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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142
143 extern void R_Shadow_EditLights_Init(void);
144
145 typedef enum r_shadow_rendermode_e
146 {
147         R_SHADOW_RENDERMODE_NONE,
148         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155         R_SHADOW_RENDERMODE_LIGHT_DOT3,
156         R_SHADOW_RENDERMODE_LIGHT_GLSL,
157         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
158         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
159 }
160 r_shadow_rendermode_t;
161
162 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
163 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
164 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
165 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
166
167 int maxshadowtriangles;
168 int *shadowelements;
169
170 int maxshadowvertices;
171 float *shadowvertex3f;
172
173 int maxshadowmark;
174 int numshadowmark;
175 int *shadowmark;
176 int *shadowmarklist;
177 int shadowmarkcount;
178
179 int maxvertexupdate;
180 int *vertexupdate;
181 int *vertexremap;
182 int vertexupdatenum;
183
184 int r_shadow_buffer_numleafpvsbytes;
185 unsigned char *r_shadow_buffer_visitingleafpvs;
186 unsigned char *r_shadow_buffer_leafpvs;
187 int *r_shadow_buffer_leaflist;
188
189 int r_shadow_buffer_numsurfacepvsbytes;
190 unsigned char *r_shadow_buffer_surfacepvs;
191 int *r_shadow_buffer_surfacelist;
192
193 int r_shadow_buffer_numshadowtrispvsbytes;
194 unsigned char *r_shadow_buffer_shadowtrispvs;
195 int r_shadow_buffer_numlighttrispvsbytes;
196 unsigned char *r_shadow_buffer_lighttrispvs;
197
198 rtexturepool_t *r_shadow_texturepool;
199 rtexture_t *r_shadow_attenuationgradienttexture;
200 rtexture_t *r_shadow_attenuation2dtexture;
201 rtexture_t *r_shadow_attenuation3dtexture;
202 rtexture_t *r_shadow_lightcorona;
203
204 // lights are reloaded when this changes
205 char r_shadow_mapname[MAX_QPATH];
206
207 // used only for light filters (cubemaps)
208 rtexturepool_t *r_shadow_filters_texturepool;
209
210 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
211 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
212 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
213 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
214 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
215 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
216 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
217 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
218 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
219 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
220 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
221 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
222 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
223 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
224 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
225 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
226 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
227 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
228 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
229 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
230 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
231 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
232 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
233 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
234 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
235 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
236 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
237 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
238 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
239 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
240 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
241 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
242 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
243 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
244 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
245 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
246 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
247 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
248 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
249 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
250 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
251 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
252 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
253 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
254
255 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
256 #define ATTENTABLESIZE 256
257 // 1D gradient, 2D circle and 3D sphere attenuation textures
258 #define ATTEN1DSIZE 32
259 #define ATTEN2DSIZE 64
260 #define ATTEN3DSIZE 32
261
262 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
263 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
264 static float r_shadow_attentable[ATTENTABLESIZE+1];
265
266 rtlight_t *r_shadow_compilingrtlight;
267 static memexpandablearray_t r_shadow_worldlightsarray;
268 dlight_t *r_shadow_selectedlight;
269 dlight_t r_shadow_bufferlight;
270 vec3_t r_editlights_cursorlocation;
271
272 extern int con_vislines;
273
274 typedef struct cubemapinfo_s
275 {
276         char basename[64];
277         rtexture_t *texture;
278 }
279 cubemapinfo_t;
280
281 #define MAX_CUBEMAPS 256
282 static int numcubemaps;
283 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
284
285 void R_Shadow_UncompileWorldLights(void);
286 void R_Shadow_ClearWorldLights(void);
287 void R_Shadow_SaveWorldLights(void);
288 void R_Shadow_LoadWorldLights(void);
289 void R_Shadow_LoadLightsFile(void);
290 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
291 void R_Shadow_EditLights_Reload_f(void);
292 void R_Shadow_ValidateCvars(void);
293 static void R_Shadow_MakeTextures(void);
294
295 // VorteX: custom editor light sprites
296 #define EDLIGHTSPRSIZE                  8
297 cachepic_t *r_editlights_sprcursor;
298 cachepic_t *r_editlights_sprlight;
299 cachepic_t *r_editlights_sprnoshadowlight;
300 cachepic_t *r_editlights_sprcubemaplight;
301 cachepic_t *r_editlights_sprcubemapnoshadowlight;
302 cachepic_t *r_editlights_sprselection;
303
304 void r_shadow_start(void)
305 {
306         // allocate vertex processing arrays
307         numcubemaps = 0;
308         r_shadow_attenuationgradienttexture = NULL;
309         r_shadow_attenuation2dtexture = NULL;
310         r_shadow_attenuation3dtexture = NULL;
311         r_shadow_texturepool = NULL;
312         r_shadow_filters_texturepool = NULL;
313         R_Shadow_ValidateCvars();
314         R_Shadow_MakeTextures();
315         maxshadowtriangles = 0;
316         shadowelements = NULL;
317         maxshadowvertices = 0;
318         shadowvertex3f = NULL;
319         maxvertexupdate = 0;
320         vertexupdate = NULL;
321         vertexremap = NULL;
322         vertexupdatenum = 0;
323         maxshadowmark = 0;
324         numshadowmark = 0;
325         shadowmark = NULL;
326         shadowmarklist = NULL;
327         shadowmarkcount = 0;
328         r_shadow_buffer_numleafpvsbytes = 0;
329         r_shadow_buffer_visitingleafpvs = NULL;
330         r_shadow_buffer_leafpvs = NULL;
331         r_shadow_buffer_leaflist = NULL;
332         r_shadow_buffer_numsurfacepvsbytes = 0;
333         r_shadow_buffer_surfacepvs = NULL;
334         r_shadow_buffer_surfacelist = NULL;
335         r_shadow_buffer_numshadowtrispvsbytes = 0;
336         r_shadow_buffer_shadowtrispvs = NULL;
337         r_shadow_buffer_numlighttrispvsbytes = 0;
338         r_shadow_buffer_lighttrispvs = NULL;
339 }
340
341 void r_shadow_shutdown(void)
342 {
343         R_Shadow_UncompileWorldLights();
344         numcubemaps = 0;
345         r_shadow_attenuationgradienttexture = NULL;
346         r_shadow_attenuation2dtexture = NULL;
347         r_shadow_attenuation3dtexture = NULL;
348         R_FreeTexturePool(&r_shadow_texturepool);
349         R_FreeTexturePool(&r_shadow_filters_texturepool);
350         maxshadowtriangles = 0;
351         if (shadowelements)
352                 Mem_Free(shadowelements);
353         shadowelements = NULL;
354         if (shadowvertex3f)
355                 Mem_Free(shadowvertex3f);
356         shadowvertex3f = NULL;
357         maxvertexupdate = 0;
358         if (vertexupdate)
359                 Mem_Free(vertexupdate);
360         vertexupdate = NULL;
361         if (vertexremap)
362                 Mem_Free(vertexremap);
363         vertexremap = NULL;
364         vertexupdatenum = 0;
365         maxshadowmark = 0;
366         numshadowmark = 0;
367         if (shadowmark)
368                 Mem_Free(shadowmark);
369         shadowmark = NULL;
370         if (shadowmarklist)
371                 Mem_Free(shadowmarklist);
372         shadowmarklist = NULL;
373         shadowmarkcount = 0;
374         r_shadow_buffer_numleafpvsbytes = 0;
375         if (r_shadow_buffer_visitingleafpvs)
376                 Mem_Free(r_shadow_buffer_visitingleafpvs);
377         r_shadow_buffer_visitingleafpvs = NULL;
378         if (r_shadow_buffer_leafpvs)
379                 Mem_Free(r_shadow_buffer_leafpvs);
380         r_shadow_buffer_leafpvs = NULL;
381         if (r_shadow_buffer_leaflist)
382                 Mem_Free(r_shadow_buffer_leaflist);
383         r_shadow_buffer_leaflist = NULL;
384         r_shadow_buffer_numsurfacepvsbytes = 0;
385         if (r_shadow_buffer_surfacepvs)
386                 Mem_Free(r_shadow_buffer_surfacepvs);
387         r_shadow_buffer_surfacepvs = NULL;
388         if (r_shadow_buffer_surfacelist)
389                 Mem_Free(r_shadow_buffer_surfacelist);
390         r_shadow_buffer_surfacelist = NULL;
391         r_shadow_buffer_numshadowtrispvsbytes = 0;
392         if (r_shadow_buffer_shadowtrispvs)
393                 Mem_Free(r_shadow_buffer_shadowtrispvs);
394         r_shadow_buffer_numlighttrispvsbytes = 0;
395         if (r_shadow_buffer_lighttrispvs)
396                 Mem_Free(r_shadow_buffer_lighttrispvs);
397 }
398
399 void r_shadow_newmap(void)
400 {
401         if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
402                 R_Shadow_EditLights_Reload_f();
403 }
404
405 void R_Shadow_Help_f(void)
406 {
407         Con_Printf(
408 "Documentation on r_shadow system:\n"
409 "Settings:\n"
410 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
411 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
412 "r_shadow_debuglight : render only this light number (-1 = all)\n"
413 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
414 "r_shadow_gloss2intensity : brightness of forced gloss\n"
415 "r_shadow_glossintensity : brightness of textured gloss\n"
416 "r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
417 "r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
418 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
419 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
420 "r_shadow_portallight : use portal visibility for static light precomputation\n"
421 "r_shadow_projectdistance : shadow volume projection distance\n"
422 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
423 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
424 "r_shadow_realtime_world : use high quality world lighting mode\n"
425 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
426 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
427 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
428 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
429 "r_shadow_scissor : use scissor optimization\n"
430 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
431 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
432 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
433 "r_showlighting : useful for performance testing; bright = slow!\n"
434 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
435 "Commands:\n"
436 "r_shadow_help : this help\n"
437         );
438 }
439
440 void R_Shadow_Init(void)
441 {
442         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
443         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
444         Cvar_RegisterVariable(&r_shadow_usenormalmap);
445         Cvar_RegisterVariable(&r_shadow_debuglight);
446         Cvar_RegisterVariable(&r_shadow_gloss);
447         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
448         Cvar_RegisterVariable(&r_shadow_glossintensity);
449         Cvar_RegisterVariable(&r_shadow_glossexponent);
450         Cvar_RegisterVariable(&r_shadow_glossexact);
451         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
452         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
453         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
454         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
455         Cvar_RegisterVariable(&r_shadow_portallight);
456         Cvar_RegisterVariable(&r_shadow_projectdistance);
457         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
458         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
459         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
460         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
461         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
462         Cvar_RegisterVariable(&r_shadow_realtime_world);
463         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
464         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
465         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
466         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
467         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
468         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
469         Cvar_RegisterVariable(&r_shadow_scissor);
470         Cvar_RegisterVariable(&r_shadow_culltriangles);
471         Cvar_RegisterVariable(&r_shadow_polygonfactor);
472         Cvar_RegisterVariable(&r_shadow_polygonoffset);
473         Cvar_RegisterVariable(&r_shadow_texture3d);
474         Cvar_RegisterVariable(&r_coronas);
475         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
476         Cvar_RegisterVariable(&r_coronas_occlusionquery);
477         Cvar_RegisterVariable(&gl_flashblend);
478         Cvar_RegisterVariable(&gl_ext_separatestencil);
479         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
480         if (gamemode == GAME_TENEBRAE)
481         {
482                 Cvar_SetValue("r_shadow_gloss", 2);
483                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
484         }
485         Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
486         R_Shadow_EditLights_Init();
487         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
488         maxshadowtriangles = 0;
489         shadowelements = NULL;
490         maxshadowvertices = 0;
491         shadowvertex3f = NULL;
492         maxvertexupdate = 0;
493         vertexupdate = NULL;
494         vertexremap = NULL;
495         vertexupdatenum = 0;
496         maxshadowmark = 0;
497         numshadowmark = 0;
498         shadowmark = NULL;
499         shadowmarklist = NULL;
500         shadowmarkcount = 0;
501         r_shadow_buffer_numleafpvsbytes = 0;
502         r_shadow_buffer_visitingleafpvs = NULL;
503         r_shadow_buffer_leafpvs = NULL;
504         r_shadow_buffer_leaflist = NULL;
505         r_shadow_buffer_numsurfacepvsbytes = 0;
506         r_shadow_buffer_surfacepvs = NULL;
507         r_shadow_buffer_surfacelist = NULL;
508         r_shadow_buffer_shadowtrispvs = NULL;
509         r_shadow_buffer_lighttrispvs = NULL;
510         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
511 }
512
513 matrix4x4_t matrix_attenuationxyz =
514 {
515         {
516                 {0.5, 0.0, 0.0, 0.5},
517                 {0.0, 0.5, 0.0, 0.5},
518                 {0.0, 0.0, 0.5, 0.5},
519                 {0.0, 0.0, 0.0, 1.0}
520         }
521 };
522
523 matrix4x4_t matrix_attenuationz =
524 {
525         {
526                 {0.0, 0.0, 0.5, 0.5},
527                 {0.0, 0.0, 0.0, 0.5},
528                 {0.0, 0.0, 0.0, 0.5},
529                 {0.0, 0.0, 0.0, 1.0}
530         }
531 };
532
533 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
534 {
535         // make sure shadowelements is big enough for this volume
536         if (maxshadowtriangles < numtriangles)
537         {
538                 maxshadowtriangles = numtriangles;
539                 if (shadowelements)
540                         Mem_Free(shadowelements);
541                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
542         }
543         // make sure shadowvertex3f is big enough for this volume
544         if (maxshadowvertices < numvertices)
545         {
546                 maxshadowvertices = numvertices;
547                 if (shadowvertex3f)
548                         Mem_Free(shadowvertex3f);
549                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
550         }
551 }
552
553 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
554 {
555         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
556         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
557         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
558         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
559         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
560         {
561                 if (r_shadow_buffer_visitingleafpvs)
562                         Mem_Free(r_shadow_buffer_visitingleafpvs);
563                 if (r_shadow_buffer_leafpvs)
564                         Mem_Free(r_shadow_buffer_leafpvs);
565                 if (r_shadow_buffer_leaflist)
566                         Mem_Free(r_shadow_buffer_leaflist);
567                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
568                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
569                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
570                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
571         }
572         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
573         {
574                 if (r_shadow_buffer_surfacepvs)
575                         Mem_Free(r_shadow_buffer_surfacepvs);
576                 if (r_shadow_buffer_surfacelist)
577                         Mem_Free(r_shadow_buffer_surfacelist);
578                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
579                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
580                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
581         }
582         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
583         {
584                 if (r_shadow_buffer_shadowtrispvs)
585                         Mem_Free(r_shadow_buffer_shadowtrispvs);
586                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
587                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
588         }
589         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
590         {
591                 if (r_shadow_buffer_lighttrispvs)
592                         Mem_Free(r_shadow_buffer_lighttrispvs);
593                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
594                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
595         }
596 }
597
598 void R_Shadow_PrepareShadowMark(int numtris)
599 {
600         // make sure shadowmark is big enough for this volume
601         if (maxshadowmark < numtris)
602         {
603                 maxshadowmark = numtris;
604                 if (shadowmark)
605                         Mem_Free(shadowmark);
606                 if (shadowmarklist)
607                         Mem_Free(shadowmarklist);
608                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
609                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
610                 shadowmarkcount = 0;
611         }
612         shadowmarkcount++;
613         // if shadowmarkcount wrapped we clear the array and adjust accordingly
614         if (shadowmarkcount == 0)
615         {
616                 shadowmarkcount = 1;
617                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
618         }
619         numshadowmark = 0;
620 }
621
622 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
623 {
624         int i, j;
625         int outtriangles = 0, outvertices = 0;
626         const int *element;
627         const float *vertex;
628         float ratio, direction[3], projectvector[3];
629
630         if (projectdirection)
631                 VectorScale(projectdirection, projectdistance, projectvector);
632         else
633                 VectorClear(projectvector);
634
635         // create the vertices
636         if (projectdirection)
637         {
638                 for (i = 0;i < numshadowmarktris;i++)
639                 {
640                         element = inelement3i + shadowmarktris[i] * 3;
641                         for (j = 0;j < 3;j++)
642                         {
643                                 if (vertexupdate[element[j]] != vertexupdatenum)
644                                 {
645                                         vertexupdate[element[j]] = vertexupdatenum;
646                                         vertexremap[element[j]] = outvertices;
647                                         vertex = invertex3f + element[j] * 3;
648                                         // project one copy of the vertex according to projectvector
649                                         VectorCopy(vertex, outvertex3f);
650                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
651                                         outvertex3f += 6;
652                                         outvertices += 2;
653                                 }
654                         }
655                 }
656         }
657         else
658         {
659                 for (i = 0;i < numshadowmarktris;i++)
660                 {
661                         element = inelement3i + shadowmarktris[i] * 3;
662                         for (j = 0;j < 3;j++)
663                         {
664                                 if (vertexupdate[element[j]] != vertexupdatenum)
665                                 {
666                                         vertexupdate[element[j]] = vertexupdatenum;
667                                         vertexremap[element[j]] = outvertices;
668                                         vertex = invertex3f + element[j] * 3;
669                                         // project one copy of the vertex to the sphere radius of the light
670                                         // (FIXME: would projecting it to the light box be better?)
671                                         VectorSubtract(vertex, projectorigin, direction);
672                                         ratio = projectdistance / VectorLength(direction);
673                                         VectorCopy(vertex, outvertex3f);
674                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
675                                         outvertex3f += 6;
676                                         outvertices += 2;
677                                 }
678                         }
679                 }
680         }
681
682         if (r_shadow_frontsidecasting.integer)
683         {
684                 for (i = 0;i < numshadowmarktris;i++)
685                 {
686                         int remappedelement[3];
687                         int markindex;
688                         const int *neighbortriangle;
689
690                         markindex = shadowmarktris[i] * 3;
691                         element = inelement3i + markindex;
692                         neighbortriangle = inneighbor3i + markindex;
693                         // output the front and back triangles
694                         outelement3i[0] = vertexremap[element[0]];
695                         outelement3i[1] = vertexremap[element[1]];
696                         outelement3i[2] = vertexremap[element[2]];
697                         outelement3i[3] = vertexremap[element[2]] + 1;
698                         outelement3i[4] = vertexremap[element[1]] + 1;
699                         outelement3i[5] = vertexremap[element[0]] + 1;
700
701                         outelement3i += 6;
702                         outtriangles += 2;
703                         // output the sides (facing outward from this triangle)
704                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
705                         {
706                                 remappedelement[0] = vertexremap[element[0]];
707                                 remappedelement[1] = vertexremap[element[1]];
708                                 outelement3i[0] = remappedelement[1];
709                                 outelement3i[1] = remappedelement[0];
710                                 outelement3i[2] = remappedelement[0] + 1;
711                                 outelement3i[3] = remappedelement[1];
712                                 outelement3i[4] = remappedelement[0] + 1;
713                                 outelement3i[5] = remappedelement[1] + 1;
714
715                                 outelement3i += 6;
716                                 outtriangles += 2;
717                         }
718                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
719                         {
720                                 remappedelement[1] = vertexremap[element[1]];
721                                 remappedelement[2] = vertexremap[element[2]];
722                                 outelement3i[0] = remappedelement[2];
723                                 outelement3i[1] = remappedelement[1];
724                                 outelement3i[2] = remappedelement[1] + 1;
725                                 outelement3i[3] = remappedelement[2];
726                                 outelement3i[4] = remappedelement[1] + 1;
727                                 outelement3i[5] = remappedelement[2] + 1;
728
729                                 outelement3i += 6;
730                                 outtriangles += 2;
731                         }
732                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
733                         {
734                                 remappedelement[0] = vertexremap[element[0]];
735                                 remappedelement[2] = vertexremap[element[2]];
736                                 outelement3i[0] = remappedelement[0];
737                                 outelement3i[1] = remappedelement[2];
738                                 outelement3i[2] = remappedelement[2] + 1;
739                                 outelement3i[3] = remappedelement[0];
740                                 outelement3i[4] = remappedelement[2] + 1;
741                                 outelement3i[5] = remappedelement[0] + 1;
742
743                                 outelement3i += 6;
744                                 outtriangles += 2;
745                         }
746                 }
747         }
748         else
749         {
750                 for (i = 0;i < numshadowmarktris;i++)
751                 {
752                         int remappedelement[3];
753                         int markindex;
754                         const int *neighbortriangle;
755
756                         markindex = shadowmarktris[i] * 3;
757                         element = inelement3i + markindex;
758                         neighbortriangle = inneighbor3i + markindex;
759                         // output the front and back triangles
760                         outelement3i[0] = vertexremap[element[2]];
761                         outelement3i[1] = vertexremap[element[1]];
762                         outelement3i[2] = vertexremap[element[0]];
763                         outelement3i[3] = vertexremap[element[0]] + 1;
764                         outelement3i[4] = vertexremap[element[1]] + 1;
765                         outelement3i[5] = vertexremap[element[2]] + 1;
766
767                         outelement3i += 6;
768                         outtriangles += 2;
769                         // output the sides (facing outward from this triangle)
770                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
771                         {
772                                 remappedelement[0] = vertexremap[element[0]];
773                                 remappedelement[1] = vertexremap[element[1]];
774                                 outelement3i[0] = remappedelement[0];
775                                 outelement3i[1] = remappedelement[1];
776                                 outelement3i[2] = remappedelement[1] + 1;
777                                 outelement3i[3] = remappedelement[0];
778                                 outelement3i[4] = remappedelement[1] + 1;
779                                 outelement3i[5] = remappedelement[0] + 1;
780
781                                 outelement3i += 6;
782                                 outtriangles += 2;
783                         }
784                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
785                         {
786                                 remappedelement[1] = vertexremap[element[1]];
787                                 remappedelement[2] = vertexremap[element[2]];
788                                 outelement3i[0] = remappedelement[1];
789                                 outelement3i[1] = remappedelement[2];
790                                 outelement3i[2] = remappedelement[2] + 1;
791                                 outelement3i[3] = remappedelement[1];
792                                 outelement3i[4] = remappedelement[2] + 1;
793                                 outelement3i[5] = remappedelement[1] + 1;
794
795                                 outelement3i += 6;
796                                 outtriangles += 2;
797                         }
798                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
799                         {
800                                 remappedelement[0] = vertexremap[element[0]];
801                                 remappedelement[2] = vertexremap[element[2]];
802                                 outelement3i[0] = remappedelement[2];
803                                 outelement3i[1] = remappedelement[0];
804                                 outelement3i[2] = remappedelement[0] + 1;
805                                 outelement3i[3] = remappedelement[2];
806                                 outelement3i[4] = remappedelement[0] + 1;
807                                 outelement3i[5] = remappedelement[2] + 1;
808
809                                 outelement3i += 6;
810                                 outtriangles += 2;
811                         }
812                 }
813         }
814         if (outnumvertices)
815                 *outnumvertices = outvertices;
816         return outtriangles;
817 }
818
819 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
820 {
821         int i, j, k;
822         int outtriangles = 0, outvertices = 0;
823         const int *element;
824         const float *vertex;
825         float ratio, direction[3], projectvector[3];
826         qboolean side[4];
827
828         if (projectdirection)
829                 VectorScale(projectdirection, projectdistance, projectvector);
830         else
831                 VectorClear(projectvector);
832
833         for (i = 0;i < numshadowmarktris;i++)
834         {
835                 int remappedelement[3];
836                 int markindex;
837                 const int *neighbortriangle;
838
839                 markindex = shadowmarktris[i] * 3;
840                 neighbortriangle = inneighbor3i + markindex;
841                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
842                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
843                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
844                 if (side[0] + side[1] + side[2] == 0)
845                         continue;
846
847                 side[3] = side[0];
848                 element = inelement3i + markindex;
849
850                 // create the vertices
851                 for (j = 0;j < 3;j++)
852                 {
853                         if (side[j] + side[j+1] == 0)
854                                 continue;
855                         k = element[j];
856                         if (vertexupdate[k] != vertexupdatenum)
857                         {
858                                 vertexupdate[k] = vertexupdatenum;
859                                 vertexremap[k] = outvertices;
860                                 vertex = invertex3f + k * 3;
861                                 VectorCopy(vertex, outvertex3f);
862                                 if (projectdirection)
863                                 {
864                                         // project one copy of the vertex according to projectvector
865                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
866                                 }
867                                 else
868                                 {
869                                         // project one copy of the vertex to the sphere radius of the light
870                                         // (FIXME: would projecting it to the light box be better?)
871                                         VectorSubtract(vertex, projectorigin, direction);
872                                         ratio = projectdistance / VectorLength(direction);
873                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
874                                 }
875                                 outvertex3f += 6;
876                                 outvertices += 2;
877                         }
878                 }
879
880                 // output the sides (facing outward from this triangle)
881                 if (!side[0])
882                 {
883                         remappedelement[0] = vertexremap[element[0]];
884                         remappedelement[1] = vertexremap[element[1]];
885                         outelement3i[0] = remappedelement[1];
886                         outelement3i[1] = remappedelement[0];
887                         outelement3i[2] = remappedelement[0] + 1;
888                         outelement3i[3] = remappedelement[1];
889                         outelement3i[4] = remappedelement[0] + 1;
890                         outelement3i[5] = remappedelement[1] + 1;
891
892                         outelement3i += 6;
893                         outtriangles += 2;
894                 }
895                 if (!side[1])
896                 {
897                         remappedelement[1] = vertexremap[element[1]];
898                         remappedelement[2] = vertexremap[element[2]];
899                         outelement3i[0] = remappedelement[2];
900                         outelement3i[1] = remappedelement[1];
901                         outelement3i[2] = remappedelement[1] + 1;
902                         outelement3i[3] = remappedelement[2];
903                         outelement3i[4] = remappedelement[1] + 1;
904                         outelement3i[5] = remappedelement[2] + 1;
905
906                         outelement3i += 6;
907                         outtriangles += 2;
908                 }
909                 if (!side[2])
910                 {
911                         remappedelement[0] = vertexremap[element[0]];
912                         remappedelement[2] = vertexremap[element[2]];
913                         outelement3i[0] = remappedelement[0];
914                         outelement3i[1] = remappedelement[2];
915                         outelement3i[2] = remappedelement[2] + 1;
916                         outelement3i[3] = remappedelement[0];
917                         outelement3i[4] = remappedelement[2] + 1;
918                         outelement3i[5] = remappedelement[0] + 1;
919
920                         outelement3i += 6;
921                         outtriangles += 2;
922                 }
923         }
924         if (outnumvertices)
925                 *outnumvertices = outvertices;
926         return outtriangles;
927 }
928
929 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
930 {
931         int t, tend;
932         const int *e;
933         const float *v[3];
934         float normal[3];
935         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
936                 return;
937         tend = firsttriangle + numtris;
938         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
939         {
940                 // surface box entirely inside light box, no box cull
941                 if (projectdirection)
942                 {
943                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
944                         {
945                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
946                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
947                                         shadowmarklist[numshadowmark++] = t;
948                         }
949                 }
950                 else
951                 {
952                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
953                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
954                                         shadowmarklist[numshadowmark++] = t;
955                 }
956         }
957         else
958         {
959                 // surface box not entirely inside light box, cull each triangle
960                 if (projectdirection)
961                 {
962                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
963                         {
964                                 v[0] = invertex3f + e[0] * 3;
965                                 v[1] = invertex3f + e[1] * 3;
966                                 v[2] = invertex3f + e[2] * 3;
967                                 TriangleNormal(v[0], v[1], v[2], normal);
968                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
969                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
970                                         shadowmarklist[numshadowmark++] = t;
971                         }
972                 }
973                 else
974                 {
975                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
976                         {
977                                 v[0] = invertex3f + e[0] * 3;
978                                 v[1] = invertex3f + e[1] * 3;
979                                 v[2] = invertex3f + e[2] * 3;
980                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
981                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
982                                         shadowmarklist[numshadowmark++] = t;
983                         }
984                 }
985         }
986 }
987
988 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
989 {
990 #if 1
991         return false;
992 #else
993         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
994                 return false;
995         // check if the shadow volume intersects the near plane
996         //
997         // a ray between the eye and light origin may intersect the caster,
998         // indicating that the shadow may touch the eye location, however we must
999         // test the near plane (a polygon), not merely the eye location, so it is
1000         // easiest to enlarge the caster bounding shape slightly for this.
1001         // TODO
1002         return true;
1003 #endif
1004 }
1005
1006 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1007 {
1008         int i, tris, outverts;
1009         if (projectdistance < 0.1)
1010         {
1011                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1012                 return;
1013         }
1014         if (!numverts || !nummarktris)
1015                 return;
1016         // make sure shadowelements is big enough for this volume
1017         if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
1018                 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
1019
1020         if (maxvertexupdate < numverts)
1021         {
1022                 maxvertexupdate = numverts;
1023                 if (vertexupdate)
1024                         Mem_Free(vertexupdate);
1025                 if (vertexremap)
1026                         Mem_Free(vertexremap);
1027                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1028                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1029                 vertexupdatenum = 0;
1030         }
1031         vertexupdatenum++;
1032         if (vertexupdatenum == 0)
1033         {
1034                 vertexupdatenum = 1;
1035                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1036                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1037         }
1038
1039         for (i = 0;i < nummarktris;i++)
1040                 shadowmark[marktris[i]] = shadowmarkcount;
1041
1042         if (r_shadow_compilingrtlight)
1043         {
1044                 // if we're compiling an rtlight, capture the mesh
1045                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1046                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1047                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1048                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1049         }
1050         else
1051         {
1052                 // decide which type of shadow to generate and set stencil mode
1053                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1054                 // generate the sides or a solid volume, depending on type
1055                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1056                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1057                 else
1058                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1059                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1060                 r_refdef.stats.lights_shadowtriangles += tris;
1061                 CHECKGLERROR
1062                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1063                 GL_LockArrays(0, outverts);
1064                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1065                 {
1066                         // increment stencil if frontface is infront of depthbuffer
1067                         GL_CullFace(r_refdef.view.cullface_front);
1068                         qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1069                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1070                         // decrement stencil if backface is infront of depthbuffer
1071                         GL_CullFace(r_refdef.view.cullface_back);
1072                         qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1073                 }
1074                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1075                 {
1076                         // decrement stencil if backface is behind depthbuffer
1077                         GL_CullFace(r_refdef.view.cullface_front);
1078                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1079                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1080                         // increment stencil if frontface is behind depthbuffer
1081                         GL_CullFace(r_refdef.view.cullface_back);
1082                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1083                 }
1084                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1085                 GL_LockArrays(0, 0);
1086                 CHECKGLERROR
1087         }
1088 }
1089
1090 static void R_Shadow_MakeTextures_MakeCorona(void)
1091 {
1092         float dx, dy;
1093         int x, y, a;
1094         unsigned char pixels[32][32][4];
1095         for (y = 0;y < 32;y++)
1096         {
1097                 dy = (y - 15.5f) * (1.0f / 16.0f);
1098                 for (x = 0;x < 32;x++)
1099                 {
1100                         dx = (x - 15.5f) * (1.0f / 16.0f);
1101                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1102                         a = bound(0, a, 255);
1103                         pixels[y][x][0] = a;
1104                         pixels[y][x][1] = a;
1105                         pixels[y][x][2] = a;
1106                         pixels[y][x][3] = 255;
1107                 }
1108         }
1109         r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
1110 }
1111
1112 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1113 {
1114         float dist = sqrt(x*x+y*y+z*z);
1115         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1116         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1117         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1118 }
1119
1120 static void R_Shadow_MakeTextures(void)
1121 {
1122         int x, y, z;
1123         float intensity, dist;
1124         unsigned int *data;
1125         R_FreeTexturePool(&r_shadow_texturepool);
1126         r_shadow_texturepool = R_AllocTexturePool();
1127         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1128         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1129         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1130         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1131         for (x = 0;x <= ATTENTABLESIZE;x++)
1132         {
1133                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1134                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1135                 r_shadow_attentable[x] = bound(0, intensity, 1);
1136         }
1137         // 1D gradient texture
1138         for (x = 0;x < ATTEN1DSIZE;x++)
1139                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1140         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1141         // 2D circle texture
1142         for (y = 0;y < ATTEN2DSIZE;y++)
1143                 for (x = 0;x < ATTEN2DSIZE;x++)
1144                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1145         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1146         // 3D sphere texture
1147         if (r_shadow_texture3d.integer && gl_texture3d)
1148         {
1149                 for (z = 0;z < ATTEN3DSIZE;z++)
1150                         for (y = 0;y < ATTEN3DSIZE;y++)
1151                                 for (x = 0;x < ATTEN3DSIZE;x++)
1152                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1153                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1154         }
1155         else
1156                 r_shadow_attenuation3dtexture = NULL;
1157         Mem_Free(data);
1158
1159         R_Shadow_MakeTextures_MakeCorona();
1160
1161         // Editor light sprites
1162         r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
1163         r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
1164         r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
1165         r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
1166         r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
1167         r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
1168 }
1169
1170 void R_Shadow_ValidateCvars(void)
1171 {
1172         if (r_shadow_texture3d.integer && !gl_texture3d)
1173                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1174         if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
1175                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1176         if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1177                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1178 }
1179
1180 void R_Shadow_RenderMode_Begin(void)
1181 {
1182         R_Shadow_ValidateCvars();
1183
1184         if (!r_shadow_attenuation2dtexture
1185          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1186          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1187          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1188                 R_Shadow_MakeTextures();
1189
1190         CHECKGLERROR
1191         R_Mesh_ColorPointer(NULL, 0, 0);
1192         R_Mesh_ResetTextureState();
1193         GL_BlendFunc(GL_ONE, GL_ZERO);
1194         GL_DepthRange(0, 1);
1195         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1196         GL_DepthTest(true);
1197         GL_DepthMask(false);
1198         GL_Color(0, 0, 0, 1);
1199         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1200
1201         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1202
1203         if (gl_ext_separatestencil.integer)
1204         {
1205                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1206                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1207         }
1208         else if (gl_ext_stenciltwoside.integer)
1209         {
1210                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1211                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1212         }
1213         else
1214         {
1215                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1216                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1217         }
1218
1219         if (r_glsl.integer && gl_support_fragment_shader)
1220                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1221         else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1222                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1223         else
1224                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1225 }
1226
1227 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1228 {
1229         rsurface.rtlight = rtlight;
1230 }
1231
1232 void R_Shadow_RenderMode_Reset(void)
1233 {
1234         CHECKGLERROR
1235         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1236         {
1237                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1238         }
1239         R_Mesh_ColorPointer(NULL, 0, 0);
1240         R_Mesh_ResetTextureState();
1241         GL_DepthRange(0, 1);
1242         GL_DepthTest(true);
1243         GL_DepthMask(false);
1244         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1245         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1246         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1247         qglStencilMask(~0);CHECKGLERROR
1248         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1249         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1250         GL_CullFace(r_refdef.view.cullface_back);
1251         GL_Color(1, 1, 1, 1);
1252         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1253         GL_BlendFunc(GL_ONE, GL_ZERO);
1254         R_SetupGenericShader(false);
1255 }
1256
1257 void R_Shadow_ClearStencil(void)
1258 {
1259         CHECKGLERROR
1260         GL_Clear(GL_STENCIL_BUFFER_BIT);
1261         r_refdef.stats.lights_clears++;
1262 }
1263
1264 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1265 {
1266         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1267         if (r_shadow_rendermode == mode)
1268                 return;
1269         CHECKGLERROR
1270         R_Shadow_RenderMode_Reset();
1271         GL_ColorMask(0, 0, 0, 0);
1272         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1273         R_SetupDepthOrShadowShader();
1274         qglDepthFunc(GL_LESS);CHECKGLERROR
1275         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1276         r_shadow_rendermode = mode;
1277         switch(mode)
1278         {
1279         default:
1280                 break;
1281         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1282                 GL_CullFace(GL_NONE);
1283                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1284                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1285                 break;
1286         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1287                 GL_CullFace(GL_NONE);
1288                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1289                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1290                 break;
1291         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
1292                 GL_CullFace(GL_NONE);
1293                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1294                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1295                 qglStencilMask(~0);CHECKGLERROR
1296                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1297                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1298                 qglStencilMask(~0);CHECKGLERROR
1299                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1300                 break;
1301         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
1302                 GL_CullFace(GL_NONE);
1303                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1304                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1305                 qglStencilMask(~0);CHECKGLERROR
1306                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1307                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1308                 qglStencilMask(~0);CHECKGLERROR
1309                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1310                 break;
1311         }
1312 }
1313
1314 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1315 {
1316         CHECKGLERROR
1317         R_Shadow_RenderMode_Reset();
1318         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1319         if (!transparent)
1320         {
1321                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1322         }
1323         if (stenciltest)
1324         {
1325                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1326                 // only draw light where this geometry was already rendered AND the
1327                 // stencil is 128 (values other than this mean shadow)
1328                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1329         }
1330         r_shadow_rendermode = r_shadow_lightingrendermode;
1331         // do global setup needed for the chosen lighting mode
1332         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1333         {
1334                 R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
1335                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
1336         }
1337         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
1338                 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
1339         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1340 }
1341
1342 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1343 {
1344         CHECKGLERROR
1345         R_Shadow_RenderMode_Reset();
1346         GL_BlendFunc(GL_ONE, GL_ONE);
1347         GL_DepthRange(0, 1);
1348         GL_DepthTest(r_showshadowvolumes.integer < 2);
1349         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
1350         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1351         GL_CullFace(GL_NONE);
1352         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1353 }
1354
1355 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1356 {
1357         CHECKGLERROR
1358         R_Shadow_RenderMode_Reset();
1359         GL_BlendFunc(GL_ONE, GL_ONE);
1360         GL_DepthRange(0, 1);
1361         GL_DepthTest(r_showlighting.integer < 2);
1362         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
1363         if (!transparent)
1364         {
1365                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1366         }
1367         if (stenciltest)
1368         {
1369                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1370                 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1371         }
1372         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1373 }
1374
1375 void R_Shadow_RenderMode_End(void)
1376 {
1377         CHECKGLERROR
1378         R_Shadow_RenderMode_Reset();
1379         R_Shadow_RenderMode_ActiveLight(NULL);
1380         GL_DepthMask(true);
1381         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1382         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1383 }
1384
1385 int bboxedges[12][2] =
1386 {
1387         // top
1388         {0, 1}, // +X
1389         {0, 2}, // +Y
1390         {1, 3}, // Y, +X
1391         {2, 3}, // X, +Y
1392         // bottom
1393         {4, 5}, // +X
1394         {4, 6}, // +Y
1395         {5, 7}, // Y, +X
1396         {6, 7}, // X, +Y
1397         // verticals
1398         {0, 4}, // +Z
1399         {1, 5}, // X, +Z
1400         {2, 6}, // Y, +Z
1401         {3, 7}, // XY, +Z
1402 };
1403
1404 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1405 {
1406         int i, ix1, iy1, ix2, iy2;
1407         float x1, y1, x2, y2;
1408         vec4_t v, v2;
1409         float vertex[20][3];
1410         int j, k;
1411         vec4_t plane4f;
1412         int numvertices;
1413         float corner[8][4];
1414         float dist[8];
1415         int sign[8];
1416         float f;
1417
1418         if (!r_shadow_scissor.integer)
1419                 return false;
1420
1421         // if view is inside the light box, just say yes it's visible
1422         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
1423         {
1424                 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
1425                 return false;
1426         }
1427
1428         x1 = y1 = x2 = y2 = 0;
1429
1430         // transform all corners that are infront of the nearclip plane
1431         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
1432         plane4f[3] = r_refdef.view.frustum[4].dist;
1433         numvertices = 0;
1434         for (i = 0;i < 8;i++)
1435         {
1436                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
1437                 dist[i] = DotProduct4(corner[i], plane4f);
1438                 sign[i] = dist[i] > 0;
1439                 if (!sign[i])
1440                 {
1441                         VectorCopy(corner[i], vertex[numvertices]);
1442                         numvertices++;
1443                 }
1444         }
1445         // if some points are behind the nearclip, add clipped edge points to make
1446         // sure that the scissor boundary is complete
1447         if (numvertices > 0 && numvertices < 8)
1448         {
1449                 // add clipped edge points
1450                 for (i = 0;i < 12;i++)
1451                 {
1452                         j = bboxedges[i][0];
1453                         k = bboxedges[i][1];
1454                         if (sign[j] != sign[k])
1455                         {
1456                                 f = dist[j] / (dist[j] - dist[k]);
1457                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
1458                                 numvertices++;
1459                         }
1460                 }
1461         }
1462
1463         // if we have no points to check, the light is behind the view plane
1464         if (!numvertices)
1465                 return true;
1466
1467         // if we have some points to transform, check what screen area is covered
1468         x1 = y1 = x2 = y2 = 0;
1469         v[3] = 1.0f;
1470         //Con_Printf("%i vertices to transform...\n", numvertices);
1471         for (i = 0;i < numvertices;i++)
1472         {
1473                 VectorCopy(vertex[i], v);
1474                 GL_TransformToScreen(v, v2);
1475                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1476                 if (i)
1477                 {
1478                         if (x1 > v2[0]) x1 = v2[0];
1479                         if (x2 < v2[0]) x2 = v2[0];
1480                         if (y1 > v2[1]) y1 = v2[1];
1481                         if (y2 < v2[1]) y2 = v2[1];
1482                 }
1483                 else
1484                 {
1485                         x1 = x2 = v2[0];
1486                         y1 = y2 = v2[1];
1487                 }
1488         }
1489
1490         // now convert the scissor rectangle to integer screen coordinates
1491         ix1 = (int)(x1 - 1.0f);
1492         iy1 = (int)(y1 - 1.0f);
1493         ix2 = (int)(x2 + 1.0f);
1494         iy2 = (int)(y2 + 1.0f);
1495         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1496
1497         // clamp it to the screen
1498         if (ix1 < r_refdef.view.x) ix1 = r_refdef.view.x;
1499         if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y;
1500         if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width;
1501         if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height;
1502
1503         // if it is inside out, it's not visible
1504         if (ix2 <= ix1 || iy2 <= iy1)
1505                 return true;
1506
1507         // the light area is visible, set up the scissor rectangle
1508         GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1509         //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1510         //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1511         r_refdef.stats.lights_scissored++;
1512         return false;
1513 }
1514
1515 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
1516 {
1517         float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
1518         float *normal3f = rsurface.normal3f + 3 * firstvertex;
1519         float *color4f = rsurface.array_color4f + 4 * firstvertex;
1520         float dist, dot, distintensity, shadeintensity, v[3], n[3];
1521         if (r_textureunits.integer >= 3)
1522         {
1523                 if (VectorLength2(diffusecolor) > 0)
1524                 {
1525                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1526                         {
1527                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1528                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1529                                 if ((dot = DotProduct(n, v)) < 0)
1530                                 {
1531                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1532                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
1533                                 }
1534                                 else
1535                                         VectorCopy(ambientcolor, color4f);
1536                                 if (r_refdef.fogenabled)
1537                                 {
1538                                         float f;
1539                                         f = FogPoint_Model(vertex3f);
1540                                         VectorScale(color4f, f, color4f);
1541                                 }
1542                                 color4f[3] = 1;
1543                         }
1544                 }
1545                 else
1546                 {
1547                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1548                         {
1549                                 VectorCopy(ambientcolor, color4f);
1550                                 if (r_refdef.fogenabled)
1551                                 {
1552                                         float f;
1553                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1554                                         f = FogPoint_Model(vertex3f);
1555                                         VectorScale(color4f, f, color4f);
1556                                 }
1557                                 color4f[3] = 1;
1558                         }
1559                 }
1560         }
1561         else if (r_textureunits.integer >= 2)
1562         {
1563                 if (VectorLength2(diffusecolor) > 0)
1564                 {
1565                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1566                         {
1567                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1568                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1569                                 {
1570                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1571                                         if ((dot = DotProduct(n, v)) < 0)
1572                                         {
1573                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1574                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1575                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1576                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1577                                         }
1578                                         else
1579                                         {
1580                                                 color4f[0] = ambientcolor[0] * distintensity;
1581                                                 color4f[1] = ambientcolor[1] * distintensity;
1582                                                 color4f[2] = ambientcolor[2] * distintensity;
1583                                         }
1584                                         if (r_refdef.fogenabled)
1585                                         {
1586                                                 float f;
1587                                                 f = FogPoint_Model(vertex3f);
1588                                                 VectorScale(color4f, f, color4f);
1589                                         }
1590                                 }
1591                                 else
1592                                         VectorClear(color4f);
1593                                 color4f[3] = 1;
1594                         }
1595                 }
1596                 else
1597                 {
1598                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1599                         {
1600                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1601                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1602                                 {
1603                                         color4f[0] = ambientcolor[0] * distintensity;
1604                                         color4f[1] = ambientcolor[1] * distintensity;
1605                                         color4f[2] = ambientcolor[2] * distintensity;
1606                                         if (r_refdef.fogenabled)
1607                                         {
1608                                                 float f;
1609                                                 f = FogPoint_Model(vertex3f);
1610                                                 VectorScale(color4f, f, color4f);
1611                                         }
1612                                 }
1613                                 else
1614                                         VectorClear(color4f);
1615                                 color4f[3] = 1;
1616                         }
1617                 }
1618         }
1619         else
1620         {
1621                 if (VectorLength2(diffusecolor) > 0)
1622                 {
1623                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1624                         {
1625                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1626                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1627                                 {
1628                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1629                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1630                                         if ((dot = DotProduct(n, v)) < 0)
1631                                         {
1632                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1633                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1634                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1635                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1636                                         }
1637                                         else
1638                                         {
1639                                                 color4f[0] = ambientcolor[0] * distintensity;
1640                                                 color4f[1] = ambientcolor[1] * distintensity;
1641                                                 color4f[2] = ambientcolor[2] * distintensity;
1642                                         }
1643                                         if (r_refdef.fogenabled)
1644                                         {
1645                                                 float f;
1646                                                 f = FogPoint_Model(vertex3f);
1647                                                 VectorScale(color4f, f, color4f);
1648                                         }
1649                                 }
1650                                 else
1651                                         VectorClear(color4f);
1652                                 color4f[3] = 1;
1653                         }
1654                 }
1655                 else
1656                 {
1657                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1658                         {
1659                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1660                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
1661                                 {
1662                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
1663                                         color4f[0] = ambientcolor[0] * distintensity;
1664                                         color4f[1] = ambientcolor[1] * distintensity;
1665                                         color4f[2] = ambientcolor[2] * distintensity;
1666                                         if (r_refdef.fogenabled)
1667                                         {
1668                                                 float f;
1669                                                 f = FogPoint_Model(vertex3f);
1670                                                 VectorScale(color4f, f, color4f);
1671                                         }
1672                                 }
1673                                 else
1674                                         VectorClear(color4f);
1675                                 color4f[3] = 1;
1676                         }
1677                 }
1678         }
1679 }
1680
1681 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1682
1683 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1684 {
1685         int i;
1686         float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
1687         const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
1688         const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
1689         const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
1690         const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
1691         float lightdir[3];
1692         for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1693         {
1694                 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
1695                 // the cubemap normalizes this for us
1696                 out3f[0] = DotProduct(svector3f, lightdir);
1697                 out3f[1] = DotProduct(tvector3f, lightdir);
1698                 out3f[2] = DotProduct(normal3f, lightdir);
1699         }
1700 }
1701
1702 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
1703 {
1704         int i;
1705         float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
1706         const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
1707         const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
1708         const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
1709         const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
1710         float lightdir[3], eyedir[3], halfdir[3];
1711         for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1712         {
1713                 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
1714                 VectorNormalize(lightdir);
1715                 VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
1716                 VectorNormalize(eyedir);
1717                 VectorAdd(lightdir, eyedir, halfdir);
1718                 // the cubemap normalizes this for us
1719                 out3f[0] = DotProduct(svector3f, halfdir);
1720                 out3f[1] = DotProduct(tvector3f, halfdir);
1721                 out3f[2] = DotProduct(normal3f, halfdir);
1722         }
1723 }
1724
1725 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1726 {
1727         // used to display how many times a surface is lit for level design purposes
1728         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1729 }
1730
1731 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
1732 {
1733         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1734         R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
1735         if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
1736                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
1737         else
1738                 R_Mesh_ColorPointer(NULL, 0, 0);
1739         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
1740         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
1741         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1742         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
1743         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
1744         if (rsurface.texture->backgroundcurrentskinframe)
1745         {
1746                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
1747                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
1748                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
1749                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
1750         }
1751         //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
1752         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
1753         if(rsurface.texture->colormapping)
1754         {
1755                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
1756                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1757         }
1758         R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
1759         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
1760         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
1761         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
1762         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
1763         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1764         {
1765                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1766         }
1767         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1768         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1769         {
1770                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1771         }
1772 }
1773
1774 static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b)
1775 {
1776         // shared final code for all the dot3 layers
1777         int renders;
1778         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
1779         for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1780         {
1781                 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1782                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1783         }
1784 }
1785
1786 static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1787 {
1788         rmeshstate_t m;
1789         // colorscale accounts for how much we multiply the brightness
1790         // during combine.
1791         //
1792         // mult is how many times the final pass of the lighting will be
1793         // performed to get more brightness than otherwise possible.
1794         //
1795         // Limit mult to 64 for sanity sake.
1796         GL_Color(1,1,1,1);
1797         if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1798         {
1799                 // 3 3D combine path (Geforce3, Radeon 8500)
1800                 memset(&m, 0, sizeof(m));
1801                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1802                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1803                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1804                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1805                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1806                 m.tex[1] = R_GetTexture(basetexture);
1807                 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
1808                 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
1809                 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
1810                 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
1811                 m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
1812                 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1813                 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1814                 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1815                 m.texmatrix[2] = rsurface.entitytolight;
1816                 GL_BlendFunc(GL_ONE, GL_ONE);
1817         }
1818         else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1819         {
1820                 // 2 3D combine path (Geforce3, original Radeon)
1821                 memset(&m, 0, sizeof(m));
1822                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1823                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1824                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1825                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1826                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1827                 m.tex[1] = R_GetTexture(basetexture);
1828                 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
1829                 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
1830                 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
1831                 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
1832                 GL_BlendFunc(GL_ONE, GL_ONE);
1833         }
1834         else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1835         {
1836                 // 4 2D combine path (Geforce3, Radeon 8500)
1837                 memset(&m, 0, sizeof(m));
1838                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1839                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1840                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1841                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1842                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1843                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1844                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1845                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1846                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1847                 m.texmatrix[1] = rsurface.entitytoattenuationz;
1848                 m.tex[2] = R_GetTexture(basetexture);
1849                 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
1850                 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
1851                 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
1852                 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
1853                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1854                 {
1855                         m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
1856                         m.pointer_texcoord3f[3] = rsurface.vertex3f;
1857                         m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
1858                         m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
1859                         m.texmatrix[3] = rsurface.entitytolight;
1860                 }
1861                 GL_BlendFunc(GL_ONE, GL_ONE);
1862         }
1863         else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
1864         {
1865                 // 3 2D combine path (Geforce3, original Radeon)
1866                 memset(&m, 0, sizeof(m));
1867                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1868                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1869                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1870                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1871                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1872                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1873                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1874                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1875                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1876                 m.texmatrix[1] = rsurface.entitytoattenuationz;
1877                 m.tex[2] = R_GetTexture(basetexture);
1878                 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
1879                 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
1880                 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
1881                 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
1882                 GL_BlendFunc(GL_ONE, GL_ONE);
1883         }
1884         else
1885         {
1886                 // 2/2/2 2D combine path (any dot3 card)
1887                 memset(&m, 0, sizeof(m));
1888                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1889                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1890                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1891                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1892                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1893                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1894                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
1895                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1896                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1897                 m.texmatrix[1] = rsurface.entitytoattenuationz;
1898                 R_Mesh_TextureState(&m);
1899                 GL_ColorMask(0,0,0,1);
1900                 GL_BlendFunc(GL_ONE, GL_ZERO);
1901                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1902
1903                 // second pass
1904                 memset(&m, 0, sizeof(m));
1905                 m.tex[0] = R_GetTexture(basetexture);
1906                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1907                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1908                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1909                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1910                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1911                 {
1912                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1913                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
1914                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1915                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1916                         m.texmatrix[1] = rsurface.entitytolight;
1917                 }
1918                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1919         }
1920         // this final code is shared
1921         R_Mesh_TextureState(&m);
1922         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1923 }
1924
1925 static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1926 {
1927         rmeshstate_t m;
1928         // colorscale accounts for how much we multiply the brightness
1929         // during combine.
1930         //
1931         // mult is how many times the final pass of the lighting will be
1932         // performed to get more brightness than otherwise possible.
1933         //
1934         // Limit mult to 64 for sanity sake.
1935         GL_Color(1,1,1,1);
1936         // generate normalization cubemap texcoords
1937         R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
1938         if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1939         {
1940                 // 3/2 3D combine path (Geforce3, Radeon 8500)
1941                 memset(&m, 0, sizeof(m));
1942                 m.tex[0] = R_GetTexture(normalmaptexture);
1943                 m.texcombinergb[0] = GL_REPLACE;
1944                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1945                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1946                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1947                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1948                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1949                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1950                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
1951                 m.pointer_texcoord_bufferobject[1] = 0;
1952                 m.pointer_texcoord_bufferoffset[1] = 0;
1953                 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1954                 m.pointer_texcoord3f[2] = rsurface.vertex3f;
1955                 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
1956                 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
1957                 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
1958                 R_Mesh_TextureState(&m);
1959                 GL_ColorMask(0,0,0,1);
1960                 GL_BlendFunc(GL_ONE, GL_ZERO);
1961                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1962
1963                 // second pass
1964                 memset(&m, 0, sizeof(m));
1965                 m.tex[0] = R_GetTexture(basetexture);
1966                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1967                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
1968                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
1969                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
1970                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1971                 {
1972                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
1973                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
1974                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
1975                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
1976                         m.texmatrix[1] = rsurface.entitytolight;
1977                 }
1978                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1979         }
1980         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
1981         {
1982                 // 1/2/2 3D combine path (original Radeon)
1983                 memset(&m, 0, sizeof(m));
1984                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1985                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
1986                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
1987                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
1988                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
1989                 R_Mesh_TextureState(&m);
1990                 GL_ColorMask(0,0,0,1);
1991                 GL_BlendFunc(GL_ONE, GL_ZERO);
1992                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
1993
1994                 // second pass
1995                 memset(&m, 0, sizeof(m));
1996                 m.tex[0] = R_GetTexture(normalmaptexture);
1997                 m.texcombinergb[0] = GL_REPLACE;
1998                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
1999                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2000                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2001                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2002                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2003                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2004                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2005                 m.pointer_texcoord_bufferobject[1] = 0;
2006                 m.pointer_texcoord_bufferoffset[1] = 0;
2007                 R_Mesh_TextureState(&m);
2008                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2009                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2010
2011                 // second pass
2012                 memset(&m, 0, sizeof(m));
2013                 m.tex[0] = R_GetTexture(basetexture);
2014                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2015                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2016                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2017                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2018                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2019                 {
2020                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2021                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
2022                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2023                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2024                         m.texmatrix[1] = rsurface.entitytolight;
2025                 }
2026                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2027         }
2028         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
2029         {
2030                 // 2/2 3D combine path (original Radeon)
2031                 memset(&m, 0, sizeof(m));
2032                 m.tex[0] = R_GetTexture(normalmaptexture);
2033                 m.texcombinergb[0] = GL_REPLACE;
2034                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2035                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2036                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2037                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2038                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2039                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2040                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2041                 m.pointer_texcoord_bufferobject[1] = 0;
2042                 m.pointer_texcoord_bufferoffset[1] = 0;
2043                 R_Mesh_TextureState(&m);
2044                 GL_ColorMask(0,0,0,1);
2045                 GL_BlendFunc(GL_ONE, GL_ZERO);
2046                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2047
2048                 // second pass
2049                 memset(&m, 0, sizeof(m));
2050                 m.tex[0] = R_GetTexture(basetexture);
2051                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2052                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2053                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2054                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2055                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2056                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2057                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2058                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2059                 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2060                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2061         }
2062         else if (r_textureunits.integer >= 4)
2063         {
2064                 // 4/2 2D combine path (Geforce3, Radeon 8500)
2065                 memset(&m, 0, sizeof(m));
2066                 m.tex[0] = R_GetTexture(normalmaptexture);
2067                 m.texcombinergb[0] = GL_REPLACE;
2068                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2069                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2070                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2071                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2072                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2073                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2074                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2075                 m.pointer_texcoord_bufferobject[1] = 0;
2076                 m.pointer_texcoord_bufferoffset[1] = 0;
2077                 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2078                 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2079                 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2080                 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2081                 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
2082                 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2083                 m.pointer_texcoord3f[3] = rsurface.vertex3f;
2084                 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
2085                 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
2086                 m.texmatrix[3] = rsurface.entitytoattenuationz;
2087                 R_Mesh_TextureState(&m);
2088                 GL_ColorMask(0,0,0,1);
2089                 GL_BlendFunc(GL_ONE, GL_ZERO);
2090                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2091
2092                 // second pass
2093                 memset(&m, 0, sizeof(m));
2094                 m.tex[0] = R_GetTexture(basetexture);
2095                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2096                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2097                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2098                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2099                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2100                 {
2101                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2102                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
2103                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2104                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2105                         m.texmatrix[1] = rsurface.entitytolight;
2106                 }
2107                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2108         }
2109         else
2110         {
2111                 // 2/2/2 2D combine path (any dot3 card)
2112                 memset(&m, 0, sizeof(m));
2113                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2114                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2115                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2116                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2117                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2118                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2119                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2120                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2121                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2122                 m.texmatrix[1] = rsurface.entitytoattenuationz;
2123                 R_Mesh_TextureState(&m);
2124                 GL_ColorMask(0,0,0,1);
2125                 GL_BlendFunc(GL_ONE, GL_ZERO);
2126                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2127
2128                 // second pass
2129                 memset(&m, 0, sizeof(m));
2130                 m.tex[0] = R_GetTexture(normalmaptexture);
2131                 m.texcombinergb[0] = GL_REPLACE;
2132                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2133                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2134                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2135                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2136                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2137                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2138                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2139                 m.pointer_texcoord_bufferobject[1] = 0;
2140                 m.pointer_texcoord_bufferoffset[1] = 0;
2141                 R_Mesh_TextureState(&m);
2142                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2143                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2144
2145                 // second pass
2146                 memset(&m, 0, sizeof(m));
2147                 m.tex[0] = R_GetTexture(basetexture);
2148                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2149                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2150                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2151                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2152                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2153                 {
2154                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2155                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
2156                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2157                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2158                         m.texmatrix[1] = rsurface.entitytolight;
2159                 }
2160                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2161         }
2162         // this final code is shared
2163         R_Mesh_TextureState(&m);
2164         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2165 }
2166
2167 static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2168 {
2169         float glossexponent;
2170         rmeshstate_t m;
2171         // FIXME: detect blendsquare!
2172         //if (!gl_support_blendsquare)
2173         //      return;
2174         GL_Color(1,1,1,1);
2175         // generate normalization cubemap texcoords
2176         R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
2177         if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2178         {
2179                 // 2/0/0/1/2 3D combine blendsquare path
2180                 memset(&m, 0, sizeof(m));
2181                 m.tex[0] = R_GetTexture(normalmaptexture);
2182                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2183                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2184                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2185                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2186                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2187                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2188                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2189                 m.pointer_texcoord_bufferobject[1] = 0;
2190                 m.pointer_texcoord_bufferoffset[1] = 0;
2191                 R_Mesh_TextureState(&m);
2192                 GL_ColorMask(0,0,0,1);
2193                 // this squares the result
2194                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2195                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2196
2197                 // second and third pass
2198                 R_Mesh_ResetTextureState();
2199                 // square alpha in framebuffer a few times to make it shiny
2200                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2201                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2202                         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2203
2204                 // fourth pass
2205                 memset(&m, 0, sizeof(m));
2206                 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2207                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2208                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2209                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2210                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2211                 R_Mesh_TextureState(&m);
2212                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2213                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2214
2215                 // fifth pass
2216                 memset(&m, 0, sizeof(m));
2217                 m.tex[0] = R_GetTexture(glosstexture);
2218                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2219                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2220                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2221                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2222                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2223                 {
2224                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2225                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
2226                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2227                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2228                         m.texmatrix[1] = rsurface.entitytolight;
2229                 }
2230                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2231         }
2232         else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2233         {
2234                 // 2/0/0/2 3D combine blendsquare path
2235                 memset(&m, 0, sizeof(m));
2236                 m.tex[0] = R_GetTexture(normalmaptexture);
2237                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2238                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2239                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2240                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2241                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2242                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2243                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2244                 m.pointer_texcoord_bufferobject[1] = 0;
2245                 m.pointer_texcoord_bufferoffset[1] = 0;
2246                 R_Mesh_TextureState(&m);
2247                 GL_ColorMask(0,0,0,1);
2248                 // this squares the result
2249                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2250                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2251
2252                 // second and third pass
2253                 R_Mesh_ResetTextureState();
2254                 // square alpha in framebuffer a few times to make it shiny
2255                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2256                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2257                         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2258
2259                 // fourth pass
2260                 memset(&m, 0, sizeof(m));
2261                 m.tex[0] = R_GetTexture(glosstexture);
2262                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2263                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2264                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2265                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2266                 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2267                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2268                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2269                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2270                 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2271                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2272         }
2273         else
2274         {
2275                 // 2/0/0/2/2 2D combine blendsquare path
2276                 memset(&m, 0, sizeof(m));
2277                 m.tex[0] = R_GetTexture(normalmaptexture);
2278                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2279                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2280                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2281                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2282                 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2283                 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2284                 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2285                 m.pointer_texcoord_bufferobject[1] = 0;
2286                 m.pointer_texcoord_bufferoffset[1] = 0;
2287                 R_Mesh_TextureState(&m);
2288                 GL_ColorMask(0,0,0,1);
2289                 // this squares the result
2290                 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2291                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2292
2293                 // second and third pass
2294                 R_Mesh_ResetTextureState();
2295                 // square alpha in framebuffer a few times to make it shiny
2296                 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2297                 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2298                         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2299
2300                 // fourth pass
2301                 memset(&m, 0, sizeof(m));
2302                 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2303                 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2304                 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2305                 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2306                 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2307                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2308                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2309                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2310                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2311                 m.texmatrix[1] = rsurface.entitytoattenuationz;
2312                 R_Mesh_TextureState(&m);
2313                 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2314                 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2315
2316                 // fifth pass
2317                 memset(&m, 0, sizeof(m));
2318                 m.tex[0] = R_GetTexture(glosstexture);
2319                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2320                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2321                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2322                 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2323                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2324                 {
2325                         m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2326                         m.pointer_texcoord3f[1] = rsurface.vertex3f;
2327                         m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2328                         m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2329                         m.texmatrix[1] = rsurface.entitytolight;
2330                 }
2331                 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2332         }
2333         // this final code is shared
2334         R_Mesh_TextureState(&m);
2335         R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2336 }
2337
2338 static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2339 {
2340         // ARB path (any Geforce, any Radeon)
2341         qboolean doambient = ambientscale > 0;
2342         qboolean dodiffuse = diffusescale > 0;
2343         qboolean dospecular = specularscale > 0;
2344         if (!doambient && !dodiffuse && !dospecular)
2345                 return;
2346         R_Mesh_ColorPointer(NULL, 0, 0);
2347         if (doambient)
2348                 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
2349         if (dodiffuse)
2350                 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2351         if (dopants)
2352         {
2353                 if (doambient)
2354                         R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
2355                 if (dodiffuse)
2356                         R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2357         }
2358         if (doshirt)
2359         {
2360                 if (doambient)
2361                         R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
2362                 if (dodiffuse)
2363                         R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2364         }
2365         if (dospecular)
2366                 R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
2367 }
2368
2369 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2370 {
2371         int renders;
2372         int i;
2373         int stop;
2374         int newfirstvertex;
2375         int newlastvertex;
2376         int newnumtriangles;
2377         int *newe;
2378         const int *e;
2379         float *c;
2380         int maxtriangles = 4096;
2381         int newelements[4096*3];
2382         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2383         for (renders = 0;renders < 64;renders++)
2384         {
2385                 stop = true;
2386                 newfirstvertex = 0;
2387                 newlastvertex = 0;
2388                 newnumtriangles = 0;
2389                 newe = newelements;
2390                 // due to low fillrate on the cards this vertex lighting path is
2391                 // designed for, we manually cull all triangles that do not
2392                 // contain a lit vertex
2393                 // this builds batches of triangles from multiple surfaces and
2394                 // renders them at once
2395                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2396                 {
2397                         if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2398                         {
2399                                 if (newnumtriangles)
2400                                 {
2401                                         newfirstvertex = min(newfirstvertex, e[0]);
2402                                         newlastvertex  = max(newlastvertex, e[0]);
2403                                 }
2404                                 else
2405                                 {
2406                                         newfirstvertex = e[0];
2407                                         newlastvertex = e[0];
2408                                 }
2409                                 newfirstvertex = min(newfirstvertex, e[1]);
2410                                 newlastvertex  = max(newlastvertex, e[1]);
2411                                 newfirstvertex = min(newfirstvertex, e[2]);
2412                                 newlastvertex  = max(newlastvertex, e[2]);
2413                                 newe[0] = e[0];
2414                                 newe[1] = e[1];
2415                                 newe[2] = e[2];
2416                                 newnumtriangles++;
2417                                 newe += 3;
2418                                 if (newnumtriangles >= maxtriangles)
2419                                 {
2420                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2421                                         newnumtriangles = 0;
2422                                         newe = newelements;
2423                                         stop = false;
2424                                 }
2425                         }
2426                 }
2427                 if (newnumtriangles >= 1)
2428                 {
2429                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2430                         stop = false;
2431                 }
2432                 // if we couldn't find any lit triangles, exit early
2433                 if (stop)
2434                         break;
2435                 // now reduce the intensity for the next overbright pass
2436                 // we have to clamp to 0 here incase the drivers have improper
2437                 // handling of negative colors
2438                 // (some old drivers even have improper handling of >1 color)
2439                 stop = true;
2440                 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2441                 {
2442                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2443                         {
2444                                 c[0] = max(0, c[0] - 1);
2445                                 c[1] = max(0, c[1] - 1);
2446                                 c[2] = max(0, c[2] - 1);
2447                                 stop = false;
2448                         }
2449                         else
2450                                 VectorClear(c);
2451                 }
2452                 // another check...
2453                 if (stop)
2454                         break;
2455         }
2456 }
2457
2458 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2459 {
2460         // OpenGL 1.1 path (anything)
2461         float ambientcolorbase[3], diffusecolorbase[3];
2462         float ambientcolorpants[3], diffusecolorpants[3];
2463         float ambientcolorshirt[3], diffusecolorshirt[3];
2464         rmeshstate_t m;
2465         VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
2466         VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
2467         VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
2468         VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
2469         VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
2470         VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
2471         memset(&m, 0, sizeof(m));
2472         m.tex[0] = R_GetTexture(basetexture);
2473         m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2474         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2475         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2476         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2477         if (r_textureunits.integer >= 2)
2478         {
2479                 // voodoo2 or TNT
2480                 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2481                 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2482                 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2483                 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2484                 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2485                 if (r_textureunits.integer >= 3)
2486                 {
2487                         // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2488                         m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2489                         m.texmatrix[2] = rsurface.entitytoattenuationz;
2490                         m.pointer_texcoord3f[2] = rsurface.vertex3f;
2491                         m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2492                         m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2493                 }
2494         }
2495         R_Mesh_TextureState(&m);
2496         //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2497         R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2498         if (dopants)
2499         {
2500                 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2501                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2502         }
2503         if (doshirt)
2504         {
2505                 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2506                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2507         }
2508 }
2509
2510 extern cvar_t gl_lightmaps;
2511 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2512 {
2513         float ambientscale, diffusescale, specularscale;
2514         vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2515         rtexture_t *nmap;
2516         // calculate colors to render this texture with
2517         lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
2518         lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
2519         lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
2520         ambientscale = rsurface.rtlight->ambientscale;
2521         diffusescale = rsurface.rtlight->diffusescale;
2522         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2523         if (!r_shadow_usenormalmap.integer)
2524         {
2525                 ambientscale += 1.0f * diffusescale;
2526                 diffusescale = 0;
2527                 specularscale = 0;
2528         }
2529         if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2530                 return;
2531         RSurf_SetupDepthAndCulling();
2532         nmap = rsurface.texture->currentskinframe->nmap;
2533         if (gl_lightmaps.integer)
2534                 nmap = r_texture_blanknormalmap;
2535         if (rsurface.texture->colormapping && !gl_lightmaps.integer)
2536         {
2537                 qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
2538                 qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
2539                 if (dopants)
2540                 {
2541                         lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
2542                         lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
2543                         lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
2544                 }
2545                 else
2546                         VectorClear(lightcolorpants);
2547                 if (doshirt)
2548                 {
2549                         lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
2550                         lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
2551                         lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
2552                 }
2553                 else
2554                         VectorClear(lightcolorshirt);
2555                 switch (r_shadow_rendermode)
2556                 {
2557                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2558                         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2559                         R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2560                         break;
2561                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2562                         R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2563                         break;
2564                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2565                         R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2566                         break;
2567                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2568                         R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2569                         break;
2570                 default:
2571                         Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2572                         break;
2573                 }
2574         }
2575         else
2576         {
2577                 switch (r_shadow_rendermode)
2578                 {
2579                 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2580                         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2581                         R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2582                         break;
2583                 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2584                         R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2585                         break;
2586                 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2587                         R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2588                         break;
2589                 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2590                         R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
2591                         break;
2592                 default:
2593                         Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2594                         break;
2595                 }
2596         }
2597 }
2598
2599 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2600 {
2601         matrix4x4_t tempmatrix = *matrix;
2602         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2603
2604         // if this light has been compiled before, free the associated data
2605         R_RTLight_Uncompile(rtlight);
2606
2607         // clear it completely to avoid any lingering data
2608         memset(rtlight, 0, sizeof(*rtlight));
2609
2610         // copy the properties
2611         rtlight->matrix_lighttoworld = tempmatrix;
2612         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2613         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2614         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2615         VectorCopy(color, rtlight->color);
2616         rtlight->cubemapname[0] = 0;
2617         if (cubemapname && cubemapname[0])
2618                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2619         rtlight->shadow = shadow;
2620         rtlight->corona = corona;
2621         rtlight->style = style;
2622         rtlight->isstatic = isstatic;
2623         rtlight->coronasizescale = coronasizescale;
2624         rtlight->ambientscale = ambientscale;
2625         rtlight->diffusescale = diffusescale;
2626         rtlight->specularscale = specularscale;
2627         rtlight->flags = flags;
2628
2629         // compute derived data
2630         //rtlight->cullradius = rtlight->radius;
2631         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2632         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2633         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2634         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2635         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2636         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2637         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2638 }
2639
2640 // compiles rtlight geometry
2641 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2642 void R_RTLight_Compile(rtlight_t *rtlight)
2643 {
2644         int i;
2645         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2646         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2647         entity_render_t *ent = r_refdef.scene.worldentity;
2648         dp_model_t *model = r_refdef.scene.worldmodel;
2649         unsigned char *data;
2650         shadowmesh_t *mesh;
2651
2652         // compile the light
2653         rtlight->compiled = true;
2654         rtlight->static_numleafs = 0;
2655         rtlight->static_numleafpvsbytes = 0;
2656         rtlight->static_leaflist = NULL;
2657         rtlight->static_leafpvs = NULL;
2658         rtlight->static_numsurfaces = 0;
2659         rtlight->static_surfacelist = NULL;
2660         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2661         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2662         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2663         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2664         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2665         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2666
2667         if (model && model->GetLightInfo)
2668         {
2669                 // this variable must be set for the CompileShadowVolume code
2670                 r_shadow_compilingrtlight = rtlight;
2671                 R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
2672                 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
2673                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2674                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2675                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2676                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2677                 rtlight->static_numsurfaces = numsurfaces;
2678                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2679                 rtlight->static_numleafs = numleafs;
2680                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2681                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2682                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2683                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2684                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2685                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2686                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2687                 if (rtlight->static_numsurfaces)
2688                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2689                 if (rtlight->static_numleafs)
2690                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2691                 if (rtlight->static_numleafpvsbytes)
2692                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2693                 if (rtlight->static_numshadowtrispvsbytes)
2694                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2695                 if (rtlight->static_numlighttrispvsbytes)
2696                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2697                 if (model->CompileShadowVolume && rtlight->shadow)
2698                         model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2699                 // now we're done compiling the rtlight
2700                 r_shadow_compilingrtlight = NULL;
2701         }
2702
2703
2704         // use smallest available cullradius - box radius or light radius
2705         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2706         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2707
2708         shadowzpasstris = 0;
2709         if (rtlight->static_meshchain_shadow_zpass)
2710                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
2711                         shadowzpasstris += mesh->numtriangles;
2712
2713         shadowzfailtris = 0;
2714         if (rtlight->static_meshchain_shadow_zfail)
2715                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
2716                         shadowzfailtris += mesh->numtriangles;
2717
2718         lighttris = 0;
2719         if (rtlight->static_numlighttrispvsbytes)
2720                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2721                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2722                                 lighttris++;
2723
2724         shadowtris = 0;
2725         if (rtlight->static_numlighttrispvsbytes)
2726                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2727                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2728                                 shadowtris++;
2729
2730         if (developer.integer >= 10)
2731                 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
2732 }
2733
2734 void R_RTLight_Uncompile(rtlight_t *rtlight)
2735 {
2736         if (rtlight->compiled)
2737         {
2738                 if (rtlight->static_meshchain_shadow_zpass)
2739                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
2740                 rtlight->static_meshchain_shadow_zpass = NULL;
2741                 if (rtlight->static_meshchain_shadow_zfail)
2742                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
2743                 rtlight->static_meshchain_shadow_zfail = NULL;
2744                 // these allocations are grouped
2745                 if (rtlight->static_surfacelist)
2746                         Mem_Free(rtlight->static_surfacelist);
2747                 rtlight->static_numleafs = 0;
2748                 rtlight->static_numleafpvsbytes = 0;
2749                 rtlight->static_leaflist = NULL;
2750                 rtlight->static_leafpvs = NULL;
2751                 rtlight->static_numsurfaces = 0;
2752                 rtlight->static_surfacelist = NULL;
2753                 rtlight->static_numshadowtrispvsbytes = 0;
2754                 rtlight->static_shadowtrispvs = NULL;
2755                 rtlight->static_numlighttrispvsbytes = 0;
2756                 rtlight->static_lighttrispvs = NULL;
2757                 rtlight->compiled = false;
2758         }
2759 }
2760
2761 void R_Shadow_UncompileWorldLights(void)
2762 {
2763         size_t lightindex;
2764         dlight_t *light;
2765         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2766         for (lightindex = 0;lightindex < range;lightindex++)
2767         {
2768                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2769                 if (!light)
2770                         continue;
2771                 R_RTLight_Uncompile(&light->rtlight);
2772         }
2773 }
2774
2775 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
2776 {
2777         int i, j;
2778         mplane_t plane;
2779         // reset the count of frustum planes
2780         // see rsurface.rtlight_frustumplanes definition for how much this array
2781         // can hold
2782         rsurface.rtlight_numfrustumplanes = 0;
2783
2784         // haven't implemented a culling path for ortho rendering
2785         if (!r_refdef.view.useperspective)
2786         {
2787                 // check if the light is on screen and copy the 4 planes if it is
2788                 for (i = 0;i < 4;i++)
2789                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2790                                 break;
2791                 if (i == 4)
2792                         for (i = 0;i < 4;i++)
2793                                 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
2794                 return;
2795         }
2796
2797 #if 1
2798         // generate a deformed frustum that includes the light origin, this is
2799         // used to cull shadow casting surfaces that can not possibly cast a
2800         // shadow onto the visible light-receiving surfaces, which can be a
2801         // performance gain
2802         //
2803         // if the light origin is onscreen the result will be 4 planes exactly
2804         // if the light origin is offscreen on only one axis the result will
2805         // be exactly 5 planes (split-side case)
2806         // if the light origin is offscreen on two axes the result will be
2807         // exactly 4 planes (stretched corner case)
2808         for (i = 0;i < 4;i++)
2809         {
2810                 // quickly reject standard frustum planes that put the light
2811                 // origin outside the frustum
2812                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2813                         continue;
2814                 // copy the plane
2815                 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
2816         }
2817         // if all the standard frustum planes were accepted, the light is onscreen
2818         // otherwise we need to generate some more planes below...
2819         if (rsurface.rtlight_numfrustumplanes < 4)
2820         {
2821                 // at least one of the stock frustum planes failed, so we need to
2822                 // create one or two custom planes to enclose the light origin
2823                 for (i = 0;i < 4;i++)
2824                 {
2825                         // create a plane using the view origin and light origin, and a
2826                         // single point from the frustum corner set
2827                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
2828                         VectorNormalize(plane.normal);
2829                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
2830                         // see if this plane is backwards and flip it if so
2831                         for (j = 0;j < 4;j++)
2832                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2833                                         break;
2834                         if (j < 4)
2835                         {
2836                                 VectorNegate(plane.normal, plane.normal);
2837                                 plane.dist *= -1;
2838                                 // flipped plane, test again to see if it is now valid
2839                                 for (j = 0;j < 4;j++)
2840                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2841                                                 break;
2842                                 // if the plane is still not valid, then it is dividing the
2843                                 // frustum and has to be rejected
2844                                 if (j < 4)
2845                                         continue;
2846                         }
2847                         // we have created a valid plane, compute extra info
2848                         PlaneClassify(&plane);
2849                         // copy the plane
2850                         rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2851 #if 1
2852                         // if we've found 5 frustum planes then we have constructed a
2853                         // proper split-side case and do not need to keep searching for
2854                         // planes to enclose the light origin
2855                         if (rsurface.rtlight_numfrustumplanes == 5)
2856                                 break;
2857 #endif
2858                 }
2859         }
2860 #endif
2861
2862 #if 0
2863         for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
2864         {
2865                 plane = rsurface.rtlight_frustumplanes[i];
2866                 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
2867         }
2868 #endif
2869
2870 #if 0
2871         // now add the light-space box planes if the light box is rotated, as any
2872         // caster outside the oriented light box is irrelevant (even if it passed
2873         // the worldspace light box, which is axial)
2874         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
2875         {
2876                 for (i = 0;i < 6;i++)
2877                 {
2878                         vec3_t v;
2879                         VectorClear(v);
2880                         v[i >> 1] = (i & 1) ? -1 : 1;
2881                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
2882                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
2883                         plane.dist = VectorNormalizeLength(plane.normal);
2884                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
2885                         rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2886                 }
2887         }
2888 #endif
2889
2890 #if 0
2891         // add the world-space reduced box planes
2892         for (i = 0;i < 6;i++)
2893         {
2894                 VectorClear(plane.normal);
2895                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
2896                 plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
2897                 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
2898         }
2899 #endif
2900
2901 #if 0
2902         {
2903         int j, oldnum;
2904         vec3_t points[8];
2905         vec_t bestdist;
2906         // reduce all plane distances to tightly fit the rtlight cull box, which
2907         // is in worldspace
2908         VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
2909         VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
2910         VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
2911         VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
2912         VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
2913         VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
2914         VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
2915         VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
2916         oldnum = rsurface.rtlight_numfrustumplanes;
2917         rsurface.rtlight_numfrustumplanes = 0;
2918         for (j = 0;j < oldnum;j++)
2919         {
2920                 // find the nearest point on the box to this plane
2921                 bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
2922                 for (i = 1;i < 8;i++)
2923                 {
2924                         dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
2925                         if (bestdist > dist)
2926                                 bestdist = dist;
2927                 }
2928                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
2929                 // if the nearest point is near or behind the plane, we want this
2930                 // plane, otherwise the plane is useless as it won't cull anything
2931                 if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
2932                 {
2933                         PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
2934                         rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
2935                 }
2936         }
2937         }
2938 #endif
2939 }
2940
2941 void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
2942 {
2943         qboolean zpass;
2944         shadowmesh_t *mesh;
2945         int t, tend;
2946         int surfacelistindex;
2947         msurface_t *surface;
2948
2949         RSurf_ActiveWorldEntity();
2950         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2951         {
2952                 CHECKGLERROR
2953                 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
2954                 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
2955                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
2956                 for (;mesh;mesh = mesh->next)
2957                 {
2958                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2959                         R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
2960                         GL_LockArrays(0, mesh->numverts);
2961                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
2962                         {
2963                                 // increment stencil if frontface is infront of depthbuffer
2964                                 GL_CullFace(r_refdef.view.cullface_back);
2965                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2966                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
2967                                 // decrement stencil if backface is infront of depthbuffer
2968                                 GL_CullFace(r_refdef.view.cullface_front);
2969                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2970                         }
2971                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
2972                         {
2973                                 // decrement stencil if backface is behind depthbuffer
2974                                 GL_CullFace(r_refdef.view.cullface_front);
2975                                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2976                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
2977                                 // increment stencil if frontface is behind depthbuffer
2978                                 GL_CullFace(r_refdef.view.cullface_back);
2979                                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2980                         }
2981                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
2982                         GL_LockArrays(0, 0);
2983                 }
2984                 CHECKGLERROR
2985         }
2986         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
2987         {
2988                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
2989                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2990                 {
2991                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
2992                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
2993                                 if (CHECKPVSBIT(trispvs, t))
2994                                         shadowmarklist[numshadowmark++] = t;
2995                 }
2996                 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
2997         }
2998         else if (numsurfaces)
2999                 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
3000
3001         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3002 }
3003
3004 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3005 {
3006         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3007         vec_t relativeshadowradius;
3008         RSurf_ActiveModelEntity(ent, false, false);
3009         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3010         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3011         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3012         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3013         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3014         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3015         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3016         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3017         ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3018         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3019 }
3020
3021 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3022 {
3023         // set up properties for rendering light onto this entity
3024         RSurf_ActiveModelEntity(ent, true, true);
3025         GL_AlphaTest(false);
3026         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3027         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3028         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3029         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3030         if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3031                 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3032 }
3033
3034 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3035 {
3036         if (!r_refdef.scene.worldmodel->DrawLight)
3037                 return;
3038
3039         // set up properties for rendering light onto this entity
3040         RSurf_ActiveWorldEntity();
3041         GL_AlphaTest(false);
3042         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3043         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3044         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3045         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3046         if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3047                 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3048
3049         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
3050
3051         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3052 }
3053
3054 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3055 {
3056         dp_model_t *model = ent->model;
3057         if (!model->DrawLight)
3058                 return;
3059
3060         R_Shadow_SetupEntityLight(ent);
3061
3062         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3063
3064         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3065 }
3066
3067 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
3068 {
3069         int i;
3070         float f;
3071         int numleafs, numsurfaces;
3072         int *leaflist, *surfacelist;
3073         unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
3074         int numlightentities;
3075         int numlightentities_noselfshadow;
3076         int numshadowentities;
3077         int numshadowentities_noselfshadow;
3078         static entity_render_t *lightentities[MAX_EDICTS];
3079         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3080         static entity_render_t *shadowentities[MAX_EDICTS];
3081         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3082
3083         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3084         // skip lights that are basically invisible (color 0 0 0)
3085         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3086                 return;
3087
3088         // loading is done before visibility checks because loading should happen
3089         // all at once at the start of a level, not when it stalls gameplay.
3090         // (especially important to benchmarks)
3091         // compile light
3092         if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
3093                 R_RTLight_Compile(rtlight);
3094         // load cubemap
3095         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3096
3097         // look up the light style value at this time
3098         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3099         VectorScale(rtlight->color, f, rtlight->currentcolor);
3100         /*
3101         if (rtlight->selected)
3102         {
3103                 f = 2 + sin(realtime * M_PI * 4.0);
3104                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3105         }
3106         */
3107
3108         // if lightstyle is currently off, don't draw the light
3109         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3110                 return;
3111
3112         // if the light box is offscreen, skip it
3113         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3114                 return;
3115
3116         VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
3117         VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
3118
3119         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3120         {
3121                 // compiled light, world available and can receive realtime lighting
3122                 // retrieve leaf information
3123                 numleafs = rtlight->static_numleafs;
3124                 leaflist = rtlight->static_leaflist;
3125                 leafpvs = rtlight->static_leafpvs;
3126                 numsurfaces = rtlight->static_numsurfaces;
3127                 surfacelist = rtlight->static_surfacelist;
3128                 shadowtrispvs = rtlight->static_shadowtrispvs;
3129                 lighttrispvs = rtlight->static_lighttrispvs;
3130         }
3131         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3132         {
3133                 // dynamic light, world available and can receive realtime lighting
3134                 // calculate lit surfaces and leafs
3135                 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
3136                 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
3137                 leaflist = r_shadow_buffer_leaflist;
3138                 leafpvs = r_shadow_buffer_leafpvs;
3139                 surfacelist = r_shadow_buffer_surfacelist;
3140                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3141                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3142                 // if the reduced leaf bounds are offscreen, skip it
3143                 if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3144                         return;
3145         }
3146         else
3147         {
3148                 // no world
3149                 numleafs = 0;
3150                 leaflist = NULL;
3151                 leafpvs = NULL;
3152                 numsurfaces = 0;
3153                 surfacelist = NULL;
3154                 shadowtrispvs = NULL;
3155                 lighttrispvs = NULL;
3156         }
3157         // check if light is illuminating any visible leafs
3158         if (numleafs)
3159         {
3160                 for (i = 0;i < numleafs;i++)
3161                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3162                                 break;
3163                 if (i == numleafs)
3164                         return;
3165         }
3166         // set up a scissor rectangle for this light
3167         if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3168                 return;
3169
3170         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3171
3172         // make a list of lit entities and shadow casting entities
3173         numlightentities = 0;
3174         numlightentities_noselfshadow = 0;
3175         numshadowentities = 0;
3176         numshadowentities_noselfshadow = 0;
3177         // add dynamic entities that are lit by the light
3178         if (r_drawentities.integer)
3179         {
3180                 for (i = 0;i < r_refdef.scene.numentities;i++)
3181                 {
3182                         dp_model_t *model;
3183                         entity_render_t *ent = r_refdef.scene.entities[i];
3184                         vec3_t org;
3185                         if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3186                                 continue;
3187                         // skip the object entirely if it is not within the valid
3188                         // shadow-casting region (which includes the lit region)
3189                         if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
3190                                 continue;
3191                         if (!(model = ent->model))
3192                                 continue;
3193                         if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3194                         {
3195                                 // this entity wants to receive light, is visible, and is
3196                                 // inside the light box
3197                                 // TODO: check if the surfaces in the model can receive light
3198                                 // so now check if it's in a leaf seen by the light
3199                                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3200                                         continue;
3201                                 if (ent->flags & RENDER_NOSELFSHADOW)
3202                                         lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3203                                 else
3204                                         lightentities[numlightentities++] = ent;
3205                                 // since it is lit, it probably also casts a shadow...
3206                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3207                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3208                                 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3209                                 {
3210                                         // note: exterior models without the RENDER_NOSELFSHADOW
3211                                         // flag still create a RENDER_NOSELFSHADOW shadow but
3212                                         // are lit normally, this means that they are
3213                                         // self-shadowing but do not shadow other
3214                                         // RENDER_NOSELFSHADOW entities such as the gun
3215                                         // (very weird, but keeps the player shadow off the gun)
3216                                         if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3217                                                 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3218                                         else
3219                                                 shadowentities[numshadowentities++] = ent;
3220                                 }
3221                         }
3222                         else if (ent->flags & RENDER_SHADOW)
3223                         {
3224                                 // this entity is not receiving light, but may still need to
3225                                 // cast a shadow...
3226                                 // TODO: check if the surfaces in the model can cast shadow
3227                                 // now check if it is in a leaf seen by the light
3228                                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3229                                         continue;
3230                                 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3231                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3232                                 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3233                                 {
3234                                         if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3235                                                 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3236                                         else
3237                                                 shadowentities[numshadowentities++] = ent;
3238                                 }
3239                         }
3240                 }
3241         }
3242
3243         // return if there's nothing at all to light
3244         if (!numlightentities && !numsurfaces)
3245                 return;
3246
3247         // don't let sound skip if going slow
3248         if (r_refdef.scene.extraupdate)
3249                 S_ExtraUpdate ();
3250
3251         // make this the active rtlight for rendering purposes
3252         R_Shadow_RenderMode_ActiveLight(rtlight);
3253         // count this light in the r_speeds
3254         r_refdef.stats.lights++;
3255
3256         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3257         {
3258                 // optionally draw visible shape of the shadow volumes
3259                 // for performance analysis by level designers
3260                 R_Shadow_RenderMode_VisibleShadowVolumes();
3261                 if (numsurfaces)
3262                         R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3263                 for (i = 0;i < numshadowentities;i++)
3264                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3265                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3266                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3267         }
3268
3269         if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3270         {
3271                 // draw stencil shadow volumes to mask off pixels that are in shadow
3272                 // so that they won't receive lighting
3273                 R_Shadow_ClearStencil();
3274                 if (numsurfaces)
3275                         R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3276                 for (i = 0;i < numshadowentities;i++)
3277                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3278                 if (numlightentities_noselfshadow)
3279                 {
3280                         // draw lighting in the unmasked areas
3281                         R_Shadow_RenderMode_Lighting(true, false);
3282                         for (i = 0;i < numlightentities_noselfshadow;i++)
3283                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3284
3285                         // optionally draw the illuminated areas
3286                         // for performance analysis by level designers
3287                         if (r_showlighting.integer && r_refdef.view.showdebug)
3288                         {
3289                                 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
3290                                 for (i = 0;i < numlightentities_noselfshadow;i++)
3291                                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3292                         }
3293                 }
3294                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3295                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3296
3297                 if (numsurfaces + numlightentities)
3298                 {
3299                         // draw lighting in the unmasked areas
3300                         R_Shadow_RenderMode_Lighting(true, false);
3301                         if (numsurfaces)
3302                                 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3303                         for (i = 0;i < numlightentities;i++)
3304                                 R_Shadow_DrawEntityLight(lightentities[i]);
3305
3306                         // optionally draw the illuminated areas
3307                         // for performance analysis by level designers
3308                         if (r_showlighting.integer && r_refdef.view.showdebug)
3309                         {
3310                                 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
3311                                 if (numsurfaces)
3312                                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3313                                 for (i = 0;i < numlightentities;i++)
3314                                         R_Shadow_DrawEntityLight(lightentities[i]);
3315                         }
3316                 }
3317         }
3318         else
3319         {
3320                 if (numsurfaces + numlightentities)
3321                 {
3322                         // draw lighting in the unmasked areas
3323                         R_Shadow_RenderMode_Lighting(false, false);
3324                         if (numsurfaces)
3325                                 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3326                         for (i = 0;i < numlightentities;i++)
3327                                 R_Shadow_DrawEntityLight(lightentities[i]);
3328                         for (i = 0;i < numlightentities_noselfshadow;i++)
3329                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3330
3331                         // optionally draw the illuminated areas
3332                         // for performance analysis by level designers
3333                         if (r_showlighting.integer && r_refdef.view.showdebug)
3334                         {
3335                                 R_Shadow_RenderMode_VisibleLighting(false, false);
3336                                 if (numsurfaces)
3337                                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3338                                 for (i = 0;i < numlightentities;i++)
3339                                         R_Shadow_DrawEntityLight(lightentities[i]);
3340                                 for (i = 0;i < numlightentities_noselfshadow;i++)
3341                                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3342                         }
3343                 }
3344         }
3345 }
3346
3347 void R_Shadow_DrawLightSprites(void);
3348 void R_ShadowVolumeLighting(qboolean visible)
3349 {
3350         int flag;
3351         int lnum;
3352         size_t lightindex;
3353         dlight_t *light;
3354         size_t range;
3355
3356         if (r_editlights.integer)
3357                 R_Shadow_DrawLightSprites();
3358
3359         R_Shadow_RenderMode_Begin();
3360
3361         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3362         if (r_shadow_debuglight.integer >= 0)
3363         {
3364                 lightindex = r_shadow_debuglight.integer;
3365                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3366                 if (light && (light->flags & flag))
3367                         R_DrawRTLight(&light->rtlight, visible);
3368         }
3369         else
3370         {
3371                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3372                 for (lightindex = 0;lightindex < range;lightindex++)
3373                 {
3374                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3375                         if (light && (light->flags & flag))
3376                                 R_DrawRTLight(&light->rtlight, visible);
3377                 }
3378         }
3379         if (r_refdef.scene.rtdlight)
3380                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3381                         R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
3382
3383         R_Shadow_RenderMode_End();
3384 }
3385
3386 extern void R_SetupView(qboolean allowwaterclippingplane);
3387 extern cvar_t r_shadows;
3388 extern cvar_t r_shadows_darken;
3389 extern cvar_t r_shadows_drawafterrtlightning;
3390 extern cvar_t r_shadows_castfrombmodels;
3391 extern cvar_t r_shadows_throwdistance;
3392 extern cvar_t r_shadows_throwdirection;
3393 void R_DrawModelShadows(void)
3394 {
3395         int i;
3396         float relativethrowdistance;
3397         entity_render_t *ent;
3398         vec3_t relativelightorigin;
3399         vec3_t relativelightdirection;
3400         vec3_t relativeshadowmins, relativeshadowmaxs;
3401         vec3_t tmp, shadowdir;
3402         float vertex3f[12];
3403
3404         if (!r_drawentities.integer || !gl_stencil)
3405                 return;
3406
3407         CHECKGLERROR
3408         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3409
3410         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
3411
3412         if (gl_ext_separatestencil.integer)
3413         {
3414                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
3415                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
3416         }
3417         else if (gl_ext_stenciltwoside.integer)
3418         {
3419                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
3420                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
3421         }
3422         else
3423         {
3424                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
3425                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
3426         }
3427
3428         // get shadow dir
3429         if (r_shadows.integer == 2)
3430         {
3431                 Math_atov(r_shadows_throwdirection.string, shadowdir);
3432                 VectorNormalize(shadowdir);
3433         }
3434
3435         R_Shadow_ClearStencil();
3436
3437         for (i = 0;i < r_refdef.scene.numentities;i++)
3438         {
3439                 ent = r_refdef.scene.entities[i];
3440
3441                 // cast shadows from anything of the map (submodels are optional)
3442                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
3443                 {
3444                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
3445                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
3446                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
3447                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
3448                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
3449                         else
3450                         {
3451                                 if(ent->entitynumber != 0)
3452                                 {
3453                                         // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
3454                                         int entnum, entnum2, recursion;
3455                                         entnum = entnum2 = ent->entitynumber;
3456                                         for(recursion = 32; recursion > 0; --recursion)
3457                                         {
3458                                                 entnum2 = cl.entities[entnum].state_current.tagentity;
3459                                                 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
3460                                                         entnum = entnum2;
3461                                                 else
3462                                                         break;
3463                                         }
3464                                         if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
3465                                         {
3466                                                 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
3467                                                 // transform into modelspace of OUR entity
3468                                                 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
3469                                                 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
3470                                         }
3471                                         else
3472                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
3473                                 }
3474                                 else
3475                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
3476                         }
3477
3478                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
3479                         RSurf_ActiveModelEntity(ent, false, false);
3480                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3481                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3482                 }
3483         }
3484
3485         // not really the right mode, but this will disable any silly stencil features
3486         R_Shadow_RenderMode_VisibleLighting(true, true);
3487
3488         // vertex coordinates for a quad that covers the screen exactly
3489         vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
3490         vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
3491         vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
3492         vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
3493
3494         // set up ortho view for rendering this pass
3495         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3496         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3497         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3498         GL_ScissorTest(true);
3499         R_Mesh_Matrix(&identitymatrix);
3500         R_Mesh_ResetTextureState();
3501         R_Mesh_VertexPointer(vertex3f, 0, 0);
3502         R_Mesh_ColorPointer(NULL, 0, 0);
3503
3504         // set up a darkening blend on shadowed areas
3505         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3506         GL_DepthRange(0, 1);
3507         GL_DepthTest(false);
3508         GL_DepthMask(false);
3509         GL_PolygonOffset(0, 0);CHECKGLERROR
3510         GL_Color(0, 0, 0, r_shadows_darken.value);
3511         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3512         qglDepthFunc(GL_ALWAYS);CHECKGLERROR
3513         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
3514         qglStencilMask(~0);CHECKGLERROR
3515         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3516         qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
3517
3518         // apply the blend to the shadowed areas
3519         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3520
3521         // restoring the perspective view is done by R_RenderScene
3522         //R_SetupView(true);
3523
3524         // restore other state to normal
3525         R_Shadow_RenderMode_End();
3526 }
3527
3528 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
3529 {
3530         float zdist;
3531         vec3_t centerorigin;
3532         // if it's too close, skip it
3533         if (VectorLength(rtlight->color) < (1.0f / 256.0f))
3534                 return;
3535         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
3536         if (zdist < 32)
3537                 return;
3538         if (usequery && r_numqueries + 2 <= r_maxqueries)
3539         {
3540                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
3541                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
3542                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
3543
3544                 CHECKGLERROR
3545                 // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
3546                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
3547                 qglDepthFunc(GL_ALWAYS);
3548                 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
3549                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
3550                 qglDepthFunc(GL_LEQUAL);
3551                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
3552                 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
3553                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
3554                 CHECKGLERROR
3555         }
3556         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
3557 }
3558
3559 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
3560 {
3561         vec3_t color;
3562         GLint allpixels = 0, visiblepixels = 0;
3563         // now we have to check the query result
3564         if (rtlight->corona_queryindex_visiblepixels)
3565         {
3566                 CHECKGLERROR
3567                 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
3568                 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
3569                 CHECKGLERROR
3570                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
3571                 if (visiblepixels < 1 || allpixels < 1)
3572                         return;
3573                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
3574                 cscale *= rtlight->corona_visibility;
3575         }
3576         else
3577         {
3578                 // FIXME: these traces should scan all render entities instead of cl.world
3579                 if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
3580                         return;
3581         }
3582         VectorScale(rtlight->color, cscale, color);
3583         if (VectorLength(color) > (1.0f / 256.0f))
3584                 R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1);
3585 }
3586
3587 void R_DrawCoronas(void)
3588 {
3589         int i, flag;
3590         qboolean usequery;
3591         size_t lightindex;
3592         dlight_t *light;
3593         rtlight_t *rtlight;
3594         size_t range;
3595         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
3596                 return;
3597         if (r_waterstate.renderingscene)
3598                 return;
3599         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3600         R_Mesh_Matrix(&identitymatrix);
3601
3602         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3603
3604         // check occlusion of coronas
3605         // use GL_ARB_occlusion_query if available
3606         // otherwise use raytraces
3607         r_numqueries = 0;
3608         usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer;
3609         if (usequery)
3610         {
3611                 GL_ColorMask(0,0,0,0);
3612                 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
3613                 if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
3614                 {
3615                         i = r_maxqueries;
3616                         r_maxqueries = (range + r_refdef.scene.numlights) * 4;
3617                         r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
3618                         CHECKGLERROR
3619                         qglGenQueriesARB(r_maxqueries - i, r_queries + i);
3620                         CHECKGLERROR
3621                 }
3622         }
3623         for (lightindex = 0;lightindex < range;lightindex++)
3624         {
3625                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3626                 if (!light)
3627                         continue;
3628                 rtlight = &light->rtlight;
3629                 rtlight->corona_visibility = 0;
3630                 rtlight->corona_queryindex_visiblepixels = 0;
3631                 rtlight->corona_queryindex_allpixels = 0;
3632                 if (!(rtlight->flags & flag))
3633                         continue;
3634                 if (rtlight->corona <= 0)
3635                         continue;
3636                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
3637                         continue;
3638                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
3639         }
3640         for (i = 0;i < r_refdef.scene.numlights;i++)
3641         {
3642                 rtlight = r_refdef.scene.lights[i];
3643                 rtlight->corona_visibility = 0;
3644                 rtlight->corona_queryindex_visiblepixels = 0;
3645                 rtlight->corona_queryindex_allpixels = 0;
3646                 if (!(rtlight->flags & flag))
3647                         continue;
3648                 if (rtlight->corona <= 0)
3649                         continue;
3650                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
3651         }
3652         if (usequery)
3653                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3654
3655         // now draw the coronas using the query data for intensity info
3656         for (lightindex = 0;lightindex < range;lightindex++)
3657         {
3658                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3659                 if (!light)
3660                         continue;
3661                 rtlight = &light->rtlight;
3662                 if (rtlight->corona_visibility <= 0)
3663                         continue;
3664                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
3665         }
3666         for (i = 0;i < r_refdef.scene.numlights;i++)
3667         {
3668                 rtlight = r_refdef.scene.lights[i];
3669                 if (rtlight->corona_visibility <= 0)
3670                         continue;
3671                 if (gl_flashblend.integer)
3672                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
3673                 else
3674                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
3675         }
3676 }
3677
3678
3679
3680 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3681 typedef struct suffixinfo_s
3682 {
3683         char *suffix;
3684         qboolean flipx, flipy, flipdiagonal;
3685 }
3686 suffixinfo_t;
3687 static suffixinfo_t suffix[3][6] =
3688 {
3689         {
3690                 {"px",   false, false, false},
3691                 {"nx",   false, false, false},
3692                 {"py",   false, false, false},
3693                 {"ny",   false, false, false},
3694                 {"pz",   false, false, false},
3695                 {"nz",   false, false, false}
3696         },
3697         {
3698                 {"posx", false, false, false},
3699                 {"negx", false, false, false},
3700                 {"posy", false, false, false},
3701                 {"negy", false, false, false},
3702                 {"posz", false, false, false},
3703                 {"negz", false, false, false}
3704         },
3705         {
3706                 {"rt",    true, false,  true},
3707                 {"lf",   false,  true,  true},
3708                 {"ft",    true,  true, false},
3709                 {"bk",   false, false, false},
3710                 {"up",    true, false,  true},
3711                 {"dn",    true, false,  true}
3712         }
3713 };
3714
3715 static int componentorder[4] = {0, 1, 2, 3};
3716
3717 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3718 {
3719         int i, j, cubemapsize;
3720         unsigned char *cubemappixels, *image_buffer;
3721         rtexture_t *cubemaptexture;
3722         char name[256];
3723         // must start 0 so the first loadimagepixels has no requested width/height
3724         cubemapsize = 0;
3725         cubemappixels = NULL;
3726         cubemaptexture = NULL;
3727         // keep trying different suffix groups (posx, px, rt) until one loads
3728         for (j = 0;j < 3 && !cubemappixels;j++)
3729         {
3730                 // load the 6 images in the suffix group
3731                 for (i = 0;i < 6;i++)
3732                 {
3733                         // generate an image name based on the base and and suffix
3734                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3735                         // load it
3736                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
3737                         {
3738                                 // an image loaded, make sure width and height are equal
3739                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3740                                 {
3741                                         // if this is the first image to load successfully, allocate the cubemap memory
3742                                         if (!cubemappixels && image_width >= 1)
3743                                         {
3744                                                 cubemapsize = image_width;
3745                                                 // note this clears to black, so unavailable sides are black
3746                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3747                                         }
3748                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3749                                         if (cubemappixels)
3750                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3751                                 }
3752                                 else
3753                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3754                                 // free the image
3755                                 Mem_Free(image_buffer);
3756                         }
3757                 }
3758         }
3759         // if a cubemap loaded, upload it
3760         if (cubemappixels)
3761         {
3762                 if (developer_loading.integer)
3763                         Con_Printf("loading cubemap \"%s\"\n", basename);
3764
3765                 if (!r_shadow_filters_texturepool)
3766                         r_shadow_filters_texturepool = R_AllocTexturePool();
3767                 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
3768                 Mem_Free(cubemappixels);
3769         }
3770         else
3771         {
3772                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3773                 if (developer_loading.integer)
3774                 {
3775                         Con_Printf("(tried tried images ");
3776                         for (j = 0;j < 3;j++)
3777                                 for (i = 0;i < 6;i++)
3778                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3779                         Con_Print(" and was unable to find any of them).\n");
3780                 }
3781         }
3782         return cubemaptexture;
3783 }
3784
3785 rtexture_t *R_Shadow_Cubemap(const char *basename)
3786 {
3787         int i;
3788         for (i = 0;i < numcubemaps;i++)
3789                 if (!strcasecmp(cubemaps[i].basename, basename))
3790                         return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
3791         if (i >= MAX_CUBEMAPS)
3792                 return r_texture_whitecube;
3793         numcubemaps++;
3794         strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
3795         cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3796         return cubemaps[i].texture;
3797 }
3798
3799 void R_Shadow_FreeCubemaps(void)
3800 {
3801         int i;
3802         for (i = 0;i < numcubemaps;i++)
3803         {
3804                 if (developer_loading.integer)
3805                         Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
3806                 if (cubemaps[i].texture)
3807                         R_FreeTexture(cubemaps[i].texture);
3808         }
3809
3810         numcubemaps = 0;
3811         R_FreeTexturePool(&r_shadow_filters_texturepool);
3812 }
3813
3814 dlight_t *R_Shadow_NewWorldLight(void)
3815 {
3816         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
3817 }
3818
3819 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)
3820 {
3821         matrix4x4_t matrix;
3822         // validate parameters
3823         if (style < 0 || style >= MAX_LIGHTSTYLES)
3824         {
3825                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3826                 style = 0;
3827         }
3828         if (!cubemapname)
3829                 cubemapname = "";
3830
3831         // copy to light properties
3832         VectorCopy(origin, light->origin);
3833         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3834         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3835         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3836         light->color[0] = max(color[0], 0);
3837         light->color[1] = max(color[1], 0);
3838         light->color[2] = max(color[2], 0);
3839         light->radius = max(radius, 0);
3840         light->style = style;
3841         light->shadow = shadowenable;
3842         light->corona = corona;
3843         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3844         light->coronasizescale = coronasizescale;
3845         light->ambientscale = ambientscale;
3846         light->diffusescale = diffusescale;
3847         light->specularscale = specularscale;
3848         light->flags = flags;
3849
3850         // update renderable light data
3851         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
3852         R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3853 }
3854
3855 void R_Shadow_FreeWorldLight(dlight_t *light)
3856 {
3857         if (r_shadow_selectedlight == light)
3858                 r_shadow_selectedlight = NULL;
3859         R_RTLight_Uncompile(&light->rtlight);
3860         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
3861 }
3862
3863 void R_Shadow_ClearWorldLights(void)
3864 {
3865         size_t lightindex;
3866         dlight_t *light;
3867         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3868         for (lightindex = 0;lightindex < range;lightindex++)
3869         {
3870                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3871                 if (light)
3872                         R_Shadow_FreeWorldLight(light);
3873         }
3874         r_shadow_selectedlight = NULL;
3875         R_Shadow_FreeCubemaps();
3876 }
3877
3878 void R_Shadow_SelectLight(dlight_t *light)
3879 {
3880         if (r_shadow_selectedlight)
3881                 r_shadow_selectedlight->selected = false;
3882         r_shadow_selectedlight = light;
3883         if (r_shadow_selectedlight)
3884                 r_shadow_selectedlight->selected = true;
3885 }
3886
3887 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3888 {
3889         // this is never batched (there can be only one)
3890         R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
3891 }
3892
3893 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3894 {
3895         float intensity;
3896         float s;
3897         vec3_t spritecolor;
3898         cachepic_t *pic;
3899
3900         // this is never batched (due to the ent parameter changing every time)
3901         // so numsurfaces == 1 and surfacelist[0] == lightnumber
3902         const dlight_t *light = (dlight_t *)ent;
3903         s = EDLIGHTSPRSIZE;
3904         intensity = 0.5f;
3905         VectorScale(light->color, intensity, spritecolor);
3906         if (VectorLength(spritecolor) < 0.1732f)
3907                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
3908         if (VectorLength(spritecolor) > 1.0f)
3909                 VectorNormalize(spritecolor);
3910
3911         // draw light sprite
3912         if (light->cubemapname[0] && !light->shadow)
3913                 pic = r_editlights_sprcubemapnoshadowlight;
3914         else if (light->cubemapname[0])
3915                 pic = r_editlights_sprcubemaplight;
3916         else if (!light->shadow)
3917                 pic = r_editlights_sprnoshadowlight;
3918         else
3919                 pic = r_editlights_sprlight;
3920         R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
3921         // draw selection sprite if light is selected
3922         if (light->selected)
3923                 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
3924         // VorteX todo: add normalmode/realtime mode light overlay sprites?
3925 }
3926
3927 void R_Shadow_DrawLightSprites(void)
3928 {
3929         size_t lightindex;
3930         dlight_t *light;
3931         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3932         for (lightindex = 0;lightindex < range;lightindex++)
3933         {
3934                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3935                 if (light)
3936                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
3937         }
3938         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3939 }
3940
3941 void R_Shadow_SelectLightInView(void)
3942 {
3943         float bestrating, rating, temp[3];
3944         dlight_t *best;
3945         size_t lightindex;
3946         dlight_t *light;
3947         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3948         best = NULL;
3949         bestrating = 0;
3950         for (lightindex = 0;lightindex < range;lightindex++)
3951         {
3952                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3953                 if (!light)
3954                         continue;
3955                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
3956                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
3957                 if (rating >= 0.95)
3958                 {
3959                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3960                         if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
3961                         {
3962                                 bestrating = rating;
3963                                 best = light;
3964                         }
3965                 }
3966         }
3967         R_Shadow_SelectLight(best);
3968 }
3969
3970 void R_Shadow_LoadWorldLights(void)
3971 {
3972         int n, a, style, shadow, flags;
3973         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3974         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3975         if (cl.worldmodel == NULL)
3976         {
3977                 Con_Print("No map loaded.\n");
3978                 return;
3979         }
3980         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
3981         strlcat (name, ".rtlights", sizeof (name));
3982         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3983         if (lightsstring)
3984         {
3985                 s = lightsstring;
3986                 n = 0;
3987                 while (*s)
3988                 {
3989                         t = s;
3990                         /*
3991                         shadow = true;
3992                         for (;COM_Parse(t, true) && strcmp(
3993                         if (COM_Parse(t, true))
3994                         {
3995                                 if (com_token[0] == '!')
3996                                 {
3997                                         shadow = false;
3998                                         origin[0] = atof(com_token+1);
3999                                 }
4000                                 else
4001                                         origin[0] = atof(com_token);
4002                                 if (Com_Parse(t
4003                         }
4004                         */
4005                         t = s;
4006                         while (*s && *s != '\n' && *s != '\r')
4007                                 s++;
4008                         if (!*s)
4009                                 break;
4010                         tempchar = *s;
4011                         shadow = true;
4012                         // check for modifier flags
4013                         if (*t == '!')
4014                         {
4015                                 shadow = false;
4016                                 t++;
4017                         }
4018                         *s = 0;
4019 #if _MSC_VER >= 1400
4020 #define sscanf sscanf_s
4021 #endif
4022                         cubemapname[sizeof(cubemapname)-1] = 0;
4023 #if MAX_QPATH != 128
4024 #error update this code if MAX_QPATH changes
4025 #endif
4026                         a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4027 #if _MSC_VER >= 1400
4028 , sizeof(cubemapname)
4029 #endif
4030 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4031                         *s = tempchar;
4032                         if (a < 18)
4033                                 flags = LIGHTFLAG_REALTIMEMODE;
4034                         if (a < 17)
4035                                 specularscale = 1;
4036                         if (a < 16)
4037                                 diffusescale = 1;
4038                         if (a < 15)
4039                                 ambientscale = 0;
4040                         if (a < 14)
4041                                 coronasizescale = 0.25f;
4042                         if (a < 13)
4043                                 VectorClear(angles);
4044                         if (a < 10)
4045                                 corona = 0;
4046                         if (a < 9 || !strcmp(cubemapname, "\"\""))
4047                                 cubemapname[0] = 0;
4048                         // remove quotes on cubemapname
4049                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4050                         {
4051                                 size_t namelen;
4052                                 namelen = strlen(cubemapname) - 2;
4053                                 memmove(cubemapname, cubemapname + 1, namelen);
4054                                 cubemapname[namelen] = '\0';
4055                         }
4056                         if (a < 8)
4057                         {
4058                                 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);
4059                                 break;
4060                         }
4061                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4062                         if (*s == '\r')
4063                                 s++;
4064                         if (*s == '\n')
4065                                 s++;
4066                         n++;
4067                 }
4068                 if (*s)
4069                         Con_Printf("invalid rtlights file \"%s\"\n", name);
4070                 Mem_Free(lightsstring);
4071         }
4072 }
4073
4074 void R_Shadow_SaveWorldLights(void)
4075 {
4076         size_t lightindex;
4077         dlight_t *light;
4078         size_t bufchars, bufmaxchars;
4079         char *buf, *oldbuf;
4080         char name[MAX_QPATH];
4081         char line[MAX_INPUTLINE];
4082         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4083         // I hate lines which are 3 times my screen size :( --blub
4084         if (!range)
4085                 return;
4086         if (cl.worldmodel == NULL)
4087         {
4088                 Con_Print("No map loaded.\n");
4089                 return;
4090         }
4091         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4092         strlcat (name, ".rtlights", sizeof (name));
4093         bufchars = bufmaxchars = 0;
4094         buf = NULL;
4095         for (lightindex = 0;lightindex < range;lightindex++)
4096         {
4097                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4098                 if (!light)
4099                         continue;
4100                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4101                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4102                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4103                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
4104                 else
4105                         dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
4106                 if (bufchars + strlen(line) > bufmaxchars)
4107                 {
4108                         bufmaxchars = bufchars + strlen(line) + 2048;
4109                         oldbuf = buf;
4110                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4111                         if (oldbuf)
4112                         {
4113                                 if (bufchars)
4114                                         memcpy(buf, oldbuf, bufchars);
4115                                 Mem_Free(oldbuf);
4116                         }
4117                 }
4118                 if (strlen(line))
4119                 {
4120                         memcpy(buf + bufchars, line, strlen(line));
4121                         bufchars += strlen(line);
4122                 }
4123         }
4124         if (bufchars)
4125                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
4126         if (buf)
4127                 Mem_Free(buf);
4128 }
4129
4130 void R_Shadow_LoadLightsFile(void)
4131 {
4132         int n, a, style;
4133         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
4134         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
4135         if (cl.worldmodel == NULL)
4136         {
4137                 Con_Print("No map loaded.\n");
4138                 return;
4139         }
4140         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4141         strlcat (name, ".lights", sizeof (name));
4142         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4143         if (lightsstring)
4144         {
4145                 s = lightsstring;
4146                 n = 0;
4147                 while (*s)
4148                 {
4149                         t = s;
4150                         while (*s && *s != '\n' && *s != '\r')
4151                                 s++;
4152                         if (!*s)
4153                                 break;
4154                         tempchar = *s;
4155                         *s = 0;
4156                         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);
4157                         *s = tempchar;
4158                         if (a < 14)
4159                         {
4160                                 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);
4161                                 break;
4162                         }
4163                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
4164                         radius = bound(15, radius, 4096);
4165                         VectorScale(color, (2.0f / (8388608.0f)), color);
4166                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4167                         if (*s == '\r')
4168                                 s++;
4169                         if (*s == '\n')
4170                                 s++;
4171                         n++;
4172                 }
4173                 if (*s)
4174                         Con_Printf("invalid lights file \"%s\"\n", name);
4175                 Mem_Free(lightsstring);
4176         }
4177 }
4178
4179 // tyrlite/hmap2 light types in the delay field
4180 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
4181
4182 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
4183 {
4184         int entnum, style, islight, skin, pflags, effects, type, n;
4185         char *entfiledata;
4186         const char *data;
4187         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
4188         char key[256], value[MAX_INPUTLINE];
4189
4190         if (cl.worldmodel == NULL)
4191         {
4192                 Con_Print("No map loaded.\n");
4193                 return;
4194         }
4195         // try to load a .ent file first
4196         FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
4197         strlcat (key, ".ent", sizeof (key));
4198         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
4199         // and if that is not found, fall back to the bsp file entity string
4200         if (!data)
4201                 data = cl.worldmodel->brush.entities;
4202         if (!data)
4203                 return;
4204         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
4205         {
4206                 type = LIGHTTYPE_MINUSX;
4207                 origin[0] = origin[1] = origin[2] = 0;
4208                 originhack[0] = originhack[1] = originhack[2] = 0;
4209                 angles[0] = angles[1] = angles[2] = 0;
4210                 color[0] = color[1] = color[2] = 1;
4211                 light[0] = light[1] = light[2] = 1;light[3] = 300;
4212                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
4213                 fadescale = 1;
4214                 lightscale = 1;
4215                 style = 0;
4216                 skin = 0;
4217                 pflags = 0;
4218                 effects = 0;
4219                 islight = false;
4220                 while (1)
4221                 {
4222                         if (!COM_ParseToken_Simple(&data, false, false))
4223                                 break; // error
4224                         if (com_token[0] == '}')
4225                                 break; // end of entity
4226                         if (com_token[0] == '_')
4227                                 strlcpy(key, com_token + 1, sizeof(key));
4228                         else
4229                                 strlcpy(key, com_token, sizeof(key));
4230                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
4231                                 key[strlen(key)-1] = 0;
4232                         if (!COM_ParseToken_Simple(&data, false, false))
4233                                 break; // error
4234                         strlcpy(value, com_token, sizeof(value));
4235
4236                         // now that we have the key pair worked out...
4237                         if (!strcmp("light", key))
4238                         {
4239                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
4240                                 if (n == 1)
4241                                 {
4242                                         // quake
4243                                         light[0] = vec[0] * (1.0f / 256.0f);
4244                                         light[1] = vec[0] * (1.0f / 256.0f);
4245                                         light[2] = vec[0] * (1.0f / 256.0f);
4246                                         light[3] = vec[0];
4247                                 }
4248                                 else if (n == 4)
4249                                 {
4250                                         // halflife
4251                                         light[0] = vec[0] * (1.0f / 255.0f);
4252                                         light[1] = vec[1] * (1.0f / 255.0f);
4253                                         light[2] = vec[2] * (1.0f / 255.0f);
4254                                         light[3] = vec[3];
4255                                 }
4256                         }
4257                         else if (!strcmp("delay", key))
4258                                 type = atoi(value);
4259                         else if (!strcmp("origin", key))
4260                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
4261                         else if (!strcmp("angle", key))
4262                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
4263                         else if (!strcmp("angles", key))
4264                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
4265                         else if (!strcmp("color", key))
4266                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
4267                         else if (!strcmp("wait", key))
4268                                 fadescale = atof(value);
4269                         else if (!strcmp("classname", key))
4270                         {
4271                                 if (!strncmp(value, "light", 5))
4272                                 {
4273                                         islight = true;
4274                                         if (!strcmp(value, "light_fluoro"))
4275                                         {
4276                                                 originhack[0] = 0;
4277                                                 originhack[1] = 0;
4278                                                 originhack[2] = 0;
4279                                                 overridecolor[0] = 1;
4280                                                 overridecolor[1] = 1;
4281                                                 overridecolor[2] = 1;
4282                                         }
4283                                         if (!strcmp(value, "light_fluorospark"))
4284                                         {
4285                                                 originhack[0] = 0;
4286                                                 originhack[1] = 0;
4287                                                 originhack[2] = 0;
4288                                                 overridecolor[0] = 1;
4289                                                 overridecolor[1] = 1;
4290                                                 overridecolor[2] = 1;
4291                                         }
4292                                         if (!strcmp(value, "light_globe"))
4293                                         {
4294                                                 originhack[0] = 0;
4295                                                 originhack[1] = 0;
4296                                                 originhack[2] = 0;
4297                                                 overridecolor[0] = 1;
4298                                                 overridecolor[1] = 0.8;
4299                                                 overridecolor[2] = 0.4;
4300                                         }
4301                                         if (!strcmp(value, "light_flame_large_yellow"))
4302                                         {
4303                                                 originhack[0] = 0;
4304                                                 originhack[1] = 0;
4305                                                 originhack[2] = 0;
4306                                                 overridecolor[0] = 1;
4307                                                 overridecolor[1] = 0.5;
4308                                                 overridecolor[2] = 0.1;
4309                                         }
4310                                         if (!strcmp(value, "light_flame_small_yellow"))
4311                                         {
4312                                                 originhack[0] = 0;
4313                                                 originhack[1] = 0;
4314                                                 originhack[2] = 0;
4315                                                 overridecolor[0] = 1;
4316                                                 overridecolor[1] = 0.5;
4317                                                 overridecolor[2] = 0.1;
4318                                         }
4319                                         if (!strcmp(value, "light_torch_small_white"))
4320                                         {
4321                                                 originhack[0] = 0;
4322                                                 originhack[1] = 0;
4323                                                 originhack[2] = 0;
4324                                                 overridecolor[0] = 1;
4325                                                 overridecolor[1] = 0.5;
4326                                                 overridecolor[2] = 0.1;
4327                                         }
4328                                         if (!strcmp(value, "light_torch_small_walltorch"))
4329                                         {
4330                                                 originhack[0] = 0;
4331                                                 originhack[1] = 0;
4332                                                 originhack[2] = 0;
4333                                                 overridecolor[0] = 1;
4334                                                 overridecolor[1] = 0.5;
4335                                                 overridecolor[2] = 0.1;
4336                                         }
4337                                 }
4338                         }
4339                         else if (!strcmp("style", key))
4340                                 style = atoi(value);
4341                         else if (!strcmp("skin", key))
4342                                 skin = (int)atof(value);
4343                         else if (!strcmp("pflags", key))
4344                                 pflags = (int)atof(value);
4345                         else if (!strcmp("effects", key))
4346                                 effects = (int)atof(value);
4347                         else if (cl.worldmodel->type == mod_brushq3)
4348                         {
4349                                 if (!strcmp("scale", key))
4350                                         lightscale = atof(value);
4351                                 if (!strcmp("fade", key))
4352                                         fadescale = atof(value);
4353                         }
4354                 }
4355                 if (!islight)
4356                         continue;
4357                 if (lightscale <= 0)
4358                         lightscale = 1;
4359                 if (fadescale <= 0)
4360                         fadescale = 1;
4361                 if (color[0] == color[1] && color[0] == color[2])
4362                 {
4363                         color[0] *= overridecolor[0];
4364                         color[1] *= overridecolor[1];
4365                         color[2] *= overridecolor[2];
4366                 }
4367                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
4368                 color[0] = color[0] * light[0];
4369                 color[1] = color[1] * light[1];
4370                 color[2] = color[2] * light[2];
4371                 switch (type)
4372                 {
4373                 case LIGHTTYPE_MINUSX:
4374                         break;
4375                 case LIGHTTYPE_RECIPX:
4376                         radius *= 2;
4377                         VectorScale(color, (1.0f / 16.0f), color);
4378                         break;
4379                 case LIGHTTYPE_RECIPXX:
4380                         radius *= 2;
4381                         VectorScale(color, (1.0f / 16.0f), color);
4382                         break;
4383                 default:
4384                 case LIGHTTYPE_NONE:
4385                         break;
4386                 case LIGHTTYPE_SUN:
4387                         break;
4388                 case LIGHTTYPE_MINUSXX:
4389                         break;
4390                 }
4391                 VectorAdd(origin, originhack, origin);
4392                 if (radius >= 1)
4393                         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);
4394         }
4395         if (entfiledata)
4396                 Mem_Free(entfiledata);
4397 }
4398
4399
4400 void R_Shadow_SetCursorLocationForView(void)
4401 {
4402         vec_t dist, push;
4403         vec3_t dest, endpos;
4404         trace_t trace;
4405         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
4406         trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
4407         if (trace.fraction < 1)
4408         {
4409                 dist = trace.fraction * r_editlights_cursordistance.value;
4410                 push = r_editlights_cursorpushback.value;
4411                 if (push > dist)
4412                         push = dist;
4413                 push = -push;
4414                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
4415                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
4416         }
4417         else
4418         {
4419                 VectorClear( endpos );
4420         }
4421         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4422         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4423         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4424 }
4425
4426 void R_Shadow_UpdateWorldLightSelection(void)
4427 {
4428         if (r_editlights.integer)
4429         {
4430                 R_Shadow_SetCursorLocationForView();
4431                 R_Shadow_SelectLightInView();
4432         }
4433         else
4434                 R_Shadow_SelectLight(NULL);
4435 }
4436
4437 void R_Shadow_EditLights_Clear_f(void)
4438 {
4439         R_Shadow_ClearWorldLights();
4440 }
4441
4442 void R_Shadow_EditLights_Reload_f(void)
4443 {
4444         if (!cl.worldmodel)
4445                 return;
4446         strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
4447         R_Shadow_ClearWorldLights();
4448         R_Shadow_LoadWorldLights();
4449         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
4450         {
4451                 R_Shadow_LoadLightsFile();
4452                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
4453                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
4454         }
4455 }
4456
4457 void R_Shadow_EditLights_Save_f(void)
4458 {
4459         if (!cl.worldmodel)
4460                 return;
4461         R_Shadow_SaveWorldLights();
4462 }
4463
4464 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
4465 {
4466         R_Shadow_ClearWorldLights();
4467         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
4468 }
4469
4470 void R_Shadow_EditLights_ImportLightsFile_f(void)
4471 {
4472         R_Shadow_ClearWorldLights();
4473         R_Shadow_LoadLightsFile();
4474 }
4475
4476 void R_Shadow_EditLights_Spawn_f(void)
4477 {
4478         vec3_t color;
4479         if (!r_editlights.integer)
4480         {
4481                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4482                 return;
4483         }
4484         if (Cmd_Argc() != 1)
4485         {
4486                 Con_Print("r_editlights_spawn does not take parameters\n");
4487                 return;
4488         }
4489         color[0] = color[1] = color[2] = 1;
4490         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4491 }
4492
4493 void R_Shadow_EditLights_Edit_f(void)
4494 {
4495         vec3_t origin, angles, color;
4496         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
4497         int style, shadows, flags, normalmode, realtimemode;
4498         char cubemapname[MAX_INPUTLINE];
4499         if (!r_editlights.integer)
4500         {
4501                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4502                 return;
4503         }
4504         if (!r_shadow_selectedlight)
4505         {
4506                 Con_Print("No selected light.\n");
4507                 return;
4508         }
4509         VectorCopy(r_shadow_selectedlight->origin, origin);
4510         VectorCopy(r_shadow_selectedlight->angles, angles);
4511         VectorCopy(r_shadow_selectedlight->color, color);
4512         radius = r_shadow_selectedlight->radius;
4513         style = r_shadow_selectedlight->style;
4514         if (r_shadow_selectedlight->cubemapname)
4515                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
4516         else
4517                 cubemapname[0] = 0;
4518         shadows = r_shadow_selectedlight->shadow;
4519         corona = r_shadow_selectedlight->corona;
4520         coronasizescale = r_shadow_selectedlight->coronasizescale;
4521         ambientscale = r_shadow_selectedlight->ambientscale;
4522         diffusescale = r_shadow_selectedlight->diffusescale;
4523         specularscale = r_shadow_selectedlight->specularscale;
4524         flags = r_shadow_selectedlight->flags;
4525         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
4526         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
4527         if (!strcmp(Cmd_Argv(1), "origin"))
4528         {
4529                 if (Cmd_Argc() != 5)
4530                 {
4531                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4532                         return;
4533                 }
4534                 origin[0] = atof(Cmd_Argv(2));
4535                 origin[1] = atof(Cmd_Argv(3));
4536                 origin[2] = atof(Cmd_Argv(4));
4537         }
4538         else if (!strcmp(Cmd_Argv(1), "originx"))
4539         {
4540                 if (Cmd_Argc() != 3)
4541                 {
4542                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4543                         return;
4544                 }
4545                 origin[0] = atof(Cmd_Argv(2));
4546         }
4547         else if (!strcmp(Cmd_Argv(1), "originy"))
4548         {
4549                 if (Cmd_Argc() != 3)
4550                 {
4551                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4552                         return;
4553                 }
4554                 origin[1] = atof(Cmd_Argv(2));
4555         }
4556         else if (!strcmp(Cmd_Argv(1), "originz"))
4557         {
4558                 if (Cmd_Argc() != 3)
4559                 {
4560                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4561                         return;
4562                 }
4563                 origin[2] = atof(Cmd_Argv(2));
4564         }
4565         else if (!strcmp(Cmd_Argv(1), "move"))
4566         {
4567                 if (Cmd_Argc() != 5)
4568                 {
4569                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4570                         return;
4571                 }
4572                 origin[0] += atof(Cmd_Argv(2));
4573                 origin[1] += atof(Cmd_Argv(3));
4574                 origin[2] += atof(Cmd_Argv(4));
4575         }
4576         else if (!strcmp(Cmd_Argv(1), "movex"))
4577         {
4578                 if (Cmd_Argc() != 3)
4579                 {
4580                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4581                         return;
4582                 }
4583                 origin[0] += atof(Cmd_Argv(2));
4584         }
4585         else if (!strcmp(Cmd_Argv(1), "movey"))
4586         {
4587                 if (Cmd_Argc() != 3)
4588                 {
4589                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4590                         return;
4591                 }
4592                 origin[1] += atof(Cmd_Argv(2));
4593         }
4594         else if (!strcmp(Cmd_Argv(1), "movez"))
4595         {
4596                 if (Cmd_Argc() != 3)
4597                 {
4598                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4599                         return;
4600                 }
4601                 origin[2] += atof(Cmd_Argv(2));
4602         }
4603         else if (!strcmp(Cmd_Argv(1), "angles"))
4604         {
4605                 if (Cmd_Argc() != 5)
4606                 {
4607                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
4608                         return;
4609                 }
4610                 angles[0] = atof(Cmd_Argv(2));
4611                 angles[1] = atof(Cmd_Argv(3));
4612                 angles[2] = atof(Cmd_Argv(4));
4613         }
4614         else if (!strcmp(Cmd_Argv(1), "anglesx"))
4615         {
4616                 if (Cmd_Argc() != 3)
4617                 {
4618                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4619                         return;
4620                 }
4621                 angles[0] = atof(Cmd_Argv(2));
4622         }
4623         else if (!strcmp(Cmd_Argv(1), "anglesy"))
4624         {
4625                 if (Cmd_Argc() != 3)
4626                 {
4627                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4628                         return;
4629                 }
4630                 angles[1] = atof(Cmd_Argv(2));
4631         }
4632         else if (!strcmp(Cmd_Argv(1), "anglesz"))
4633         {
4634                 if (Cmd_Argc() != 3)
4635                 {
4636                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4637                         return;
4638                 }
4639                 angles[2] = atof(Cmd_Argv(2));
4640         }
4641         else if (!strcmp(Cmd_Argv(1), "color"))
4642         {
4643                 if (Cmd_Argc() != 5)
4644                 {
4645                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
4646                         return;
4647                 }
4648                 color[0] = atof(Cmd_Argv(2));
4649                 color[1] = atof(Cmd_Argv(3));
4650                 color[2] = atof(Cmd_Argv(4));
4651         }
4652         else if (!strcmp(Cmd_Argv(1), "radius"))
4653         {
4654                 if (Cmd_Argc() != 3)
4655                 {
4656                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4657                         return;
4658                 }
4659                 radius = atof(Cmd_Argv(2));
4660         }
4661         else if (!strcmp(Cmd_Argv(1), "colorscale"))
4662         {
4663                 if (Cmd_Argc() == 3)
4664                 {
4665                         double scale = atof(Cmd_Argv(2));
4666                         color[0] *= scale;
4667                         color[1] *= scale;
4668                         color[2] *= scale;
4669                 }
4670                 else
4671                 {
4672                         if (Cmd_Argc() != 5)
4673                         {
4674                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
4675                                 return;
4676                         }
4677                         color[0] *= atof(Cmd_Argv(2));
4678                         color[1] *= atof(Cmd_Argv(3));
4679                         color[2] *= atof(Cmd_Argv(4));
4680                 }
4681         }
4682         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4683         {
4684                 if (Cmd_Argc() != 3)
4685                 {
4686                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4687                         return;
4688                 }
4689                 radius *= atof(Cmd_Argv(2));
4690         }
4691         else if (!strcmp(Cmd_Argv(1), "style"))
4692         {
4693                 if (Cmd_Argc() != 3)
4694                 {
4695                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4696                         return;
4697                 }
4698                 style = atoi(Cmd_Argv(2));
4699         }
4700         else if (!strcmp(Cmd_Argv(1), "cubemap"))
4701         {
4702                 if (Cmd_Argc() > 3)
4703                 {
4704                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4705                         return;
4706                 }
4707                 if (Cmd_Argc() == 3)
4708                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
4709                 else
4710                         cubemapname[0] = 0;
4711         }
4712         else if (!strcmp(Cmd_Argv(1), "shadows"))
4713         {
4714                 if (Cmd_Argc() != 3)
4715                 {
4716                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4717                         return;
4718                 }
4719                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4720         }
4721         else if (!strcmp(Cmd_Argv(1), "corona"))
4722         {
4723                 if (Cmd_Argc() != 3)
4724                 {
4725                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4726                         return;
4727                 }
4728                 corona = atof(Cmd_Argv(2));
4729         }
4730         else if (!strcmp(Cmd_Argv(1), "coronasize"))
4731         {
4732                 if (Cmd_Argc() != 3)
4733                 {
4734                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4735                         return;
4736                 }
4737                 coronasizescale = atof(Cmd_Argv(2));
4738         }
4739         else if (!strcmp(Cmd_Argv(1), "ambient"))
4740         {
4741                 if (Cmd_Argc() != 3)
4742                 {
4743                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4744                         return;
4745                 }
4746                 ambientscale = atof(Cmd_Argv(2));
4747         }
4748         else if (!strcmp(Cmd_Argv(1), "diffuse"))
4749         {
4750                 if (Cmd_Argc() != 3)
4751                 {
4752                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4753                         return;
4754                 }
4755                 diffusescale = atof(Cmd_Argv(2));
4756         }
4757         else if (!strcmp(Cmd_Argv(1), "specular"))
4758         {
4759                 if (Cmd_Argc() != 3)
4760                 {
4761                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4762                         return;
4763                 }
4764                 specularscale = atof(Cmd_Argv(2));
4765         }
4766         else if (!strcmp(Cmd_Argv(1), "normalmode"))
4767         {
4768                 if (Cmd_Argc() != 3)
4769                 {
4770                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4771                         return;
4772                 }
4773                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4774         }
4775         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4776         {
4777                 if (Cmd_Argc() != 3)
4778                 {
4779                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4780                         return;
4781                 }
4782                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4783         }
4784         else
4785         {
4786                 Con_Print("usage: r_editlights_edit [property] [value]\n");
4787                 Con_Print("Selected light's properties:\n");
4788                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4789                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4790                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4791                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
4792                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
4793                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
4794                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4795                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
4796                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
4797                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
4798                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
4799                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
4800                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4801                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4802                 return;
4803         }
4804         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4805         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4806 }
4807
4808 void R_Shadow_EditLights_EditAll_f(void)
4809 {
4810         size_t lightindex;
4811         dlight_t *light;
4812         size_t range;
4813
4814         if (!r_editlights.integer)
4815         {
4816                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4817                 return;
4818         }
4819
4820         // EditLights doesn't seem to have a "remove" command or something so:
4821         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4822         for (lightindex = 0;lightindex < range;lightindex++)
4823         {
4824                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4825                 if (!light)
4826                         continue;
4827                 R_Shadow_SelectLight(light);
4828                 R_Shadow_EditLights_Edit_f();
4829         }
4830 }
4831
4832 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4833 {
4834         int lightnumber, lightcount;
4835         size_t lightindex, range;
4836         dlight_t *light;
4837         float x, y;
4838         char temp[256];
4839         if (!r_editlights.integer)
4840                 return;
4841         x = vid_conwidth.value - 240;
4842         y = 5;
4843         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
4844         lightnumber = -1;
4845         lightcount = 0;
4846         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4847         for (lightindex = 0;lightindex < range;lightindex++)
4848         {
4849                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4850                 if (!light)
4851                         continue;
4852                 if (light == r_shadow_selectedlight)
4853                         lightnumber = lightindex;
4854                 lightcount++;
4855         }
4856         dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
4857         dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
4858         y += 8;
4859         if (r_shadow_selectedlight == NULL)
4860                 return;
4861         dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4862         dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4863         dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4864         dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4865         dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4866         dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4867         dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4868         dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4869         dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4870         dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4871         dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4872         dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4873         dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4874         dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4875         dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
4876 }
4877
4878 void R_Shadow_EditLights_ToggleShadow_f(void)
4879 {
4880         if (!r_editlights.integer)
4881         {
4882                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4883                 return;
4884         }
4885         if (!r_shadow_selectedlight)
4886         {
4887                 Con_Print("No selected light.\n");
4888                 return;
4889         }
4890         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);
4891 }
4892
4893 void R_Shadow_EditLights_ToggleCorona_f(void)
4894 {
4895         if (!r_editlights.integer)
4896         {
4897                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
4898                 return;
4899         }
4900         if (!r_shadow_selectedlight)
4901         {
4902                 Con_Print("No selected light.\n");
4903                 return;
4904         }
4905         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);
4906 }
4907
4908 void R_Shadow_EditLights_Remove_f(void)
4909 {
4910         if (!r_editlights.integer)
4911         {
4912                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
4913                 return;
4914         }
4915         if (!r_shadow_selectedlight)
4916         {
4917                 Con_Print("No selected light.\n");
4918                 return;
4919         }
4920         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4921         r_shadow_selectedlight = NULL;
4922 }
4923
4924 void R_Shadow_EditLights_Help_f(void)
4925 {
4926         Con_Print(
4927 "Documentation on r_editlights system:\n"
4928 "Settings:\n"
4929 "r_editlights : enable/disable editing mode\n"
4930 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4931 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4932 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4933 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4934 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4935 "Commands:\n"
4936 "r_editlights_help : this help\n"
4937 "r_editlights_clear : remove all lights\n"
4938 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4939 "r_editlights_save : save to .rtlights file\n"
4940 "r_editlights_spawn : create a light with default settings\n"
4941 "r_editlights_edit command : edit selected light - more documentation below\n"
4942 "r_editlights_remove : remove selected light\n"
4943 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4944 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4945 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4946 "Edit commands:\n"
4947 "origin x y z : set light location\n"
4948 "originx x: set x component of light location\n"
4949 "originy y: set y component of light location\n"
4950 "originz z: set z component of light location\n"
4951 "move x y z : adjust light location\n"
4952 "movex x: adjust x component of light location\n"
4953 "movey y: adjust y component of light location\n"
4954 "movez z: adjust z component of light location\n"
4955 "angles x y z : set light angles\n"
4956 "anglesx x: set x component of light angles\n"
4957 "anglesy y: set y component of light angles\n"
4958 "anglesz z: set z component of light angles\n"
4959 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4960 "radius radius : set radius (size) of light\n"
4961 "colorscale grey : multiply color of light (1 does nothing)\n"
4962 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4963 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4964 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4965 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4966 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4967 "shadows 1/0 : turn on/off shadows\n"
4968 "corona n : set corona intensity\n"
4969 "coronasize n : set corona size (0-1)\n"
4970 "ambient n : set ambient intensity (0-1)\n"
4971 "diffuse n : set diffuse intensity (0-1)\n"
4972 "specular n : set specular intensity (0-1)\n"
4973 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4974 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4975 "<nothing> : print light properties to console\n"
4976         );
4977 }
4978
4979 void R_Shadow_EditLights_CopyInfo_f(void)
4980 {
4981         if (!r_editlights.integer)
4982         {
4983                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
4984                 return;
4985         }
4986         if (!r_shadow_selectedlight)
4987         {
4988                 Con_Print("No selected light.\n");
4989                 return;
4990         }
4991         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4992         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4993         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4994         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4995         if (r_shadow_selectedlight->cubemapname)
4996                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
4997         else
4998                 r_shadow_bufferlight.cubemapname[0] = 0;
4999         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5000         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5001         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5002         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5003         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5004         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5005         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5006 }
5007
5008 void R_Shadow_EditLights_PasteInfo_f(void)
5009 {
5010         if (!r_editlights.integer)
5011         {
5012                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
5013                 return;
5014         }
5015         if (!r_shadow_selectedlight)
5016         {
5017                 Con_Print("No selected light.\n");
5018                 return;
5019         }
5020         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);
5021 }
5022
5023 void R_Shadow_EditLights_Init(void)
5024 {
5025         Cvar_RegisterVariable(&r_editlights);
5026         Cvar_RegisterVariable(&r_editlights_cursordistance);
5027         Cvar_RegisterVariable(&r_editlights_cursorpushback);
5028         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5029         Cvar_RegisterVariable(&r_editlights_cursorgrid);
5030         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5031         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5032         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5033         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)");
5034         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5035         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5036         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5037         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)");
5038         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5039         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5040         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5041         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5042         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5043         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5044         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)");
5045 }
5046
5047
5048
5049 /*
5050 =============================================================================
5051
5052 LIGHT SAMPLING
5053
5054 =============================================================================
5055 */
5056
5057 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5058 {
5059         VectorClear(diffusecolor);
5060         VectorClear(diffusenormal);
5061
5062         if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5063         {
5064                 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
5065                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5066         }
5067         else
5068                 VectorSet(ambientcolor, 1, 1, 1);
5069
5070         if (dynamic)
5071         {
5072                 int i;
5073                 float f, v[3];
5074                 rtlight_t *light;
5075                 for (i = 0;i < r_refdef.scene.numlights;i++)
5076                 {
5077                         light = r_refdef.scene.lights[i];
5078                         Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5079                         f = 1 - VectorLength2(v);
5080                         if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5081                                 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
5082                 }
5083         }
5084 }