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1923                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1924                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1925                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1926                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1927 #ifdef USETEXMATRIX
1928                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1929                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1930 #else
1931                 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1932                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1933 #endif
1934                 R_Mesh_State(&m);
1935                 GL_ColorMask(0,0,0,1);
1936                 GL_BlendFunc(GL_ONE, GL_ZERO);
1937                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1938                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1939                 GL_LockArrays(0, 0);
1940
1941                 memset(&m, 0, sizeof(m));
1942                 m.pointer_vertex = rsurface_vertex3f;
1943                 m.tex[0] = R_GetTexture(basetexture);
1944                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1945                 m.texmatrix[0] = texture->currenttexmatrix;
1946                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1947                 {
1948                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1949 #ifdef USETEXMATRIX
1950                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
1951                         m.texmatrix[1] = r_shadow_entitytolight;
1952 #else
1953                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1954                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1955 #endif
1956                 }
1957                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1958         }
1959         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1960         {
1961                 // 1/2/2 3D combine path (original Radeon)
1962                 memset(&m, 0, sizeof(m));
1963                 m.pointer_vertex = rsurface_vertex3f;
1964                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1965 #ifdef USETEXMATRIX
1966                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1967                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1968 #else
1969                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1970                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1971 #endif
1972                 R_Mesh_State(&m);
1973                 GL_ColorMask(0,0,0,1);
1974                 GL_BlendFunc(GL_ONE, GL_ZERO);
1975                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1976                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1977                 GL_LockArrays(0, 0);
1978
1979                 memset(&m, 0, sizeof(m));
1980                 m.pointer_vertex = rsurface_vertex3f;
1981                 m.tex[0] = R_GetTexture(normalmaptexture);
1982                 m.texcombinergb[0] = GL_REPLACE;
1983                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1984                 m.texmatrix[0] = texture->currenttexmatrix;
1985                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1986                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1987                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1988                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1989                 R_Mesh_State(&m);
1990                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1991                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1992                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1993                 GL_LockArrays(0, 0);
1994
1995                 memset(&m, 0, sizeof(m));
1996                 m.pointer_vertex = rsurface_vertex3f;
1997                 m.tex[0] = R_GetTexture(basetexture);
1998                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1999                 m.texmatrix[0] = texture->currenttexmatrix;
2000                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2001                 {
2002                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2003 #ifdef USETEXMATRIX
2004                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2005                         m.texmatrix[1] = r_shadow_entitytolight;
2006 #else
2007                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2008                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2009 #endif
2010                 }
2011                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2012         }
2013         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
2014         {
2015                 // 2/2 3D combine path (original Radeon)
2016                 memset(&m, 0, sizeof(m));
2017                 m.pointer_vertex = rsurface_vertex3f;
2018                 m.tex[0] = R_GetTexture(normalmaptexture);
2019                 m.texcombinergb[0] = GL_REPLACE;
2020                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2021                 m.texmatrix[0] = texture->currenttexmatrix;
2022                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2023                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2024                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2025                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2026                 R_Mesh_State(&m);
2027                 GL_ColorMask(0,0,0,1);
2028                 GL_BlendFunc(GL_ONE, GL_ZERO);
2029                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2030                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2031                 GL_LockArrays(0, 0);
2032
2033                 memset(&m, 0, sizeof(m));
2034                 m.pointer_vertex = rsurface_vertex3f;
2035                 m.tex[0] = R_GetTexture(basetexture);
2036                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2037                 m.texmatrix[0] = texture->currenttexmatrix;
2038                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2039 #ifdef USETEXMATRIX
2040                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2041                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2042 #else
2043                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2044                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2045 #endif
2046                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2047         }
2048         else if (r_textureunits.integer >= 4)
2049         {
2050                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2051                 memset(&m, 0, sizeof(m));
2052                 m.pointer_vertex = rsurface_vertex3f;
2053                 m.tex[0] = R_GetTexture(normalmaptexture);
2054                 m.texcombinergb[0] = GL_REPLACE;
2055                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2056                 m.texmatrix[0] = texture->currenttexmatrix;
2057                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2058                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2059                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2060                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2061                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2062 #ifdef USETEXMATRIX
2063                 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2064                 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2065 #else
2066                 m.pointer_texcoord[2] = varray_texcoord2f[2];
2067                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2068 #endif
2069                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2070 #ifdef USETEXMATRIX
2071                 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2072                 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2073 #else
2074                 m.pointer_texcoord[3] = varray_texcoord2f[3];
2075                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2076 #endif
2077                 R_Mesh_State(&m);
2078                 GL_ColorMask(0,0,0,1);
2079                 GL_BlendFunc(GL_ONE, GL_ZERO);
2080                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2081                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2082                 GL_LockArrays(0, 0);
2083
2084                 memset(&m, 0, sizeof(m));
2085                 m.pointer_vertex = rsurface_vertex3f;
2086                 m.tex[0] = R_GetTexture(basetexture);
2087                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2088                 m.texmatrix[0] = texture->currenttexmatrix;
2089                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2090                 {
2091                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2092 #ifdef USETEXMATRIX
2093                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2094                         m.texmatrix[1] = r_shadow_entitytolight;
2095 #else
2096                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2097                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2098 #endif
2099                 }
2100                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2101         }
2102         else
2103         {
2104                 // 2/2/2 2D combine path (any dot3 card)
2105                 memset(&m, 0, sizeof(m));
2106                 m.pointer_vertex = rsurface_vertex3f;
2107                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2108 #ifdef USETEXMATRIX
2109                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2110                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2111 #else
2112                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2113                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2114 #endif
2115                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2116 #ifdef USETEXMATRIX
2117                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2118                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2119 #else
2120                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2121                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2122 #endif
2123                 R_Mesh_State(&m);
2124                 GL_ColorMask(0,0,0,1);
2125                 GL_BlendFunc(GL_ONE, GL_ZERO);
2126                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2127                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2128                 GL_LockArrays(0, 0);
2129
2130                 memset(&m, 0, sizeof(m));
2131                 m.pointer_vertex = rsurface_vertex3f;
2132                 m.tex[0] = R_GetTexture(normalmaptexture);
2133                 m.texcombinergb[0] = GL_REPLACE;
2134                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2135                 m.texmatrix[0] = texture->currenttexmatrix;
2136                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2137                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2138                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2139                 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2140                 R_Mesh_State(&m);
2141                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2142                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2143                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2144                 GL_LockArrays(0, 0);
2145
2146                 memset(&m, 0, sizeof(m));
2147                 m.pointer_vertex = rsurface_vertex3f;
2148                 m.tex[0] = R_GetTexture(basetexture);
2149                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2150                 m.texmatrix[0] = texture->currenttexmatrix;
2151                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2152                 {
2153                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2154 #ifdef USETEXMATRIX
2155                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2156                         m.texmatrix[1] = r_shadow_entitytolight;
2157 #else
2158                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2159                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2160 #endif
2161                 }
2162                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2163         }
2164         // this final code is shared
2165         R_Mesh_State(&m);
2166         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2167         VectorScale(lightcolorbase, colorscale, color2);
2168         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2169         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2170         {
2171                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2172                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2173         }
2174         GL_LockArrays(0, 0);
2175 }
2176
2177 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2178 {
2179         int renders;
2180         float color2[3];
2181         rmeshstate_t m;
2182         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2183         // FIXME: detect blendsquare!
2184         //if (!gl_support_blendsquare)
2185         //      return;
2186         GL_Color(1,1,1,1);
2187         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2188         {
2189                 // 2/0/0/1/2 3D combine blendsquare path
2190                 memset(&m, 0, sizeof(m));
2191                 m.pointer_vertex = rsurface_vertex3f;
2192                 m.tex[0] = R_GetTexture(normalmaptexture);
2193                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2194                 m.texmatrix[0] = texture->currenttexmatrix;
2195                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2196                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2197                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2198                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2199                 R_Mesh_State(&m);
2200                 GL_ColorMask(0,0,0,1);
2201                 // this squares the result
2202                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2203                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2204                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2205                 GL_LockArrays(0, 0);
2206
2207                 memset(&m, 0, sizeof(m));
2208                 m.pointer_vertex = rsurface_vertex3f;
2209                 R_Mesh_State(&m);
2210                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2211                 // square alpha in framebuffer a few times to make it shiny
2212                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2213                 // these comments are a test run through this math for intensity 0.5
2214                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2215                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2216                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2217                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2218                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2219                 GL_LockArrays(0, 0);
2220
2221                 memset(&m, 0, sizeof(m));
2222                 m.pointer_vertex = rsurface_vertex3f;
2223                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2224 #ifdef USETEXMATRIX
2225                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2226                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2227 #else
2228                 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2229                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2230 #endif
2231                 R_Mesh_State(&m);
2232                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2233                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2234                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2235                 GL_LockArrays(0, 0);
2236
2237                 memset(&m, 0, sizeof(m));
2238                 m.pointer_vertex = rsurface_vertex3f;
2239                 m.tex[0] = R_GetTexture(glosstexture);
2240                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2241                 m.texmatrix[0] = texture->currenttexmatrix;
2242                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2243                 {
2244                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2245 #ifdef USETEXMATRIX
2246                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2247                         m.texmatrix[1] = r_shadow_entitytolight;
2248 #else
2249                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2250                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2251 #endif
2252                 }
2253                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2254         }
2255         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2256         {
2257                 // 2/0/0/2 3D combine blendsquare path
2258                 memset(&m, 0, sizeof(m));
2259                 m.pointer_vertex = rsurface_vertex3f;
2260                 m.tex[0] = R_GetTexture(normalmaptexture);
2261                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2262                 m.texmatrix[0] = texture->currenttexmatrix;
2263                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2264                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2265                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2266                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2267                 R_Mesh_State(&m);
2268                 GL_ColorMask(0,0,0,1);
2269                 // this squares the result
2270                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2271                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2272                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2273                 GL_LockArrays(0, 0);
2274
2275                 memset(&m, 0, sizeof(m));
2276                 m.pointer_vertex = rsurface_vertex3f;
2277                 R_Mesh_State(&m);
2278                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2279                 // square alpha in framebuffer a few times to make it shiny
2280                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2281                 // these comments are a test run through this math for intensity 0.5
2282                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2283                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2284                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2285                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2286                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2287                 GL_LockArrays(0, 0);
2288
2289                 memset(&m, 0, sizeof(m));
2290                 m.pointer_vertex = rsurface_vertex3f;
2291                 m.tex[0] = R_GetTexture(glosstexture);
2292                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2293                 m.texmatrix[0] = texture->currenttexmatrix;
2294                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2295 #ifdef USETEXMATRIX
2296                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2297                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2298 #else
2299                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2300                 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2301 #endif
2302                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2303         }
2304         else
2305         {
2306                 // 2/0/0/2/2 2D combine blendsquare path
2307                 memset(&m, 0, sizeof(m));
2308                 m.pointer_vertex = rsurface_vertex3f;
2309                 m.tex[0] = R_GetTexture(normalmaptexture);
2310                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2311                 m.texmatrix[0] = texture->currenttexmatrix;
2312                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2313                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2314                 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2315                 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2316                 R_Mesh_State(&m);
2317                 GL_ColorMask(0,0,0,1);
2318                 // this squares the result
2319                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2320                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2321                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2322                 GL_LockArrays(0, 0);
2323
2324                 memset(&m, 0, sizeof(m));
2325                 m.pointer_vertex = rsurface_vertex3f;
2326                 R_Mesh_State(&m);
2327                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2328                 // square alpha in framebuffer a few times to make it shiny
2329                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2330                 // these comments are a test run through this math for intensity 0.5
2331                 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2332                 // 0.25 * 0.25 = 0.0625 (this is another pass)
2333                 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2334                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2335                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2336                 GL_LockArrays(0, 0);
2337
2338                 memset(&m, 0, sizeof(m));
2339                 m.pointer_vertex = rsurface_vertex3f;
2340                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2341 #ifdef USETEXMATRIX
2342                 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2343                 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2344 #else
2345                 m.pointer_texcoord[0] = varray_texcoord2f[0];
2346                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2347 #endif
2348                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2349 #ifdef USETEXMATRIX
2350                 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2351                 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2352 #else
2353                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2354                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2355 #endif
2356                 R_Mesh_State(&m);
2357                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2358                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2359                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2360                 GL_LockArrays(0, 0);
2361
2362                 memset(&m, 0, sizeof(m));
2363                 m.pointer_vertex = rsurface_vertex3f;
2364                 m.tex[0] = R_GetTexture(glosstexture);
2365                 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2366                 m.texmatrix[0] = texture->currenttexmatrix;
2367                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2368                 {
2369                         m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2370 #ifdef USETEXMATRIX
2371                         m.pointer_texcoord3f[1] = rsurface_vertex3f;
2372                         m.texmatrix[1] = r_shadow_entitytolight;
2373 #else
2374                         m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2375                         R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2376 #endif
2377                 }
2378                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2379         }
2380         R_Mesh_State(&m);
2381         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2382         VectorScale(lightcolorbase, colorscale, color2);
2383         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2384         for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2385         {
2386                 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2387                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2388         }
2389         GL_LockArrays(0, 0);
2390 }
2391
2392 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2393 {
2394         // ARB path (any Geforce, any Radeon)
2395         int surfacelistindex;
2396         qboolean doambient = r_shadow_rtlight->ambientscale > 0;
2397         qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
2398         qboolean dospecular = specularscale > 0;
2399         if (!doambient && !dodiffuse && !dospecular)
2400                 return;
2401         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2402         {
2403                 const msurface_t *surface = surfacelist[surfacelistindex];
2404                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2405                 if (!rsurface_svector3f)
2406                 {
2407                         rsurface_svector3f = varray_svector3f;
2408                         rsurface_tvector3f = varray_tvector3f;
2409                         rsurface_normal3f = varray_normal3f;
2410                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2411                 }
2412                 if (doambient)
2413                         R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2414                 if (dodiffuse)
2415                         R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2416                 if (dopants)
2417                 {
2418                         if (doambient)
2419                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2420                         if (dodiffuse)
2421                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2422                 }
2423                 if (doshirt)
2424                 {
2425                         if (doambient)
2426                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2427                         if (dodiffuse)
2428                                 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2429                 }
2430                 if (dospecular)
2431                         R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2432         }
2433 }
2434
2435 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
2436 {
2437         int renders;
2438         const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2439         R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
2440         for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2441         {
2442                 int i;
2443                 float *c;
2444 #if 1
2445                 // due to low fillrate on the cards this vertex lighting path is
2446                 // designed for, we manually cull all triangles that do not
2447                 // contain a lit vertex
2448                 int draw;
2449                 const int *e;
2450                 int newnumtriangles;
2451                 int *newe;
2452                 int newelements[3072];
2453                 draw = false;
2454                 newnumtriangles = 0;
2455                 newe = newelements;
2456                 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2457                 {
2458                         if (newnumtriangles >= 1024)
2459                         {
2460                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2461                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2462                                 GL_LockArrays(0, 0);
2463                                 newnumtriangles = 0;
2464                                 newe = newelements;
2465                         }
2466                         if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2467                         {
2468                                 newe[0] = e[0];
2469                                 newe[1] = e[1];
2470                                 newe[2] = e[2];
2471                                 newnumtriangles++;
2472                                 newe += 3;
2473                                 draw = true;
2474                         }
2475                 }
2476                 if (newnumtriangles >= 1)
2477                 {
2478                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2479                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2480                         GL_LockArrays(0, 0);
2481                         draw = true;
2482                 }
2483                 if (!draw)
2484                         break;
2485 #else
2486                 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2487                         if (VectorLength2(c))
2488                                 goto goodpass;
2489                 break;
2490 goodpass:
2491                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2492                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2493                 GL_LockArrays(0, 0);
2494 #endif
2495                 // now reduce the intensity for the next overbright pass
2496                 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2497                 {
2498                         c[0] = max(0, c[0] - 1);
2499                         c[1] = max(0, c[1] - 1);
2500                         c[2] = max(0, c[2] - 1);
2501                 }
2502         }
2503 }
2504
2505 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2506 {
2507         int surfacelistindex;
2508         float ambientcolorbase[3], diffusecolorbase[3];
2509         float ambientcolorpants[3], diffusecolorpants[3];
2510         float ambientcolorshirt[3], diffusecolorshirt[3];
2511         rmeshstate_t m;
2512         VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
2513         VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
2514         VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
2515         VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
2516         VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
2517         VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
2518         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2519         memset(&m, 0, sizeof(m));
2520         m.tex[0] = R_GetTexture(basetexture);
2521         if (r_textureunits.integer >= 2)
2522         {
2523                 // voodoo2
2524                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2525 #ifdef USETEXMATRIX
2526                 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2527 #else
2528                 m.pointer_texcoord[1] = varray_texcoord2f[1];
2529                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2530 #endif
2531                 if (r_textureunits.integer >= 3)
2532                 {
2533                         // Geforce3/Radeon class but not using dot3
2534                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2535 #ifdef USETEXMATRIX
2536                         m.texmatrix[2] = r_shadow_entitytoattenuationz;
2537 #else
2538                         m.pointer_texcoord[2] = varray_texcoord2f[2];
2539                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2540 #endif
2541                 }
2542         }
2543         m.pointer_color = varray_color4f;
2544         R_Mesh_State(&m);
2545         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2546         {
2547                 const msurface_t *surface = surfacelist[surfacelistindex];
2548                 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2549                 if (!rsurface_svector3f)
2550                 {
2551                         rsurface_svector3f = varray_svector3f;
2552                         rsurface_tvector3f = varray_tvector3f;
2553                         rsurface_normal3f = varray_normal3f;
2554                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2555                 }
2556                 // OpenGL 1.1 path (anything)
2557                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2558                 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2559                 if (r_textureunits.integer >= 2)
2560                 {
2561                         // voodoo2 or TNT
2562 #ifdef USETEXMATRIX
2563                         R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2564 #else
2565                         R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2566 #endif
2567                         if (r_textureunits.integer >= 3)
2568                         {
2569                                 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2570 #ifdef USETEXMATRIX
2571                                 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2572 #else
2573                                 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2574 #endif
2575                         }
2576                 }
2577                 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2578                 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
2579                 if (dopants)
2580                 {
2581                         R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2582                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
2583                 }
2584                 if (doshirt)
2585                 {
2586                         R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2587                         R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
2588                 }
2589         }
2590 }
2591
2592 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2593 {
2594         // FIXME: support MATERIALFLAG_NODEPTHTEST
2595         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2596         rtexture_t *basetexture;
2597         rtexture_t *pantstexture;
2598         rtexture_t *shirttexture;
2599         rtexture_t *glosstexture;
2600         float specularscale;
2601         qboolean dopants, doshirt;
2602         glosstexture = r_texture_black;
2603         specularscale = 0;
2604         if (r_shadow_gloss.integer > 0)
2605         {
2606                 if (texture->skin.gloss)
2607                 {
2608                         if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2609                         {
2610                                 glosstexture = texture->skin.gloss;
2611                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2612                         }
2613                 }
2614                 else
2615                 {
2616                         if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2617                         {
2618                                 glosstexture = r_texture_white;
2619                                 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2620                         }
2621                 }
2622         }
2623         // calculate colors to render this texture with
2624         lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2625         lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2626         lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2627         if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2628                 return;
2629         if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2630                 qglDisable(GL_CULL_FACE);
2631         else
2632                 qglEnable(GL_CULL_FACE);
2633         dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
2634         doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2635         if (dopants + doshirt)
2636         {
2637                 if (dopants)
2638                 {
2639                         lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
2640                         lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
2641                         lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
2642                 }
2643                 else
2644                 {
2645                         pantstexture = r_texture_black;
2646                         VectorClear(lightcolorpants);
2647                 }
2648                 if (doshirt)
2649                 {
2650                         shirttexture = texture->skin.shirt;
2651                         lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
2652                         lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
2653                         lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
2654                 }
2655                 else
2656                 {
2657                         shirttexture = r_texture_black;
2658                         VectorClear(lightcolorshirt);
2659                 }
2660                 switch (r_shadow_rendermode)
2661                 {
2662                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2663                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2664                         break;
2665                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2666                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2667                         break;
2668                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2669                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2670                         break;
2671                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2672                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2673                         break;
2674                 default:
2675                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2676                         break;
2677                 }
2678         }
2679         else
2680         {
2681                 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2682                 switch (r_shadow_rendermode)
2683                 {
2684                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2685                         R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2686                         break;
2687                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2688                         R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2689                         break;
2690                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2691                         R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2692                         break;
2693                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2694                         R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2695                         break;
2696                 default:
2697                         Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2698                         break;
2699                 }
2700         }
2701 }
2702
2703 void R_RTLight_Update(dlight_t *light, int isstatic)
2704 {
2705         int j, k;
2706         float scale;
2707         rtlight_t *rtlight = &light->rtlight;
2708         R_RTLight_Uncompile(rtlight);
2709         memset(rtlight, 0, sizeof(*rtlight));
2710
2711         VectorCopy(light->origin, rtlight->shadoworigin);
2712         VectorCopy(light->color, rtlight->color);
2713         rtlight->radius = light->radius;
2714         //rtlight->cullradius = rtlight->radius;
2715         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2716         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2717         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2718         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2719         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2720         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2721         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2722         rtlight->cubemapname[0] = 0;
2723         if (light->cubemapname[0])
2724                 strcpy(rtlight->cubemapname, light->cubemapname);
2725         else if (light->cubemapnum > 0)
2726                 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2727         rtlight->shadow = light->shadow;
2728         rtlight->corona = light->corona;
2729         rtlight->style = light->style;
2730         rtlight->isstatic = isstatic;
2731         rtlight->coronasizescale = light->coronasizescale;
2732         rtlight->ambientscale = light->ambientscale;
2733         rtlight->diffusescale = light->diffusescale;
2734         rtlight->specularscale = light->specularscale;
2735         rtlight->flags = light->flags;
2736         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2737         // ConcatScale won't work here because this needs to scale rotate and
2738         // translate, not just rotate
2739         scale = 1.0f / rtlight->radius;
2740         for (k = 0;k < 3;k++)
2741                 for (j = 0;j < 4;j++)
2742                         rtlight->matrix_worldtolight.m[k][j] *= scale;
2743
2744         rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2745         rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2746         VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2747         rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2748 }
2749
2750 // compiles rtlight geometry
2751 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2752 void R_RTLight_Compile(rtlight_t *rtlight)
2753 {
2754         int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2755         entity_render_t *ent = r_refdef.worldentity;
2756         model_t *model = r_refdef.worldmodel;
2757         unsigned char *data;
2758
2759         // compile the light
2760         rtlight->compiled = true;
2761         rtlight->static_numleafs = 0;
2762         rtlight->static_numleafpvsbytes = 0;
2763         rtlight->static_leaflist = NULL;
2764         rtlight->static_leafpvs = NULL;
2765         rtlight->static_numsurfaces = 0;
2766         rtlight->static_surfacelist = NULL;
2767         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2768         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2769         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2770         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2771         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2772         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2773
2774         if (model && model->GetLightInfo)
2775         {
2776                 // this variable must be set for the CompileShadowVolume code
2777                 r_shadow_compilingrtlight = rtlight;
2778                 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2779                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2780                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2781                 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2782                 rtlight->static_numleafs = numleafs;
2783                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2784                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2785                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2786                 rtlight->static_numsurfaces = numsurfaces;
2787                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2788                 if (numleafs)
2789                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2790                 if (numleafpvsbytes)
2791                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2792                 if (numsurfaces)
2793                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2794                 if (model->CompileShadowVolume && rtlight->shadow)
2795                         model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2796                 // now we're done compiling the rtlight
2797                 r_shadow_compilingrtlight = NULL;
2798         }
2799
2800
2801         // use smallest available cullradius - box radius or light radius
2802         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2803         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2804
2805         shadowmeshes = 0;
2806         shadowtris = 0;
2807         if (rtlight->static_meshchain_shadow)
2808         {
2809                 shadowmesh_t *mesh;
2810                 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2811                 {
2812                         shadowmeshes++;
2813                         shadowtris += mesh->numtriangles;
2814                 }
2815         }
2816
2817         Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2818 }
2819
2820 void R_RTLight_Uncompile(rtlight_t *rtlight)
2821 {
2822         if (rtlight->compiled)
2823         {
2824                 if (rtlight->static_meshchain_shadow)
2825                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2826                 rtlight->static_meshchain_shadow = NULL;
2827                 // these allocations are grouped
2828                 if (rtlight->static_leaflist)
2829                         Mem_Free(rtlight->static_leaflist);
2830                 rtlight->static_numleafs = 0;
2831                 rtlight->static_numleafpvsbytes = 0;
2832                 rtlight->static_leaflist = NULL;
2833                 rtlight->static_leafpvs = NULL;
2834                 rtlight->static_numsurfaces = 0;
2835                 rtlight->static_surfacelist = NULL;
2836                 rtlight->compiled = false;
2837         }
2838 }
2839
2840 void R_Shadow_UncompileWorldLights(void)
2841 {
2842         dlight_t *light;
2843         for (light = r_shadow_worldlightchain;light;light = light->next)
2844                 R_RTLight_Uncompile(&light->rtlight);
2845 }
2846
2847 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2848 {
2849         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2850         vec_t relativeshadowradius;
2851         if (ent == r_refdef.worldentity)
2852         {
2853                 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2854                 {
2855                         shadowmesh_t *mesh;
2856                         R_Mesh_Matrix(&ent->matrix);
2857                         for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2858                         {
2859                                 renderstats.lights_shadowtriangles += mesh->numtriangles;
2860                                 R_Mesh_VertexPointer(mesh->vertex3f);
2861                                 GL_LockArrays(0, mesh->numverts);
2862                                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2863                                 {
2864                                         // decrement stencil if backface is behind depthbuffer
2865                                         qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2866                                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2867                                         R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2868                                         // increment stencil if frontface is behind depthbuffer
2869                                         qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2870                                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2871                                 }
2872                                 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2873                                 GL_LockArrays(0, 0);
2874                         }
2875                 }
2876                 else if (numsurfaces)
2877                 {
2878                         R_Mesh_Matrix(&ent->matrix);
2879                         ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2880                 }
2881         }
2882         else
2883         {
2884                 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2885                 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2886                 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2887                 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2888                 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2889                 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2890                 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2891                 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2892                 R_Mesh_Matrix(&ent->matrix);
2893                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2894         }
2895 }
2896
2897 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2898 {
2899         // set up properties for rendering light onto this entity
2900         Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2901         Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2902         Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2903         Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2904         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2905         R_Mesh_Matrix(&ent->matrix);
2906 }
2907
2908 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2909 {
2910         R_Shadow_SetupEntityLight(ent);
2911         if (ent == r_refdef.worldentity)
2912                 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2913         else
2914                 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2915 }
2916
2917 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2918 {
2919         int i, usestencil;
2920         float f;
2921         int numleafs, numsurfaces;
2922         int *leaflist, *surfacelist;
2923         unsigned char *leafpvs;
2924         int numlightentities;
2925         int numshadowentities;
2926         entity_render_t *lightentities[MAX_EDICTS];
2927         entity_render_t *shadowentities[MAX_EDICTS];
2928
2929         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2930         // skip lights that are basically invisible (color 0 0 0)
2931         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2932                 return;
2933
2934         // loading is done before visibility checks because loading should happen
2935         // all at once at the start of a level, not when it stalls gameplay.
2936         // (especially important to benchmarks)
2937         // compile light
2938         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2939                 R_RTLight_Compile(rtlight);
2940         // load cubemap
2941         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2942
2943         // look up the light style value at this time
2944         f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2945         VectorScale(rtlight->color, f, rtlight->currentcolor);
2946         /*
2947         if (rtlight->selected)
2948         {
2949                 f = 2 + sin(realtime * M_PI * 4.0);
2950                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2951         }
2952         */
2953
2954         // if lightstyle is currently off, don't draw the light
2955         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2956                 return;
2957
2958         // if the light box is offscreen, skip it
2959         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2960                 return;
2961
2962         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2963         {
2964                 // compiled light, world available and can receive realtime lighting
2965                 // retrieve leaf information
2966                 numleafs = rtlight->static_numleafs;
2967                 leaflist = rtlight->static_leaflist;
2968                 leafpvs = rtlight->static_leafpvs;
2969                 numsurfaces = rtlight->static_numsurfaces;
2970                 surfacelist = rtlight->static_surfacelist;
2971         }
2972         else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2973         {
2974                 // dynamic light, world available and can receive realtime lighting
2975                 // calculate lit surfaces and leafs
2976                 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2977                 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2978                 leaflist = r_shadow_buffer_leaflist;
2979                 leafpvs = r_shadow_buffer_leafpvs;
2980                 surfacelist = r_shadow_buffer_surfacelist;
2981                 // if the reduced leaf bounds are offscreen, skip it
2982                 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2983                         return;
2984         }
2985         else
2986         {
2987                 // no world
2988                 numleafs = 0;
2989                 leaflist = NULL;
2990                 leafpvs = NULL;
2991                 numsurfaces = 0;
2992                 surfacelist = NULL;
2993         }
2994         // check if light is illuminating any visible leafs
2995         if (numleafs)
2996         {
2997                 for (i = 0;i < numleafs;i++)
2998                         if (r_worldleafvisible[leaflist[i]])
2999                                 break;
3000                 if (i == numleafs)
3001                         return;
3002         }
3003         // set up a scissor rectangle for this light
3004         if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
3005                 return;
3006
3007         // make a list of lit entities and shadow casting entities
3008         numlightentities = 0;
3009         numshadowentities = 0;
3010         // don't count the world unless some surfaces are actually lit
3011         if (numsurfaces)
3012         {
3013                 lightentities[numlightentities++] = r_refdef.worldentity;
3014                 shadowentities[numshadowentities++] = r_refdef.worldentity;
3015         }
3016         // add dynamic entities that are lit by the light
3017         if (r_drawentities.integer)
3018         {
3019                 for (i = 0;i < r_refdef.numentities;i++)
3020                 {
3021                         entity_render_t *ent = r_refdef.entities[i];
3022                         if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
3023                          && ent->model
3024                          && !(ent->flags & RENDER_TRANSPARENT)
3025                          && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
3026                         {
3027                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3028                                 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
3029                                         shadowentities[numshadowentities++] = ent;
3030                                 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
3031                                         lightentities[numlightentities++] = ent;
3032                         }
3033                 }
3034         }
3035
3036         // return if there's nothing at all to light
3037         if (!numlightentities)
3038                 return;
3039
3040         // don't let sound skip if going slow
3041         if (r_refdef.extraupdate)
3042                 S_ExtraUpdate ();
3043
3044         // make this the active rtlight for rendering purposes
3045         R_Shadow_RenderMode_ActiveLight(rtlight);
3046         // count this light in the r_speeds
3047         renderstats.lights++;
3048
3049         usestencil = false;
3050         if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3051         {
3052                 // draw stencil shadow volumes to mask off pixels that are in shadow
3053                 // so that they won't receive lighting
3054                 if (gl_stencil)
3055                 {
3056                         usestencil = true;
3057                         R_Shadow_RenderMode_StencilShadowVolumes();
3058                         for (i = 0;i < numshadowentities;i++)
3059                                 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3060                 }
3061
3062                 // optionally draw visible shape of the shadow volumes
3063                 // for performance analysis by level designers
3064                 if (r_showshadowvolumes.integer)
3065                 {
3066                         R_Shadow_RenderMode_VisibleShadowVolumes();
3067                         for (i = 0;i < numshadowentities;i++)
3068                                 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3069                 }
3070         }
3071
3072         if (numlightentities)
3073         {
3074                 // draw lighting in the unmasked areas
3075                 R_Shadow_RenderMode_Lighting(usestencil, false);
3076                 for (i = 0;i < numlightentities;i++)
3077                         R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3078
3079                 // optionally draw the illuminated areas
3080                 // for performance analysis by level designers
3081                 if (r_showlighting.integer)
3082                 {
3083                         R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
3084                         for (i = 0;i < numlightentities;i++)
3085                                 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3086                 }
3087         }
3088 }
3089
3090 void R_ShadowVolumeLighting(qboolean visible)
3091 {
3092         int lnum, flag;
3093         dlight_t *light;
3094
3095         if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3096                 R_Shadow_EditLights_Reload_f();
3097
3098         R_Shadow_RenderMode_Begin();
3099
3100         flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3101         if (r_shadow_debuglight.integer >= 0)
3102         {
3103                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3104                         if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3105                                 R_DrawRTLight(&light->rtlight, visible);
3106         }
3107         else
3108                 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3109                         if (light->flags & flag)
3110                                 R_DrawRTLight(&light->rtlight, visible);
3111         if (r_rtdlight)
3112                 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3113                         R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3114
3115         R_Shadow_RenderMode_End();
3116 }
3117
3118 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3119 typedef struct suffixinfo_s
3120 {
3121         char *suffix;
3122         qboolean flipx, flipy, flipdiagonal;
3123 }
3124 suffixinfo_t;
3125 static suffixinfo_t suffix[3][6] =
3126 {
3127         {
3128                 {"px",   false, false, false},
3129                 {"nx",   false, false, false},
3130                 {"py",   false, false, false},
3131                 {"ny",   false, false, false},
3132                 {"pz",   false, false, false},
3133                 {"nz",   false, false, false}
3134         },
3135         {
3136                 {"posx", false, false, false},
3137                 {"negx", false, false, false},
3138                 {"posy", false, false, false},
3139                 {"negy", false, false, false},
3140                 {"posz", false, false, false},
3141                 {"negz", false, false, false}
3142         },
3143         {
3144                 {"rt",    true, false,  true},
3145                 {"lf",   false,  true,  true},
3146                 {"ft",    true,  true, false},
3147                 {"bk",   false, false, false},
3148                 {"up",    true, false,  true},
3149                 {"dn",    true, false,  true}
3150         }
3151 };
3152
3153 static int componentorder[4] = {0, 1, 2, 3};
3154
3155 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3156 {
3157         int i, j, cubemapsize;
3158         unsigned char *cubemappixels, *image_rgba;
3159         rtexture_t *cubemaptexture;
3160         char name[256];
3161         // must start 0 so the first loadimagepixels has no requested width/height
3162         cubemapsize = 0;
3163         cubemappixels = NULL;
3164         cubemaptexture = NULL;
3165         // keep trying different suffix groups (posx, px, rt) until one loads
3166         for (j = 0;j < 3 && !cubemappixels;j++)
3167         {
3168                 // load the 6 images in the suffix group
3169                 for (i = 0;i < 6;i++)
3170                 {
3171                         // generate an image name based on the base and and suffix
3172                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3173                         // load it
3174                         if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3175                         {
3176                                 // an image loaded, make sure width and height are equal
3177                                 if (image_width == image_height)
3178                                 {
3179                                         // if this is the first image to load successfully, allocate the cubemap memory
3180                                         if (!cubemappixels && image_width >= 1)
3181                                         {
3182                                                 cubemapsize = image_width;
3183                                                 // note this clears to black, so unavailable sides are black
3184                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3185                                         }
3186                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3187                                         if (cubemappixels)
3188                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3189                                 }
3190                                 else
3191                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3192                                 // free the image
3193                                 Mem_Free(image_rgba);
3194                         }
3195                 }
3196         }
3197         // if a cubemap loaded, upload it
3198         if (cubemappixels)
3199         {
3200                 if (!r_shadow_filters_texturepool)
3201                         r_shadow_filters_texturepool = R_AllocTexturePool();
3202                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3203                 Mem_Free(cubemappixels);
3204         }
3205         else
3206         {
3207                 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3208                 for (j = 0;j < 3;j++)
3209                         for (i = 0;i < 6;i++)
3210                                 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3211                 Con_Print(" and was unable to find any of them.\n");
3212         }
3213         return cubemaptexture;
3214 }
3215
3216 rtexture_t *R_Shadow_Cubemap(const char *basename)
3217 {
3218         int i;
3219         for (i = 0;i < numcubemaps;i++)
3220                 if (!strcasecmp(cubemaps[i].basename, basename))
3221                         return cubemaps[i].texture;
3222         if (i >= MAX_CUBEMAPS)
3223                 return r_texture_whitecube;
3224         numcubemaps++;
3225         strcpy(cubemaps[i].basename, basename);
3226         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3227         if (!cubemaps[i].texture)
3228                 cubemaps[i].texture = r_texture_whitecube;
3229         return cubemaps[i].texture;
3230 }
3231
3232 void R_Shadow_FreeCubemaps(void)
3233 {
3234         numcubemaps = 0;
3235         R_FreeTexturePool(&r_shadow_filters_texturepool);
3236 }
3237
3238 dlight_t *R_Shadow_NewWorldLight(void)
3239 {
3240         dlight_t *light;
3241         light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3242         light->next = r_shadow_worldlightchain;
3243         r_shadow_worldlightchain = light;
3244         return light;
3245 }
3246
3247 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3248 {
3249         VectorCopy(origin, light->origin);
3250         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3251         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3252         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3253         light->color[0] = max(color[0], 0);
3254         light->color[1] = max(color[1], 0);
3255         light->color[2] = max(color[2], 0);
3256         light->radius = max(radius, 0);
3257         light->style = style;
3258         if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3259         {
3260                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3261                 light->style = 0;
3262         }
3263         light->shadow = shadowenable;
3264         light->corona = corona;
3265         if (!cubemapname)
3266                 cubemapname = "";
3267         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3268         light->coronasizescale = coronasizescale;
3269         light->ambientscale = ambientscale;
3270         light->diffusescale = diffusescale;
3271         light->specularscale = specularscale;
3272         light->flags = flags;
3273         Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3274
3275         R_RTLight_Update(light, true);
3276 }
3277
3278 void R_Shadow_FreeWorldLight(dlight_t *light)
3279 {
3280         dlight_t **lightpointer;
3281         R_RTLight_Uncompile(&light->rtlight);
3282         for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3283         if (*lightpointer != light)
3284                 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3285         *lightpointer = light->next;
3286         Mem_Free(light);
3287 }
3288
3289 void R_Shadow_ClearWorldLights(void)
3290 {
3291         while (r_shadow_worldlightchain)
3292                 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3293         r_shadow_selectedlight = NULL;
3294         R_Shadow_FreeCubemaps();
3295 }
3296
3297 void R_Shadow_SelectLight(dlight_t *light)
3298 {
3299         if (r_shadow_selectedlight)
3300                 r_shadow_selectedlight->selected = false;
3301         r_shadow_selectedlight = light;
3302         if (r_shadow_selectedlight)
3303                 r_shadow_selectedlight->selected = true;
3304 }
3305
3306 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3307 {
3308         float scale = r_editlights_cursorgrid.value * 0.5f;
3309         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[0]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3310 }
3311
3312 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3313 {
3314         float intensity;
3315         const dlight_t *light = (dlight_t *)ent;
3316         intensity = 0.5;
3317         if (light->selected)
3318                 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3319         if (!light->shadow)
3320                 intensity *= 0.5f;
3321         R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacenumber]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3322 }
3323
3324 void R_Shadow_DrawLightSprites(void)
3325 {
3326         int i;
3327         dlight_t *light;
3328
3329         for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3330                 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % NUMCROSSHAIRS, &light->rtlight);
3331         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3332 }
3333
3334 void R_Shadow_SelectLightInView(void)
3335 {
3336         float bestrating, rating, temp[3];
3337         dlight_t *best, *light;
3338         best = NULL;
3339         bestrating = 0;
3340         for (light = r_shadow_worldlightchain;light;light = light->next)
3341         {
3342                 VectorSubtract(light->origin, r_vieworigin, temp);
3343                 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3344                 if (rating >= 0.95)
3345                 {
3346                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3347                         if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3348                         {
3349                                 bestrating = rating;
3350                                 best = light;
3351                         }
3352                 }
3353         }
3354         R_Shadow_SelectLight(best);
3355 }
3356
3357 void R_Shadow_LoadWorldLights(void)
3358 {
3359         int n, a, style, shadow, flags;
3360         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3361         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3362         if (r_refdef.worldmodel == NULL)
3363         {
3364                 Con_Print("No map loaded.\n");
3365                 return;
3366         }
3367         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3368         strlcat (name, ".rtlights", sizeof (name));
3369         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3370         if (lightsstring)
3371         {
3372                 s = lightsstring;
3373                 n = 0;
3374                 while (*s)
3375                 {
3376                         t = s;
3377                         /*
3378                         shadow = true;
3379                         for (;COM_Parse(t, true) && strcmp(
3380                         if (COM_Parse(t, true))
3381                         {
3382                                 if (com_token[0] == '!')
3383                                 {
3384                                         shadow = false;
3385                                         origin[0] = atof(com_token+1);
3386                                 }
3387                                 else
3388                                         origin[0] = atof(com_token);
3389                                 if (Com_Parse(t
3390                         }
3391                         */
3392                         t = s;
3393                         while (*s && *s != '\n' && *s != '\r')
3394                                 s++;
3395                         if (!*s)
3396                                 break;
3397                         tempchar = *s;
3398                         shadow = true;
3399                         // check for modifier flags
3400                         if (*t == '!')
3401                         {
3402                                 shadow = false;
3403                                 t++;
3404                         }
3405                         *s = 0;
3406                         a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3407                         *s = tempchar;
3408                         if (a < 18)
3409                                 flags = LIGHTFLAG_REALTIMEMODE;
3410                         if (a < 17)
3411                                 specularscale = 1;
3412                         if (a < 16)
3413                                 diffusescale = 1;
3414                         if (a < 15)
3415                                 ambientscale = 0;
3416                         if (a < 14)
3417                                 coronasizescale = 0.25f;
3418                         if (a < 13)
3419                                 VectorClear(angles);
3420                         if (a < 10)
3421                                 corona = 0;
3422                         if (a < 9 || !strcmp(cubemapname, "\"\""))
3423                                 cubemapname[0] = 0;
3424                         // remove quotes on cubemapname
3425                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3426                         {
3427                                 cubemapname[strlen(cubemapname)-1] = 0;
3428                                 strcpy(cubemapname, cubemapname + 1);
3429                         }
3430                         if (a < 8)
3431                         {
3432                                 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3433                                 break;
3434                         }
3435                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3436                         if (*s == '\r')
3437                                 s++;
3438                         if (*s == '\n')
3439                                 s++;
3440                         n++;
3441                 }
3442                 if (*s)
3443                         Con_Printf("invalid rtlights file \"%s\"\n", name);
3444                 Mem_Free(lightsstring);
3445         }
3446 }
3447
3448 void R_Shadow_SaveWorldLights(void)
3449 {
3450         dlight_t *light;
3451         size_t bufchars, bufmaxchars;
3452         char *buf, *oldbuf;
3453         char name[MAX_QPATH];
3454         char line[MAX_INPUTLINE];
3455         if (!r_shadow_worldlightchain)
3456                 return;
3457         if (r_refdef.worldmodel == NULL)
3458         {
3459                 Con_Print("No map loaded.\n");
3460                 return;
3461         }
3462         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3463         strlcat (name, ".rtlights", sizeof (name));
3464         bufchars = bufmaxchars = 0;
3465         buf = NULL;
3466         for (light = r_shadow_worldlightchain;light;light = light->next)
3467         {
3468                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3469                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3470                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3471                         sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3472                 else
3473                         sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3474                 if (bufchars + strlen(line) > bufmaxchars)
3475                 {
3476                         bufmaxchars = bufchars + strlen(line) + 2048;
3477                         oldbuf = buf;
3478                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3479                         if (oldbuf)
3480                         {
3481                                 if (bufchars)
3482                                         memcpy(buf, oldbuf, bufchars);
3483                                 Mem_Free(oldbuf);
3484                         }
3485                 }
3486                 if (strlen(line))
3487                 {
3488                         memcpy(buf + bufchars, line, strlen(line));
3489                         bufchars += strlen(line);
3490                 }
3491         }
3492         if (bufchars)
3493                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3494         if (buf)
3495                 Mem_Free(buf);
3496 }
3497
3498 void R_Shadow_LoadLightsFile(void)
3499 {
3500         int n, a, style;
3501         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3502         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3503         if (r_refdef.worldmodel == NULL)
3504         {
3505                 Con_Print("No map loaded.\n");
3506                 return;
3507         }
3508         FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3509         strlcat (name, ".lights", sizeof (name));
3510         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3511         if (lightsstring)
3512         {
3513                 s = lightsstring;
3514                 n = 0;
3515                 while (*s)
3516                 {
3517                         t = s;
3518                         while (*s && *s != '\n' && *s != '\r')
3519                                 s++;
3520                         if (!*s)
3521                                 break;
3522                         tempchar = *s;
3523                         *s = 0;
3524                         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);
3525                         *s = tempchar;
3526                         if (a < 14)
3527                         {
3528                                 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);
3529                                 break;
3530                         }
3531                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3532                         radius = bound(15, radius, 4096);
3533                         VectorScale(color, (2.0f / (8388608.0f)), color);
3534                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3535                         if (*s == '\r')
3536                                 s++;
3537                         if (*s == '\n')
3538                                 s++;
3539                         n++;
3540                 }
3541                 if (*s)
3542                         Con_Printf("invalid lights file \"%s\"\n", name);
3543                 Mem_Free(lightsstring);
3544         }
3545 }
3546
3547 // tyrlite/hmap2 light types in the delay field
3548 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3549
3550 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3551 {
3552         int entnum, style, islight, skin, pflags, effects, type, n;
3553         char *entfiledata;
3554         const char *data;
3555         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3556         char key[256], value[MAX_INPUTLINE];
3557
3558         if (r_refdef.worldmodel == NULL)
3559         {
3560                 Con_Print("No map loaded.\n");
3561                 return;
3562         }
3563         // try to load a .ent file first
3564         FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3565         strlcat (key, ".ent", sizeof (key));
3566         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3567         // and if that is not found, fall back to the bsp file entity string
3568         if (!data)
3569                 data = r_refdef.worldmodel->brush.entities;
3570         if (!data)
3571                 return;
3572         for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3573         {
3574                 type = LIGHTTYPE_MINUSX;
3575                 origin[0] = origin[1] = origin[2] = 0;
3576                 originhack[0] = originhack[1] = originhack[2] = 0;
3577                 angles[0] = angles[1] = angles[2] = 0;
3578                 color[0] = color[1] = color[2] = 1;
3579                 light[0] = light[1] = light[2] = 1;light[3] = 300;
3580                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3581                 fadescale = 1;
3582                 lightscale = 1;
3583                 style = 0;
3584                 skin = 0;
3585                 pflags = 0;
3586                 effects = 0;
3587                 islight = false;
3588                 while (1)
3589                 {
3590                         if (!COM_ParseToken(&data, false))
3591                                 break; // error
3592                         if (com_token[0] == '}')
3593                                 break; // end of entity
3594                         if (com_token[0] == '_')
3595                                 strcpy(key, com_token + 1);
3596                         else
3597                                 strcpy(key, com_token);
3598                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
3599                                 key[strlen(key)-1] = 0;
3600                         if (!COM_ParseToken(&data, false))
3601                                 break; // error
3602                         strcpy(value, com_token);
3603
3604                         // now that we have the key pair worked out...
3605                         if (!strcmp("light", key))
3606                         {
3607                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3608                                 if (n == 1)
3609                                 {
3610                                         // quake
3611                                         light[0] = vec[0] * (1.0f / 256.0f);
3612                                         light[1] = vec[0] * (1.0f / 256.0f);
3613                                         light[2] = vec[0] * (1.0f / 256.0f);
3614                                         light[3] = vec[0];
3615                                 }
3616                                 else if (n == 4)
3617                                 {
3618                                         // halflife
3619                                         light[0] = vec[0] * (1.0f / 255.0f);
3620                                         light[1] = vec[1] * (1.0f / 255.0f);
3621                                         light[2] = vec[2] * (1.0f / 255.0f);
3622                                         light[3] = vec[3];
3623                                 }
3624                         }
3625                         else if (!strcmp("delay", key))
3626                                 type = atoi(value);
3627                         else if (!strcmp("origin", key))
3628                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3629                         else if (!strcmp("angle", key))
3630                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3631                         else if (!strcmp("angles", key))
3632                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3633                         else if (!strcmp("color", key))
3634                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3635                         else if (!strcmp("wait", key))
3636                                 fadescale = atof(value);
3637                         else if (!strcmp("classname", key))
3638                         {
3639                                 if (!strncmp(value, "light", 5))
3640                                 {
3641                                         islight = true;
3642                                         if (!strcmp(value, "light_fluoro"))
3643                                         {
3644                                                 originhack[0] = 0;
3645                                                 originhack[1] = 0;
3646                                                 originhack[2] = 0;
3647                                                 overridecolor[0] = 1;
3648                                                 overridecolor[1] = 1;
3649                                                 overridecolor[2] = 1;
3650                                         }
3651                                         if (!strcmp(value, "light_fluorospark"))
3652                                         {
3653                                                 originhack[0] = 0;
3654                                                 originhack[1] = 0;
3655                                                 originhack[2] = 0;
3656                                                 overridecolor[0] = 1;
3657                                                 overridecolor[1] = 1;
3658                                                 overridecolor[2] = 1;
3659                                         }
3660                                         if (!strcmp(value, "light_globe"))
3661                                         {
3662                                                 originhack[0] = 0;
3663                                                 originhack[1] = 0;
3664                                                 originhack[2] = 0;
3665                                                 overridecolor[0] = 1;
3666                                                 overridecolor[1] = 0.8;
3667                                                 overridecolor[2] = 0.4;
3668                                         }
3669                                         if (!strcmp(value, "light_flame_large_yellow"))
3670                                         {
3671                                                 originhack[0] = 0;
3672                                                 originhack[1] = 0;
3673                                                 originhack[2] = 0;
3674                                                 overridecolor[0] = 1;
3675                                                 overridecolor[1] = 0.5;
3676                                                 overridecolor[2] = 0.1;
3677                                         }
3678                                         if (!strcmp(value, "light_flame_small_yellow"))
3679                                         {
3680                                                 originhack[0] = 0;
3681                                                 originhack[1] = 0;
3682                                                 originhack[2] = 0;
3683                                                 overridecolor[0] = 1;
3684                                                 overridecolor[1] = 0.5;
3685                                                 overridecolor[2] = 0.1;
3686                                         }
3687                                         if (!strcmp(value, "light_torch_small_white"))
3688                                         {
3689                                                 originhack[0] = 0;
3690                                                 originhack[1] = 0;
3691                                                 originhack[2] = 0;
3692                                                 overridecolor[0] = 1;
3693                                                 overridecolor[1] = 0.5;
3694                                                 overridecolor[2] = 0.1;
3695                                         }
3696                                         if (!strcmp(value, "light_torch_small_walltorch"))
3697                                         {
3698                                                 originhack[0] = 0;
3699                                                 originhack[1] = 0;
3700                                                 originhack[2] = 0;
3701                                                 overridecolor[0] = 1;
3702                                                 overridecolor[1] = 0.5;
3703                                                 overridecolor[2] = 0.1;
3704                                         }
3705                                 }
3706                         }
3707                         else if (!strcmp("style", key))
3708                                 style = atoi(value);
3709                         else if (!strcmp("skin", key))
3710                                 skin = (int)atof(value);
3711                         else if (!strcmp("pflags", key))
3712                                 pflags = (int)atof(value);
3713                         else if (!strcmp("effects", key))
3714                                 effects = (int)atof(value);
3715                         else if (r_refdef.worldmodel->type == mod_brushq3)
3716                         {
3717                                 if (!strcmp("scale", key))
3718                                         lightscale = atof(value);
3719                                 if (!strcmp("fade", key))
3720                                         fadescale = atof(value);
3721                         }
3722                 }
3723                 if (!islight)
3724                         continue;
3725                 if (lightscale <= 0)
3726                         lightscale = 1;
3727                 if (fadescale <= 0)
3728                         fadescale = 1;
3729                 if (color[0] == color[1] && color[0] == color[2])
3730                 {
3731                         color[0] *= overridecolor[0];
3732                         color[1] *= overridecolor[1];
3733                         color[2] *= overridecolor[2];
3734                 }
3735                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3736                 color[0] = color[0] * light[0];
3737                 color[1] = color[1] * light[1];
3738                 color[2] = color[2] * light[2];
3739                 switch (type)
3740                 {
3741                 case LIGHTTYPE_MINUSX:
3742                         break;
3743                 case LIGHTTYPE_RECIPX:
3744                         radius *= 2;
3745                         VectorScale(color, (1.0f / 16.0f), color);
3746                         break;
3747                 case LIGHTTYPE_RECIPXX:
3748                         radius *= 2;
3749                         VectorScale(color, (1.0f / 16.0f), color);
3750                         break;
3751                 default:
3752                 case LIGHTTYPE_NONE:
3753                         break;
3754                 case LIGHTTYPE_SUN:
3755                         break;
3756                 case LIGHTTYPE_MINUSXX:
3757                         break;
3758                 }
3759                 VectorAdd(origin, originhack, origin);
3760                 if (radius >= 1)
3761                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3762         }
3763         if (entfiledata)
3764                 Mem_Free(entfiledata);
3765 }
3766
3767
3768 void R_Shadow_SetCursorLocationForView(void)
3769 {
3770         vec_t dist, push;
3771         vec3_t dest, endpos;
3772         trace_t trace;
3773         VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3774         trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3775         if (trace.fraction < 1)
3776         {
3777                 dist = trace.fraction * r_editlights_cursordistance.value;
3778                 push = r_editlights_cursorpushback.value;
3779                 if (push > dist)
3780                         push = dist;
3781                 push = -push;
3782                 VectorMA(trace.endpos, push, r_viewforward, endpos);
3783                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3784         }
3785         else
3786         {
3787                 VectorClear( endpos );
3788         }
3789         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3790         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3791         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3792 }
3793
3794 void R_Shadow_UpdateWorldLightSelection(void)
3795 {
3796         if (r_editlights.integer)
3797         {
3798                 R_Shadow_SetCursorLocationForView();
3799                 R_Shadow_SelectLightInView();
3800                 R_Shadow_DrawLightSprites();
3801         }
3802         else
3803                 R_Shadow_SelectLight(NULL);
3804 }
3805
3806 void R_Shadow_EditLights_Clear_f(void)
3807 {
3808         R_Shadow_ClearWorldLights();
3809 }
3810
3811 void R_Shadow_EditLights_Reload_f(void)
3812 {
3813         if (!r_refdef.worldmodel)
3814                 return;
3815         strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3816         R_Shadow_ClearWorldLights();
3817         R_Shadow_LoadWorldLights();
3818         if (r_shadow_worldlightchain == NULL)
3819         {
3820                 R_Shadow_LoadLightsFile();
3821                 if (r_shadow_worldlightchain == NULL)
3822                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3823         }
3824 }
3825
3826 void R_Shadow_EditLights_Save_f(void)
3827 {
3828         if (!r_refdef.worldmodel)
3829                 return;
3830         R_Shadow_SaveWorldLights();
3831 }
3832
3833 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3834 {
3835         R_Shadow_ClearWorldLights();
3836         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3837 }
3838
3839 void R_Shadow_EditLights_ImportLightsFile_f(void)
3840 {
3841         R_Shadow_ClearWorldLights();
3842         R_Shadow_LoadLightsFile();
3843 }
3844
3845 void R_Shadow_EditLights_Spawn_f(void)
3846 {
3847         vec3_t color;
3848         if (!r_editlights.integer)
3849         {
3850                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3851                 return;
3852         }
3853         if (Cmd_Argc() != 1)
3854         {
3855                 Con_Print("r_editlights_spawn does not take parameters\n");
3856                 return;
3857         }
3858         color[0] = color[1] = color[2] = 1;
3859         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3860 }
3861
3862 void R_Shadow_EditLights_Edit_f(void)
3863 {
3864         vec3_t origin, angles, color;
3865         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3866         int style, shadows, flags, normalmode, realtimemode;
3867         char cubemapname[MAX_INPUTLINE];
3868         if (!r_editlights.integer)
3869         {
3870                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
3871                 return;
3872         }
3873         if (!r_shadow_selectedlight)
3874         {
3875                 Con_Print("No selected light.\n");
3876                 return;
3877         }
3878         VectorCopy(r_shadow_selectedlight->origin, origin);
3879         VectorCopy(r_shadow_selectedlight->angles, angles);
3880         VectorCopy(r_shadow_selectedlight->color, color);
3881         radius = r_shadow_selectedlight->radius;
3882         style = r_shadow_selectedlight->style;
3883         if (r_shadow_selectedlight->cubemapname)
3884                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3885         else
3886                 cubemapname[0] = 0;
3887         shadows = r_shadow_selectedlight->shadow;
3888         corona = r_shadow_selectedlight->corona;
3889         coronasizescale = r_shadow_selectedlight->coronasizescale;
3890         ambientscale = r_shadow_selectedlight->ambientscale;
3891         diffusescale = r_shadow_selectedlight->diffusescale;
3892         specularscale = r_shadow_selectedlight->specularscale;
3893         flags = r_shadow_selectedlight->flags;
3894         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3895         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3896         if (!strcmp(Cmd_Argv(1), "origin"))
3897         {
3898                 if (Cmd_Argc() != 5)
3899                 {
3900                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3901                         return;
3902                 }
3903                 origin[0] = atof(Cmd_Argv(2));
3904                 origin[1] = atof(Cmd_Argv(3));
3905                 origin[2] = atof(Cmd_Argv(4));
3906         }
3907         else if (!strcmp(Cmd_Argv(1), "originx"))
3908         {
3909                 if (Cmd_Argc() != 3)
3910                 {
3911                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3912                         return;
3913                 }
3914                 origin[0] = atof(Cmd_Argv(2));
3915         }
3916         else if (!strcmp(Cmd_Argv(1), "originy"))
3917         {
3918                 if (Cmd_Argc() != 3)
3919                 {
3920                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3921                         return;
3922                 }
3923                 origin[1] = atof(Cmd_Argv(2));
3924         }
3925         else if (!strcmp(Cmd_Argv(1), "originz"))
3926         {
3927                 if (Cmd_Argc() != 3)
3928                 {
3929                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3930                         return;
3931                 }
3932                 origin[2] = atof(Cmd_Argv(2));
3933         }
3934         else if (!strcmp(Cmd_Argv(1), "move"))
3935         {
3936                 if (Cmd_Argc() != 5)
3937                 {
3938                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3939                         return;
3940                 }
3941                 origin[0] += atof(Cmd_Argv(2));
3942                 origin[1] += atof(Cmd_Argv(3));
3943                 origin[2] += atof(Cmd_Argv(4));
3944         }
3945         else if (!strcmp(Cmd_Argv(1), "movex"))
3946         {
3947                 if (Cmd_Argc() != 3)
3948                 {
3949                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3950                         return;
3951                 }
3952                 origin[0] += atof(Cmd_Argv(2));
3953         }
3954         else if (!strcmp(Cmd_Argv(1), "movey"))
3955         {
3956                 if (Cmd_Argc() != 3)
3957                 {
3958                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3959                         return;
3960                 }
3961                 origin[1] += atof(Cmd_Argv(2));
3962         }
3963         else if (!strcmp(Cmd_Argv(1), "movez"))
3964         {
3965                 if (Cmd_Argc() != 3)
3966                 {
3967                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3968                         return;
3969                 }
3970                 origin[2] += atof(Cmd_Argv(2));
3971         }
3972         else if (!strcmp(Cmd_Argv(1), "angles"))
3973         {
3974                 if (Cmd_Argc() != 5)
3975                 {
3976                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3977                         return;
3978                 }
3979                 angles[0] = atof(Cmd_Argv(2));
3980                 angles[1] = atof(Cmd_Argv(3));
3981                 angles[2] = atof(Cmd_Argv(4));
3982         }
3983         else if (!strcmp(Cmd_Argv(1), "anglesx"))
3984         {
3985                 if (Cmd_Argc() != 3)
3986                 {
3987                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3988                         return;
3989                 }
3990                 angles[0] = atof(Cmd_Argv(2));
3991         }
3992         else if (!strcmp(Cmd_Argv(1), "anglesy"))
3993         {
3994                 if (Cmd_Argc() != 3)
3995                 {
3996                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3997                         return;
3998                 }
3999                 angles[1] = atof(Cmd_Argv(2));
4000         }
4001         else if (!strcmp(Cmd_Argv(1), "anglesz"))
4002         {
4003                 if (Cmd_Argc() != 3)
4004                 {
4005                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4006                         return;
4007                 }
4008                 angles[2] = atof(Cmd_Argv(2));
4009         }
4010         else if (!strcmp(Cmd_Argv(1), "color"))
4011         {
4012                 if (Cmd_Argc() != 5)
4013                 {
4014                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
4015                         return;
4016                 }
4017                 color[0] = atof(Cmd_Argv(2));
4018                 color[1] = atof(Cmd_Argv(3));
4019                 color[2] = atof(Cmd_Argv(4));
4020         }
4021         else if (!strcmp(Cmd_Argv(1), "radius"))
4022         {
4023                 if (Cmd_Argc() != 3)
4024                 {
4025                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4026                         return;
4027                 }
4028                 radius = atof(Cmd_Argv(2));
4029         }
4030         else if (!strcmp(Cmd_Argv(1), "colorscale"))
4031         {
4032                 if (Cmd_Argc() == 3)
4033                 {
4034                         double scale = atof(Cmd_Argv(2));
4035                         color[0] *= scale;
4036                         color[1] *= scale;
4037                         color[2] *= scale;
4038                 }
4039                 else
4040                 {
4041                         if (Cmd_Argc() != 5)
4042                         {
4043                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
4044                                 return;
4045                         }
4046                         color[0] *= atof(Cmd_Argv(2));
4047                         color[1] *= atof(Cmd_Argv(3));
4048                         color[2] *= atof(Cmd_Argv(4));
4049                 }
4050         }
4051         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4052         {
4053                 if (Cmd_Argc() != 3)
4054                 {
4055                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4056                         return;
4057                 }
4058                 radius *= atof(Cmd_Argv(2));
4059         }
4060         else if (!strcmp(Cmd_Argv(1), "style"))
4061         {
4062                 if (Cmd_Argc() != 3)
4063                 {
4064                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4065                         return;
4066                 }
4067                 style = atoi(Cmd_Argv(2));
4068         }
4069         else if (!strcmp(Cmd_Argv(1), "cubemap"))
4070         {
4071                 if (Cmd_Argc() > 3)
4072                 {
4073                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4074                         return;
4075                 }
4076                 if (Cmd_Argc() == 3)
4077                         strcpy(cubemapname, Cmd_Argv(2));
4078                 else
4079                         cubemapname[0] = 0;
4080         }
4081         else if (!strcmp(Cmd_Argv(1), "shadows"))
4082         {
4083                 if (Cmd_Argc() != 3)
4084                 {
4085                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4086                         return;
4087                 }
4088                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4089         }
4090         else if (!strcmp(Cmd_Argv(1), "corona"))
4091         {
4092                 if (Cmd_Argc() != 3)
4093                 {
4094                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4095                         return;
4096                 }
4097                 corona = atof(Cmd_Argv(2));
4098         }
4099         else if (!strcmp(Cmd_Argv(1), "coronasize"))
4100         {
4101                 if (Cmd_Argc() != 3)
4102                 {
4103                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4104                         return;
4105                 }
4106                 coronasizescale = atof(Cmd_Argv(2));
4107         }
4108         else if (!strcmp(Cmd_Argv(1), "ambient"))
4109         {
4110                 if (Cmd_Argc() != 3)
4111                 {
4112                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4113                         return;
4114                 }
4115                 ambientscale = atof(Cmd_Argv(2));
4116         }
4117         else if (!strcmp(Cmd_Argv(1), "diffuse"))
4118         {
4119                 if (Cmd_Argc() != 3)
4120                 {
4121                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4122                         return;
4123                 }
4124                 diffusescale = atof(Cmd_Argv(2));
4125         }
4126         else if (!strcmp(Cmd_Argv(1), "specular"))
4127         {
4128                 if (Cmd_Argc() != 3)
4129                 {
4130                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4131                         return;
4132                 }
4133                 specularscale = atof(Cmd_Argv(2));
4134         }
4135         else if (!strcmp(Cmd_Argv(1), "normalmode"))
4136         {
4137                 if (Cmd_Argc() != 3)
4138                 {
4139                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4140                         return;
4141                 }
4142                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4143         }
4144         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4145         {
4146                 if (Cmd_Argc() != 3)
4147                 {
4148                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4149                         return;
4150                 }
4151                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4152         }
4153         else
4154         {
4155                 Con_Print("usage: r_editlights_edit [property] [value]\n");
4156                 Con_Print("Selected light's properties:\n");
4157                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4158                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4159                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4160                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
4161                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
4162                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
4163                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4164                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
4165                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
4166                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
4167                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
4168                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
4169                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4170                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4171                 return;
4172         }
4173         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4174         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4175 }
4176
4177 void R_Shadow_EditLights_EditAll_f(void)
4178 {
4179         dlight_t *light;
4180
4181         if (!r_editlights.integer)
4182         {
4183                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4184                 return;
4185         }
4186
4187         for (light = r_shadow_worldlightchain;light;light = light->next)
4188         {
4189                 R_Shadow_SelectLight(light);
4190                 R_Shadow_EditLights_Edit_f();
4191         }
4192 }
4193
4194 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4195 {
4196         int lightnumber, lightcount;
4197         dlight_t *light;
4198         float x, y;
4199         char temp[256];
4200         if (!r_editlights.integer)
4201                 return;
4202         x = 0;
4203         y = con_vislines;
4204         lightnumber = -1;
4205         lightcount = 0;
4206         for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4207                 if (light == r_shadow_selectedlight)
4208                         lightnumber = lightcount;
4209         sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4210         if (r_shadow_selectedlight == NULL)
4211                 return;
4212         sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4213         sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4214         sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4215         sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4216         sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4217         sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4218         sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4219         sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4220         sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4221         sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4222         sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4223         sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4224         sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4225         sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4226         sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4227 }
4228
4229 void R_Shadow_EditLights_ToggleShadow_f(void)
4230 {
4231         if (!r_editlights.integer)
4232         {
4233                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4234                 return;
4235         }
4236         if (!r_shadow_selectedlight)
4237         {
4238                 Con_Print("No selected light.\n");
4239                 return;
4240         }
4241         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4242 }
4243
4244 void R_Shadow_EditLights_ToggleCorona_f(void)
4245 {
4246         if (!r_editlights.integer)
4247         {
4248                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4249                 return;
4250         }
4251         if (!r_shadow_selectedlight)
4252         {
4253                 Con_Print("No selected light.\n");
4254                 return;
4255         }
4256         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4257 }
4258
4259 void R_Shadow_EditLights_Remove_f(void)
4260 {
4261         if (!r_editlights.integer)
4262         {
4263                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4264                 return;
4265         }
4266         if (!r_shadow_selectedlight)
4267         {
4268                 Con_Print("No selected light.\n");
4269                 return;
4270         }
4271         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4272         r_shadow_selectedlight = NULL;
4273 }
4274
4275 void R_Shadow_EditLights_Help_f(void)
4276 {
4277         Con_Print(
4278 "Documentation on r_editlights system:\n"
4279 "Settings:\n"
4280 "r_editlights : enable/disable editing mode\n"
4281 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4282 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4283 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4284 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4285 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4286 "Commands:\n"
4287 "r_editlights_help : this help\n"
4288 "r_editlights_clear : remove all lights\n"
4289 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4290 "r_editlights_save : save to .rtlights file\n"
4291 "r_editlights_spawn : create a light with default settings\n"
4292 "r_editlights_edit command : edit selected light - more documentation below\n"
4293 "r_editlights_remove : remove selected light\n"
4294 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4295 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4296 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4297 "Edit commands:\n"
4298 "origin x y z : set light location\n"
4299 "originx x: set x component of light location\n"
4300 "originy y: set y component of light location\n"
4301 "originz z: set z component of light location\n"
4302 "move x y z : adjust light location\n"
4303 "movex x: adjust x component of light location\n"
4304 "movey y: adjust y component of light location\n"
4305 "movez z: adjust z component of light location\n"
4306 "angles x y z : set light angles\n"
4307 "anglesx x: set x component of light angles\n"
4308 "anglesy y: set y component of light angles\n"
4309 "anglesz z: set z component of light angles\n"
4310 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4311 "radius radius : set radius (size) of light\n"
4312 "colorscale grey : multiply color of light (1 does nothing)\n"
4313 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4314 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4315 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4316 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4317 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4318 "shadows 1/0 : turn on/off shadows\n"
4319 "corona n : set corona intensity\n"
4320 "coronasize n : set corona size (0-1)\n"
4321 "ambient n : set ambient intensity (0-1)\n"
4322 "diffuse n : set diffuse intensity (0-1)\n"
4323 "specular n : set specular intensity (0-1)\n"
4324 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4325 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4326 "<nothing> : print light properties to console\n"
4327         );
4328 }
4329
4330 void R_Shadow_EditLights_CopyInfo_f(void)
4331 {
4332         if (!r_editlights.integer)
4333         {
4334                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4335                 return;
4336         }
4337         if (!r_shadow_selectedlight)
4338         {
4339                 Con_Print("No selected light.\n");
4340                 return;
4341         }
4342         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4343         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4344         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4345         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4346         if (r_shadow_selectedlight->cubemapname)
4347                 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4348         else
4349                 r_shadow_bufferlight.cubemapname[0] = 0;
4350         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4351         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4352         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4353         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4354         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4355         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4356         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4357 }
4358
4359 void R_Shadow_EditLights_PasteInfo_f(void)
4360 {
4361         if (!r_editlights.integer)
4362         {
4363                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
4364                 return;
4365         }
4366         if (!r_shadow_selectedlight)
4367         {
4368                 Con_Print("No selected light.\n");
4369                 return;
4370         }
4371         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
4372 }
4373
4374 void R_Shadow_EditLights_Init(void)
4375 {
4376         Cvar_RegisterVariable(&r_editlights);
4377         Cvar_RegisterVariable(&r_editlights_cursordistance);
4378         Cvar_RegisterVariable(&r_editlights_cursorpushback);
4379         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4380         Cvar_RegisterVariable(&r_editlights_cursorgrid);
4381         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4382         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4383         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4384         Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
4385         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4386         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4387         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4388         Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
4389         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4390         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4391         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4392         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4393         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4394         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4395         Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
4396 }
4397