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fix r_shadows_focus cvar so it is properly relative to view directions
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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_VERTEX2DATTEN,
156         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158         R_SHADOW_RENDERMODE_LIGHT_GLSL,
159         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161         R_SHADOW_RENDERMODE_SHADOWMAP2D,
162         R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163         R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
164 }
165 r_shadow_rendermode_t;
166
167 typedef enum r_shadow_shadowmode_e
168 {
169     R_SHADOW_SHADOWMODE_STENCIL,
170     R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171     R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172     R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
173 }
174 r_shadow_shadowmode_t;
175
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
187 #if 0
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
190 #endif
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fborectangle;
193 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
194 GLuint r_shadow_fbo2d;
195 r_shadow_shadowmode_t r_shadow_shadowmode;
196 int r_shadow_shadowmapfilterquality;
197 int r_shadow_shadowmaptexturetype;
198 int r_shadow_shadowmapdepthbits;
199 int r_shadow_shadowmapmaxsize;
200 qboolean r_shadow_shadowmapvsdct;
201 qboolean r_shadow_shadowmapsampler;
202 int r_shadow_shadowmappcf;
203 int r_shadow_shadowmapborder;
204 matrix4x4_t r_shadow_shadowmapmatrix;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
207
208 int maxshadowtriangles;
209 int *shadowelements;
210
211 int maxshadowvertices;
212 float *shadowvertex3f;
213
214 int maxshadowmark;
215 int numshadowmark;
216 int *shadowmark;
217 int *shadowmarklist;
218 int shadowmarkcount;
219
220 int maxshadowsides;
221 int numshadowsides;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
224
225 int maxvertexupdate;
226 int *vertexupdate;
227 int *vertexremap;
228 int vertexupdatenum;
229
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
234
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
239
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
244
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
256
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
265
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
268
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
271
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
273
274 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"};
275 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"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
278 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
279 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 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)"};
282 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"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 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)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 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)"};
298 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"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 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"};
302 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 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)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
307 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
321 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)"};
322 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
323 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
324 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"};
325 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
326 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
327 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
328 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
329 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
330 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
331 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
332 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
333 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
334 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
335
336 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
337 #define ATTENTABLESIZE 256
338 // 1D gradient, 2D circle and 3D sphere attenuation textures
339 #define ATTEN1DSIZE 32
340 #define ATTEN2DSIZE 64
341 #define ATTEN3DSIZE 32
342
343 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
344 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
345 static float r_shadow_attentable[ATTENTABLESIZE+1];
346
347 rtlight_t *r_shadow_compilingrtlight;
348 static memexpandablearray_t r_shadow_worldlightsarray;
349 dlight_t *r_shadow_selectedlight;
350 dlight_t r_shadow_bufferlight;
351 vec3_t r_editlights_cursorlocation;
352
353 extern int con_vislines;
354
355 void R_Shadow_UncompileWorldLights(void);
356 void R_Shadow_ClearWorldLights(void);
357 void R_Shadow_SaveWorldLights(void);
358 void R_Shadow_LoadWorldLights(void);
359 void R_Shadow_LoadLightsFile(void);
360 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
361 void R_Shadow_EditLights_Reload_f(void);
362 void R_Shadow_ValidateCvars(void);
363 static void R_Shadow_MakeTextures(void);
364
365 #define EDLIGHTSPRSIZE                  8
366 skinframe_t *r_editlights_sprcursor;
367 skinframe_t *r_editlights_sprlight;
368 skinframe_t *r_editlights_sprnoshadowlight;
369 skinframe_t *r_editlights_sprcubemaplight;
370 skinframe_t *r_editlights_sprcubemapnoshadowlight;
371 skinframe_t *r_editlights_sprselection;
372
373 void R_Shadow_SetShadowMode(void)
374 {
375         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
376         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
377         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
378         r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
379         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
380         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
381         r_shadow_shadowmaplod = -1;
382         r_shadow_shadowmapsize = 0;
383         r_shadow_shadowmapsampler = false;
384         r_shadow_shadowmappcf = 0;
385         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
386         switch(vid.renderpath)
387         {
388         case RENDERPATH_GL20:
389         case RENDERPATH_CGGL:
390                 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
391                 {
392                         if(r_shadow_shadowmapfilterquality < 0)
393                         {
394                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
395                                         r_shadow_shadowmappcf = 1;
396                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
397                                 {
398                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
399                                         r_shadow_shadowmappcf = 1;
400                                 }
401                                 else if(strstr(gl_vendor, "ATI")) 
402                                         r_shadow_shadowmappcf = 1;
403                                 else 
404                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
405                         }
406                         else 
407                         {
408                                 switch (r_shadow_shadowmapfilterquality)
409                                 {
410                                 case 1:
411                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
412                                         break;
413                                 case 2:
414                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
415                                         r_shadow_shadowmappcf = 1;
416                                         break;
417                                 case 3:
418                                         r_shadow_shadowmappcf = 1;
419                                         break;
420                                 case 4:
421                                         r_shadow_shadowmappcf = 2;
422                                         break;
423                                 }
424                         }
425                         switch (r_shadow_shadowmaptexturetype)
426                         {
427                         case 0:
428                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
429                                 break;
430                         case 1:
431                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
432                                 break;
433                         case 2:
434                                 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
435                                 break;
436                         default:
437                                 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
438                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
439                                 else if(vid.support.arb_texture_rectangle) 
440                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
441                                 else
442                                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
443                                 break;
444                         }
445                 }
446                 break;
447         case RENDERPATH_GL13:
448                 break;
449         case RENDERPATH_GL11:
450                 break;
451         }
452 }
453
454 qboolean R_Shadow_ShadowMappingEnabled(void)
455 {
456         switch (r_shadow_shadowmode)
457         {
458         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
459         case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
460         case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
461                 return true;
462         default:
463                 return false;
464         }
465 }
466
467 void R_Shadow_FreeShadowMaps(void)
468 {
469         int i;
470
471         R_Shadow_SetShadowMode();
472
473         if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
474                 return;
475
476         CHECKGLERROR
477
478         if (r_shadow_fborectangle)
479                 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
480         r_shadow_fborectangle = 0;
481
482         if (r_shadow_fbo2d)
483                 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
484         r_shadow_fbo2d = 0;
485         for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
486                 if (r_shadow_fbocubeside[i])
487                         qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
488         memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
489
490         if (r_shadow_shadowmaprectangletexture)
491                 R_FreeTexture(r_shadow_shadowmaprectangletexture);
492         r_shadow_shadowmaprectangletexture = NULL;
493
494         if (r_shadow_shadowmap2dtexture)
495                 R_FreeTexture(r_shadow_shadowmap2dtexture);
496         r_shadow_shadowmap2dtexture = NULL;
497
498         for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
499                 if (r_shadow_shadowmapcubetexture[i])
500                         R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
501         memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
502
503         if (r_shadow_shadowmapvsdcttexture)
504                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
505         r_shadow_shadowmapvsdcttexture = NULL;
506
507         CHECKGLERROR
508 }
509
510 void r_shadow_start(void)
511 {
512         // allocate vertex processing arrays
513         r_shadow_attenuationgradienttexture = NULL;
514         r_shadow_attenuation2dtexture = NULL;
515         r_shadow_attenuation3dtexture = NULL;
516         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
517         r_shadow_shadowmaprectangletexture = NULL;
518         r_shadow_shadowmap2dtexture = NULL;
519         memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
520         r_shadow_shadowmapvsdcttexture = NULL;
521         r_shadow_shadowmapmaxsize = 0;
522         r_shadow_shadowmapsize = 0;
523         r_shadow_shadowmaplod = 0;
524         r_shadow_shadowmapfilterquality = -1;
525         r_shadow_shadowmaptexturetype = -1;
526         r_shadow_shadowmapdepthbits = 0;
527         r_shadow_shadowmapvsdct = false;
528         r_shadow_shadowmapsampler = false;
529         r_shadow_shadowmappcf = 0;
530         r_shadow_fborectangle = 0;
531         r_shadow_fbo2d = 0;
532         memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
533
534         R_Shadow_FreeShadowMaps();
535
536         r_shadow_texturepool = NULL;
537         r_shadow_filters_texturepool = NULL;
538         R_Shadow_ValidateCvars();
539         R_Shadow_MakeTextures();
540         maxshadowtriangles = 0;
541         shadowelements = NULL;
542         maxshadowvertices = 0;
543         shadowvertex3f = NULL;
544         maxvertexupdate = 0;
545         vertexupdate = NULL;
546         vertexremap = NULL;
547         vertexupdatenum = 0;
548         maxshadowmark = 0;
549         numshadowmark = 0;
550         shadowmark = NULL;
551         shadowmarklist = NULL;
552         shadowmarkcount = 0;
553         maxshadowsides = 0;
554         numshadowsides = 0;
555         shadowsides = NULL;
556         shadowsideslist = NULL;
557         r_shadow_buffer_numleafpvsbytes = 0;
558         r_shadow_buffer_visitingleafpvs = NULL;
559         r_shadow_buffer_leafpvs = NULL;
560         r_shadow_buffer_leaflist = NULL;
561         r_shadow_buffer_numsurfacepvsbytes = 0;
562         r_shadow_buffer_surfacepvs = NULL;
563         r_shadow_buffer_surfacelist = NULL;
564         r_shadow_buffer_surfacesides = NULL;
565         r_shadow_buffer_numshadowtrispvsbytes = 0;
566         r_shadow_buffer_shadowtrispvs = NULL;
567         r_shadow_buffer_numlighttrispvsbytes = 0;
568         r_shadow_buffer_lighttrispvs = NULL;
569
570         r_shadow_usingdeferredprepass = false;
571         r_shadow_prepass_width = r_shadow_prepass_height = 0;
572 }
573
574 static void R_Shadow_FreeDeferred(void);
575 void r_shadow_shutdown(void)
576 {
577         CHECKGLERROR
578         R_Shadow_UncompileWorldLights();
579
580         R_Shadow_FreeShadowMaps();
581
582         r_shadow_usingdeferredprepass = false;
583         if (r_shadow_prepass_width)
584                 R_Shadow_FreeDeferred();
585         r_shadow_prepass_width = r_shadow_prepass_height = 0;
586
587         CHECKGLERROR
588         r_shadow_attenuationgradienttexture = NULL;
589         r_shadow_attenuation2dtexture = NULL;
590         r_shadow_attenuation3dtexture = NULL;
591         R_FreeTexturePool(&r_shadow_texturepool);
592         R_FreeTexturePool(&r_shadow_filters_texturepool);
593         maxshadowtriangles = 0;
594         if (shadowelements)
595                 Mem_Free(shadowelements);
596         shadowelements = NULL;
597         if (shadowvertex3f)
598                 Mem_Free(shadowvertex3f);
599         shadowvertex3f = NULL;
600         maxvertexupdate = 0;
601         if (vertexupdate)
602                 Mem_Free(vertexupdate);
603         vertexupdate = NULL;
604         if (vertexremap)
605                 Mem_Free(vertexremap);
606         vertexremap = NULL;
607         vertexupdatenum = 0;
608         maxshadowmark = 0;
609         numshadowmark = 0;
610         if (shadowmark)
611                 Mem_Free(shadowmark);
612         shadowmark = NULL;
613         if (shadowmarklist)
614                 Mem_Free(shadowmarklist);
615         shadowmarklist = NULL;
616         shadowmarkcount = 0;
617         maxshadowsides = 0;
618         numshadowsides = 0;
619         if (shadowsides)
620                 Mem_Free(shadowsides);
621         shadowsides = NULL;
622         if (shadowsideslist)
623                 Mem_Free(shadowsideslist);
624         shadowsideslist = NULL;
625         r_shadow_buffer_numleafpvsbytes = 0;
626         if (r_shadow_buffer_visitingleafpvs)
627                 Mem_Free(r_shadow_buffer_visitingleafpvs);
628         r_shadow_buffer_visitingleafpvs = NULL;
629         if (r_shadow_buffer_leafpvs)
630                 Mem_Free(r_shadow_buffer_leafpvs);
631         r_shadow_buffer_leafpvs = NULL;
632         if (r_shadow_buffer_leaflist)
633                 Mem_Free(r_shadow_buffer_leaflist);
634         r_shadow_buffer_leaflist = NULL;
635         r_shadow_buffer_numsurfacepvsbytes = 0;
636         if (r_shadow_buffer_surfacepvs)
637                 Mem_Free(r_shadow_buffer_surfacepvs);
638         r_shadow_buffer_surfacepvs = NULL;
639         if (r_shadow_buffer_surfacelist)
640                 Mem_Free(r_shadow_buffer_surfacelist);
641         r_shadow_buffer_surfacelist = NULL;
642         if (r_shadow_buffer_surfacesides)
643                 Mem_Free(r_shadow_buffer_surfacesides);
644         r_shadow_buffer_surfacesides = NULL;
645         r_shadow_buffer_numshadowtrispvsbytes = 0;
646         if (r_shadow_buffer_shadowtrispvs)
647                 Mem_Free(r_shadow_buffer_shadowtrispvs);
648         r_shadow_buffer_numlighttrispvsbytes = 0;
649         if (r_shadow_buffer_lighttrispvs)
650                 Mem_Free(r_shadow_buffer_lighttrispvs);
651 }
652
653 void r_shadow_newmap(void)
654 {
655         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
656         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
657         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
658         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
659         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
660         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
661         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
662         if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
663                 R_Shadow_EditLights_Reload_f();
664 }
665
666 void R_Shadow_Init(void)
667 {
668         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
669         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
670         Cvar_RegisterVariable(&r_shadow_usenormalmap);
671         Cvar_RegisterVariable(&r_shadow_debuglight);
672         Cvar_RegisterVariable(&r_shadow_deferred);
673         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
674 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
675         Cvar_RegisterVariable(&r_shadow_gloss);
676         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
677         Cvar_RegisterVariable(&r_shadow_glossintensity);
678         Cvar_RegisterVariable(&r_shadow_glossexponent);
679         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
680         Cvar_RegisterVariable(&r_shadow_glossexact);
681         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
682         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
683         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
684         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
685         Cvar_RegisterVariable(&r_shadow_projectdistance);
686         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
687         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
688         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
689         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
690         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
691         Cvar_RegisterVariable(&r_shadow_realtime_world);
692         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
693         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
694         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
695         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
696         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
697         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
698         Cvar_RegisterVariable(&r_shadow_scissor);
699         Cvar_RegisterVariable(&r_shadow_shadowmapping);
700         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
701         Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
702         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
703         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
704         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
705         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
706         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
707 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
708 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
709         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
710         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
711         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
712         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
713         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
714         Cvar_RegisterVariable(&r_shadow_polygonfactor);
715         Cvar_RegisterVariable(&r_shadow_polygonoffset);
716         Cvar_RegisterVariable(&r_shadow_texture3d);
717         Cvar_RegisterVariable(&r_coronas);
718         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
719         Cvar_RegisterVariable(&r_coronas_occlusionquery);
720         Cvar_RegisterVariable(&gl_flashblend);
721         Cvar_RegisterVariable(&gl_ext_separatestencil);
722         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
723         if (gamemode == GAME_TENEBRAE)
724         {
725                 Cvar_SetValue("r_shadow_gloss", 2);
726                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
727         }
728         R_Shadow_EditLights_Init();
729         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
730         maxshadowtriangles = 0;
731         shadowelements = NULL;
732         maxshadowvertices = 0;
733         shadowvertex3f = NULL;
734         maxvertexupdate = 0;
735         vertexupdate = NULL;
736         vertexremap = NULL;
737         vertexupdatenum = 0;
738         maxshadowmark = 0;
739         numshadowmark = 0;
740         shadowmark = NULL;
741         shadowmarklist = NULL;
742         shadowmarkcount = 0;
743         maxshadowsides = 0;
744         numshadowsides = 0;
745         shadowsides = NULL;
746         shadowsideslist = NULL;
747         r_shadow_buffer_numleafpvsbytes = 0;
748         r_shadow_buffer_visitingleafpvs = NULL;
749         r_shadow_buffer_leafpvs = NULL;
750         r_shadow_buffer_leaflist = NULL;
751         r_shadow_buffer_numsurfacepvsbytes = 0;
752         r_shadow_buffer_surfacepvs = NULL;
753         r_shadow_buffer_surfacelist = NULL;
754         r_shadow_buffer_surfacesides = NULL;
755         r_shadow_buffer_shadowtrispvs = NULL;
756         r_shadow_buffer_lighttrispvs = NULL;
757         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
758 }
759
760 matrix4x4_t matrix_attenuationxyz =
761 {
762         {
763                 {0.5, 0.0, 0.0, 0.5},
764                 {0.0, 0.5, 0.0, 0.5},
765                 {0.0, 0.0, 0.5, 0.5},
766                 {0.0, 0.0, 0.0, 1.0}
767         }
768 };
769
770 matrix4x4_t matrix_attenuationz =
771 {
772         {
773                 {0.0, 0.0, 0.5, 0.5},
774                 {0.0, 0.0, 0.0, 0.5},
775                 {0.0, 0.0, 0.0, 0.5},
776                 {0.0, 0.0, 0.0, 1.0}
777         }
778 };
779
780 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
781 {
782         numvertices = ((numvertices + 255) & ~255) * vertscale;
783         numtriangles = ((numtriangles + 255) & ~255) * triscale;
784         // make sure shadowelements is big enough for this volume
785         if (maxshadowtriangles < numtriangles)
786         {
787                 maxshadowtriangles = numtriangles;
788                 if (shadowelements)
789                         Mem_Free(shadowelements);
790                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
791         }
792         // make sure shadowvertex3f is big enough for this volume
793         if (maxshadowvertices < numvertices)
794         {
795                 maxshadowvertices = numvertices;
796                 if (shadowvertex3f)
797                         Mem_Free(shadowvertex3f);
798                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
799         }
800 }
801
802 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
803 {
804         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
805         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
806         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
807         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
808         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
809         {
810                 if (r_shadow_buffer_visitingleafpvs)
811                         Mem_Free(r_shadow_buffer_visitingleafpvs);
812                 if (r_shadow_buffer_leafpvs)
813                         Mem_Free(r_shadow_buffer_leafpvs);
814                 if (r_shadow_buffer_leaflist)
815                         Mem_Free(r_shadow_buffer_leaflist);
816                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
817                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
818                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
819                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
820         }
821         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
822         {
823                 if (r_shadow_buffer_surfacepvs)
824                         Mem_Free(r_shadow_buffer_surfacepvs);
825                 if (r_shadow_buffer_surfacelist)
826                         Mem_Free(r_shadow_buffer_surfacelist);
827                 if (r_shadow_buffer_surfacesides)
828                         Mem_Free(r_shadow_buffer_surfacesides);
829                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
830                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
831                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
832                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
833         }
834         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
835         {
836                 if (r_shadow_buffer_shadowtrispvs)
837                         Mem_Free(r_shadow_buffer_shadowtrispvs);
838                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
839                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
840         }
841         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
842         {
843                 if (r_shadow_buffer_lighttrispvs)
844                         Mem_Free(r_shadow_buffer_lighttrispvs);
845                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
846                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
847         }
848 }
849
850 void R_Shadow_PrepareShadowMark(int numtris)
851 {
852         // make sure shadowmark is big enough for this volume
853         if (maxshadowmark < numtris)
854         {
855                 maxshadowmark = numtris;
856                 if (shadowmark)
857                         Mem_Free(shadowmark);
858                 if (shadowmarklist)
859                         Mem_Free(shadowmarklist);
860                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
861                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
862                 shadowmarkcount = 0;
863         }
864         shadowmarkcount++;
865         // if shadowmarkcount wrapped we clear the array and adjust accordingly
866         if (shadowmarkcount == 0)
867         {
868                 shadowmarkcount = 1;
869                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
870         }
871         numshadowmark = 0;
872 }
873
874 void R_Shadow_PrepareShadowSides(int numtris)
875 {
876     if (maxshadowsides < numtris)
877     {
878         maxshadowsides = numtris;
879         if (shadowsides)
880                         Mem_Free(shadowsides);
881                 if (shadowsideslist)
882                         Mem_Free(shadowsideslist);
883                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
884                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
885         }
886         numshadowsides = 0;
887 }
888
889 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)
890 {
891         int i, j;
892         int outtriangles = 0, outvertices = 0;
893         const int *element;
894         const float *vertex;
895         float ratio, direction[3], projectvector[3];
896
897         if (projectdirection)
898                 VectorScale(projectdirection, projectdistance, projectvector);
899         else
900                 VectorClear(projectvector);
901
902         // create the vertices
903         if (projectdirection)
904         {
905                 for (i = 0;i < numshadowmarktris;i++)
906                 {
907                         element = inelement3i + shadowmarktris[i] * 3;
908                         for (j = 0;j < 3;j++)
909                         {
910                                 if (vertexupdate[element[j]] != vertexupdatenum)
911                                 {
912                                         vertexupdate[element[j]] = vertexupdatenum;
913                                         vertexremap[element[j]] = outvertices;
914                                         vertex = invertex3f + element[j] * 3;
915                                         // project one copy of the vertex according to projectvector
916                                         VectorCopy(vertex, outvertex3f);
917                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
918                                         outvertex3f += 6;
919                                         outvertices += 2;
920                                 }
921                         }
922                 }
923         }
924         else
925         {
926                 for (i = 0;i < numshadowmarktris;i++)
927                 {
928                         element = inelement3i + shadowmarktris[i] * 3;
929                         for (j = 0;j < 3;j++)
930                         {
931                                 if (vertexupdate[element[j]] != vertexupdatenum)
932                                 {
933                                         vertexupdate[element[j]] = vertexupdatenum;
934                                         vertexremap[element[j]] = outvertices;
935                                         vertex = invertex3f + element[j] * 3;
936                                         // project one copy of the vertex to the sphere radius of the light
937                                         // (FIXME: would projecting it to the light box be better?)
938                                         VectorSubtract(vertex, projectorigin, direction);
939                                         ratio = projectdistance / VectorLength(direction);
940                                         VectorCopy(vertex, outvertex3f);
941                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
942                                         outvertex3f += 6;
943                                         outvertices += 2;
944                                 }
945                         }
946                 }
947         }
948
949         if (r_shadow_frontsidecasting.integer)
950         {
951                 for (i = 0;i < numshadowmarktris;i++)
952                 {
953                         int remappedelement[3];
954                         int markindex;
955                         const int *neighbortriangle;
956
957                         markindex = shadowmarktris[i] * 3;
958                         element = inelement3i + markindex;
959                         neighbortriangle = inneighbor3i + markindex;
960                         // output the front and back triangles
961                         outelement3i[0] = vertexremap[element[0]];
962                         outelement3i[1] = vertexremap[element[1]];
963                         outelement3i[2] = vertexremap[element[2]];
964                         outelement3i[3] = vertexremap[element[2]] + 1;
965                         outelement3i[4] = vertexremap[element[1]] + 1;
966                         outelement3i[5] = vertexremap[element[0]] + 1;
967
968                         outelement3i += 6;
969                         outtriangles += 2;
970                         // output the sides (facing outward from this triangle)
971                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
972                         {
973                                 remappedelement[0] = vertexremap[element[0]];
974                                 remappedelement[1] = vertexremap[element[1]];
975                                 outelement3i[0] = remappedelement[1];
976                                 outelement3i[1] = remappedelement[0];
977                                 outelement3i[2] = remappedelement[0] + 1;
978                                 outelement3i[3] = remappedelement[1];
979                                 outelement3i[4] = remappedelement[0] + 1;
980                                 outelement3i[5] = remappedelement[1] + 1;
981
982                                 outelement3i += 6;
983                                 outtriangles += 2;
984                         }
985                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
986                         {
987                                 remappedelement[1] = vertexremap[element[1]];
988                                 remappedelement[2] = vertexremap[element[2]];
989                                 outelement3i[0] = remappedelement[2];
990                                 outelement3i[1] = remappedelement[1];
991                                 outelement3i[2] = remappedelement[1] + 1;
992                                 outelement3i[3] = remappedelement[2];
993                                 outelement3i[4] = remappedelement[1] + 1;
994                                 outelement3i[5] = remappedelement[2] + 1;
995
996                                 outelement3i += 6;
997                                 outtriangles += 2;
998                         }
999                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1000                         {
1001                                 remappedelement[0] = vertexremap[element[0]];
1002                                 remappedelement[2] = vertexremap[element[2]];
1003                                 outelement3i[0] = remappedelement[0];
1004                                 outelement3i[1] = remappedelement[2];
1005                                 outelement3i[2] = remappedelement[2] + 1;
1006                                 outelement3i[3] = remappedelement[0];
1007                                 outelement3i[4] = remappedelement[2] + 1;
1008                                 outelement3i[5] = remappedelement[0] + 1;
1009
1010                                 outelement3i += 6;
1011                                 outtriangles += 2;
1012                         }
1013                 }
1014         }
1015         else
1016         {
1017                 for (i = 0;i < numshadowmarktris;i++)
1018                 {
1019                         int remappedelement[3];
1020                         int markindex;
1021                         const int *neighbortriangle;
1022
1023                         markindex = shadowmarktris[i] * 3;
1024                         element = inelement3i + markindex;
1025                         neighbortriangle = inneighbor3i + markindex;
1026                         // output the front and back triangles
1027                         outelement3i[0] = vertexremap[element[2]];
1028                         outelement3i[1] = vertexremap[element[1]];
1029                         outelement3i[2] = vertexremap[element[0]];
1030                         outelement3i[3] = vertexremap[element[0]] + 1;
1031                         outelement3i[4] = vertexremap[element[1]] + 1;
1032                         outelement3i[5] = vertexremap[element[2]] + 1;
1033
1034                         outelement3i += 6;
1035                         outtriangles += 2;
1036                         // output the sides (facing outward from this triangle)
1037                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1038                         {
1039                                 remappedelement[0] = vertexremap[element[0]];
1040                                 remappedelement[1] = vertexremap[element[1]];
1041                                 outelement3i[0] = remappedelement[0];
1042                                 outelement3i[1] = remappedelement[1];
1043                                 outelement3i[2] = remappedelement[1] + 1;
1044                                 outelement3i[3] = remappedelement[0];
1045                                 outelement3i[4] = remappedelement[1] + 1;
1046                                 outelement3i[5] = remappedelement[0] + 1;
1047
1048                                 outelement3i += 6;
1049                                 outtriangles += 2;
1050                         }
1051                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1052                         {
1053                                 remappedelement[1] = vertexremap[element[1]];
1054                                 remappedelement[2] = vertexremap[element[2]];
1055                                 outelement3i[0] = remappedelement[1];
1056                                 outelement3i[1] = remappedelement[2];
1057                                 outelement3i[2] = remappedelement[2] + 1;
1058                                 outelement3i[3] = remappedelement[1];
1059                                 outelement3i[4] = remappedelement[2] + 1;
1060                                 outelement3i[5] = remappedelement[1] + 1;
1061
1062                                 outelement3i += 6;
1063                                 outtriangles += 2;
1064                         }
1065                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1066                         {
1067                                 remappedelement[0] = vertexremap[element[0]];
1068                                 remappedelement[2] = vertexremap[element[2]];
1069                                 outelement3i[0] = remappedelement[2];
1070                                 outelement3i[1] = remappedelement[0];
1071                                 outelement3i[2] = remappedelement[0] + 1;
1072                                 outelement3i[3] = remappedelement[2];
1073                                 outelement3i[4] = remappedelement[0] + 1;
1074                                 outelement3i[5] = remappedelement[2] + 1;
1075
1076                                 outelement3i += 6;
1077                                 outtriangles += 2;
1078                         }
1079                 }
1080         }
1081         if (outnumvertices)
1082                 *outnumvertices = outvertices;
1083         return outtriangles;
1084 }
1085
1086 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)
1087 {
1088         int i, j, k;
1089         int outtriangles = 0, outvertices = 0;
1090         const int *element;
1091         const float *vertex;
1092         float ratio, direction[3], projectvector[3];
1093         qboolean side[4];
1094
1095         if (projectdirection)
1096                 VectorScale(projectdirection, projectdistance, projectvector);
1097         else
1098                 VectorClear(projectvector);
1099
1100         for (i = 0;i < numshadowmarktris;i++)
1101         {
1102                 int remappedelement[3];
1103                 int markindex;
1104                 const int *neighbortriangle;
1105
1106                 markindex = shadowmarktris[i] * 3;
1107                 neighbortriangle = inneighbor3i + markindex;
1108                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1109                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1110                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1111                 if (side[0] + side[1] + side[2] == 0)
1112                         continue;
1113
1114                 side[3] = side[0];
1115                 element = inelement3i + markindex;
1116
1117                 // create the vertices
1118                 for (j = 0;j < 3;j++)
1119                 {
1120                         if (side[j] + side[j+1] == 0)
1121                                 continue;
1122                         k = element[j];
1123                         if (vertexupdate[k] != vertexupdatenum)
1124                         {
1125                                 vertexupdate[k] = vertexupdatenum;
1126                                 vertexremap[k] = outvertices;
1127                                 vertex = invertex3f + k * 3;
1128                                 VectorCopy(vertex, outvertex3f);
1129                                 if (projectdirection)
1130                                 {
1131                                         // project one copy of the vertex according to projectvector
1132                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1133                                 }
1134                                 else
1135                                 {
1136                                         // project one copy of the vertex to the sphere radius of the light
1137                                         // (FIXME: would projecting it to the light box be better?)
1138                                         VectorSubtract(vertex, projectorigin, direction);
1139                                         ratio = projectdistance / VectorLength(direction);
1140                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1141                                 }
1142                                 outvertex3f += 6;
1143                                 outvertices += 2;
1144                         }
1145                 }
1146
1147                 // output the sides (facing outward from this triangle)
1148                 if (!side[0])
1149                 {
1150                         remappedelement[0] = vertexremap[element[0]];
1151                         remappedelement[1] = vertexremap[element[1]];
1152                         outelement3i[0] = remappedelement[1];
1153                         outelement3i[1] = remappedelement[0];
1154                         outelement3i[2] = remappedelement[0] + 1;
1155                         outelement3i[3] = remappedelement[1];
1156                         outelement3i[4] = remappedelement[0] + 1;
1157                         outelement3i[5] = remappedelement[1] + 1;
1158
1159                         outelement3i += 6;
1160                         outtriangles += 2;
1161                 }
1162                 if (!side[1])
1163                 {
1164                         remappedelement[1] = vertexremap[element[1]];
1165                         remappedelement[2] = vertexremap[element[2]];
1166                         outelement3i[0] = remappedelement[2];
1167                         outelement3i[1] = remappedelement[1];
1168                         outelement3i[2] = remappedelement[1] + 1;
1169                         outelement3i[3] = remappedelement[2];
1170                         outelement3i[4] = remappedelement[1] + 1;
1171                         outelement3i[5] = remappedelement[2] + 1;
1172
1173                         outelement3i += 6;
1174                         outtriangles += 2;
1175                 }
1176                 if (!side[2])
1177                 {
1178                         remappedelement[0] = vertexremap[element[0]];
1179                         remappedelement[2] = vertexremap[element[2]];
1180                         outelement3i[0] = remappedelement[0];
1181                         outelement3i[1] = remappedelement[2];
1182                         outelement3i[2] = remappedelement[2] + 1;
1183                         outelement3i[3] = remappedelement[0];
1184                         outelement3i[4] = remappedelement[2] + 1;
1185                         outelement3i[5] = remappedelement[0] + 1;
1186
1187                         outelement3i += 6;
1188                         outtriangles += 2;
1189                 }
1190         }
1191         if (outnumvertices)
1192                 *outnumvertices = outvertices;
1193         return outtriangles;
1194 }
1195
1196 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)
1197 {
1198         int t, tend;
1199         const int *e;
1200         const float *v[3];
1201         float normal[3];
1202         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1203                 return;
1204         tend = firsttriangle + numtris;
1205         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1206         {
1207                 // surface box entirely inside light box, no box cull
1208                 if (projectdirection)
1209                 {
1210                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1211                         {
1212                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1213                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1214                                         shadowmarklist[numshadowmark++] = t;
1215                         }
1216                 }
1217                 else
1218                 {
1219                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1220                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1221                                         shadowmarklist[numshadowmark++] = t;
1222                 }
1223         }
1224         else
1225         {
1226                 // surface box not entirely inside light box, cull each triangle
1227                 if (projectdirection)
1228                 {
1229                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1230                         {
1231                                 v[0] = invertex3f + e[0] * 3;
1232                                 v[1] = invertex3f + e[1] * 3;
1233                                 v[2] = invertex3f + e[2] * 3;
1234                                 TriangleNormal(v[0], v[1], v[2], normal);
1235                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1236                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1237                                         shadowmarklist[numshadowmark++] = t;
1238                         }
1239                 }
1240                 else
1241                 {
1242                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1243                         {
1244                                 v[0] = invertex3f + e[0] * 3;
1245                                 v[1] = invertex3f + e[1] * 3;
1246                                 v[2] = invertex3f + e[2] * 3;
1247                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1248                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1249                                         shadowmarklist[numshadowmark++] = t;
1250                         }
1251                 }
1252         }
1253 }
1254
1255 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1256 {
1257 #if 1
1258         return false;
1259 #else
1260         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1261                 return false;
1262         // check if the shadow volume intersects the near plane
1263         //
1264         // a ray between the eye and light origin may intersect the caster,
1265         // indicating that the shadow may touch the eye location, however we must
1266         // test the near plane (a polygon), not merely the eye location, so it is
1267         // easiest to enlarge the caster bounding shape slightly for this.
1268         // TODO
1269         return true;
1270 #endif
1271 }
1272
1273 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)
1274 {
1275         int i, tris, outverts;
1276         if (projectdistance < 0.1)
1277         {
1278                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1279                 return;
1280         }
1281         if (!numverts || !nummarktris)
1282                 return;
1283         // make sure shadowelements is big enough for this volume
1284         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1285                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1286
1287         if (maxvertexupdate < numverts)
1288         {
1289                 maxvertexupdate = numverts;
1290                 if (vertexupdate)
1291                         Mem_Free(vertexupdate);
1292                 if (vertexremap)
1293                         Mem_Free(vertexremap);
1294                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1295                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1296                 vertexupdatenum = 0;
1297         }
1298         vertexupdatenum++;
1299         if (vertexupdatenum == 0)
1300         {
1301                 vertexupdatenum = 1;
1302                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1303                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1304         }
1305
1306         for (i = 0;i < nummarktris;i++)
1307                 shadowmark[marktris[i]] = shadowmarkcount;
1308
1309         if (r_shadow_compilingrtlight)
1310         {
1311                 // if we're compiling an rtlight, capture the mesh
1312                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1313                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1314                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1315                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1316         }
1317         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1318         {
1319                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1320                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1321                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1322         }
1323         else
1324         {
1325                 // decide which type of shadow to generate and set stencil mode
1326                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1327                 // generate the sides or a solid volume, depending on type
1328                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1329                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1330                 else
1331                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1332                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1333                 r_refdef.stats.lights_shadowtriangles += tris;
1334                 CHECKGLERROR
1335                 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1336                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1337                 {
1338                         // increment stencil if frontface is infront of depthbuffer
1339                         GL_CullFace(r_refdef.view.cullface_front);
1340                         qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1341                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1342                         // decrement stencil if backface is infront of depthbuffer
1343                         GL_CullFace(r_refdef.view.cullface_back);
1344                         qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1345                 }
1346                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1347                 {
1348                         // decrement stencil if backface is behind depthbuffer
1349                         GL_CullFace(r_refdef.view.cullface_front);
1350                         qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1351                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1352                         // increment stencil if frontface is behind depthbuffer
1353                         GL_CullFace(r_refdef.view.cullface_back);
1354                         qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1355                 }
1356                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1357                 CHECKGLERROR
1358         }
1359 }
1360
1361 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1362 {
1363     // p1, p2, p3 are in the cubemap's local coordinate system
1364     // bias = border/(size - border)
1365         int mask = 0x3F;
1366
1367     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1368           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1369           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1370         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1371         mask &= (3<<4)
1372                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1373                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1374                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1375     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1376         mask &= (3<<4)
1377             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1378             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1379             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1380
1381     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1382     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1383     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1384     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1385         mask &= (3<<0)
1386             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1387             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1388             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1389     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1390         mask &= (3<<0)
1391             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1392             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1393             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1394
1395     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1396     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1397     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1398     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1399         mask &= (3<<2)
1400             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1401             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1402             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1403     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1404         mask &= (3<<2)
1405             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1406             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1407             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1408
1409         return mask;
1410 }
1411
1412 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1413 {
1414         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1415         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1416         int mask = 0x3F;
1417
1418         VectorSubtract(maxs, mins, radius);
1419     VectorScale(radius, 0.5f, radius);
1420     VectorAdd(mins, radius, center);
1421     Matrix4x4_Transform(worldtolight, center, lightcenter);
1422         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1423         VectorSubtract(lightcenter, lightradius, pmin);
1424         VectorAdd(lightcenter, lightradius, pmax);
1425
1426     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1427     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1428     if(ap1 > bias*an1 && ap2 > bias*an2)
1429         mask &= (3<<4)
1430             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1431             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1432     if(an1 > bias*ap1 && an2 > bias*ap2)
1433         mask &= (3<<4)
1434             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1435             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1436
1437     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1438     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1439     if(ap1 > bias*an1 && ap2 > bias*an2)
1440         mask &= (3<<0)
1441             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1442             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1443     if(an1 > bias*ap1 && an2 > bias*ap2)
1444         mask &= (3<<0)
1445             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1446             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1447
1448     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1449     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1450     if(ap1 > bias*an1 && ap2 > bias*an2)
1451         mask &= (3<<2)
1452             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1453             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1454     if(an1 > bias*ap1 && an2 > bias*ap2)
1455         mask &= (3<<2)
1456             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1457             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1458
1459     return mask;
1460 }
1461
1462 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1463
1464 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1465 {
1466     // p is in the cubemap's local coordinate system
1467     // bias = border/(size - border)
1468     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1469     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1470     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1471     int mask = 0x3F;
1472     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1473     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1474     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1475     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1476     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1477     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1478     return mask;
1479 }
1480
1481 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1482 {
1483         int i;
1484         vec3_t p, n;
1485         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1486         float scale = (size - 2*border)/size, len;
1487         float bias = border / (float)(size - border), dp, dn, ap, an;
1488         // check if cone enclosing side would cross frustum plane 
1489         scale = 2 / (scale*scale + 2);
1490         for (i = 0;i < 5;i++)
1491         {
1492                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1493                         continue;
1494                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1495                 len = scale*VectorLength2(n);
1496                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1497                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1498                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1499         }
1500         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1501         {
1502         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1503         len = scale*VectorLength(n);
1504                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1505                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1506                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1507         }
1508         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1509         // check if frustum corners/origin cross plane sides
1510         for (i = 0;i < 5;i++)
1511         {
1512                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1513                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1514                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1515                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1516                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1517                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1518                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1519                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1520                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1521                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1522         }
1523         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1524 }
1525
1526 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1527 {
1528         int t, tend;
1529         const int *e;
1530         const float *v[3];
1531         float normal[3];
1532         vec3_t p[3];
1533         float bias;
1534         int mask, surfacemask = 0;
1535         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1536                 return 0;
1537         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1538         tend = firsttriangle + numtris;
1539         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1540         {
1541                 // surface box entirely inside light box, no box cull
1542                 if (projectdirection)
1543                 {
1544                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1545                         {
1546                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1547                                 TriangleNormal(v[0], v[1], v[2], normal);
1548                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1549                                 {
1550                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1551                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1552                                         surfacemask |= mask;
1553                                         if(totals)
1554                                         {
1555                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1556                                                 shadowsides[numshadowsides] = mask;
1557                                                 shadowsideslist[numshadowsides++] = t;
1558                                         }
1559                                 }
1560                         }
1561                 }
1562                 else
1563                 {
1564                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1565                         {
1566                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1567                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1568                                 {
1569                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1570                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1571                                         surfacemask |= mask;
1572                                         if(totals)
1573                                         {
1574                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1575                                                 shadowsides[numshadowsides] = mask;
1576                                                 shadowsideslist[numshadowsides++] = t;
1577                                         }
1578                                 }
1579                         }
1580                 }
1581         }
1582         else
1583         {
1584                 // surface box not entirely inside light box, cull each triangle
1585                 if (projectdirection)
1586                 {
1587                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1588                         {
1589                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1590                                 TriangleNormal(v[0], v[1], v[2], normal);
1591                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1592                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1593                                 {
1594                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1595                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1596                                         surfacemask |= mask;
1597                                         if(totals)
1598                                         {
1599                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1600                                                 shadowsides[numshadowsides] = mask;
1601                                                 shadowsideslist[numshadowsides++] = t;
1602                                         }
1603                                 }
1604                         }
1605                 }
1606                 else
1607                 {
1608                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1609                         {
1610                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1611                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1612                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1613                                 {
1614                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1615                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1616                                         surfacemask |= mask;
1617                                         if(totals)
1618                                         {
1619                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1620                                                 shadowsides[numshadowsides] = mask;
1621                                                 shadowsideslist[numshadowsides++] = t;
1622                                         }
1623                                 }
1624                         }
1625                 }
1626         }
1627         return surfacemask;
1628 }
1629
1630 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1631 {
1632         int i, j, outtriangles = 0;
1633         int *outelement3i[6];
1634         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1635                 return;
1636         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1637         // make sure shadowelements is big enough for this mesh
1638         if (maxshadowtriangles < outtriangles)
1639                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1640
1641         // compute the offset and size of the separate index lists for each cubemap side
1642         outtriangles = 0;
1643         for (i = 0;i < 6;i++)
1644         {
1645                 outelement3i[i] = shadowelements + outtriangles * 3;
1646                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1647                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1648                 outtriangles += sidetotals[i];
1649         }
1650
1651         // gather up the (sparse) triangles into separate index lists for each cubemap side
1652         for (i = 0;i < numsidetris;i++)
1653         {
1654                 const int *element = elements + sidetris[i] * 3;
1655                 for (j = 0;j < 6;j++)
1656                 {
1657                         if (sides[i] & (1 << j))
1658                         {
1659                                 outelement3i[j][0] = element[0];
1660                                 outelement3i[j][1] = element[1];
1661                                 outelement3i[j][2] = element[2];
1662                                 outelement3i[j] += 3;
1663                         }
1664                 }
1665         }
1666                         
1667         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1668 }
1669
1670 static void R_Shadow_MakeTextures_MakeCorona(void)
1671 {
1672         float dx, dy;
1673         int x, y, a;
1674         unsigned char pixels[32][32][4];
1675         for (y = 0;y < 32;y++)
1676         {
1677                 dy = (y - 15.5f) * (1.0f / 16.0f);
1678                 for (x = 0;x < 32;x++)
1679                 {
1680                         dx = (x - 15.5f) * (1.0f / 16.0f);
1681                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1682                         a = bound(0, a, 255);
1683                         pixels[y][x][0] = a;
1684                         pixels[y][x][1] = a;
1685                         pixels[y][x][2] = a;
1686                         pixels[y][x][3] = 255;
1687                 }
1688         }
1689         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1690 }
1691
1692 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1693 {
1694         float dist = sqrt(x*x+y*y+z*z);
1695         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1696         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1697         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1698 }
1699
1700 static void R_Shadow_MakeTextures(void)
1701 {
1702         int x, y, z;
1703         float intensity, dist;
1704         unsigned int *data;
1705         R_Shadow_FreeShadowMaps();
1706         R_FreeTexturePool(&r_shadow_texturepool);
1707         r_shadow_texturepool = R_AllocTexturePool();
1708         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1709         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1710         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1711         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1712         for (x = 0;x <= ATTENTABLESIZE;x++)
1713         {
1714                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1715                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1716                 r_shadow_attentable[x] = bound(0, intensity, 1);
1717         }
1718         // 1D gradient texture
1719         for (x = 0;x < ATTEN1DSIZE;x++)
1720                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1721         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1722         // 2D circle texture
1723         for (y = 0;y < ATTEN2DSIZE;y++)
1724                 for (x = 0;x < ATTEN2DSIZE;x++)
1725                         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);
1726         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1727         // 3D sphere texture
1728         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1729         {
1730                 for (z = 0;z < ATTEN3DSIZE;z++)
1731                         for (y = 0;y < ATTEN3DSIZE;y++)
1732                                 for (x = 0;x < ATTEN3DSIZE;x++)
1733                                         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));
1734                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1735         }
1736         else
1737                 r_shadow_attenuation3dtexture = NULL;
1738         Mem_Free(data);
1739
1740         R_Shadow_MakeTextures_MakeCorona();
1741
1742         // Editor light sprites
1743         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1744         "................"
1745         ".3............3."
1746         "..5...2332...5.."
1747         "...7.3....3.7..."
1748         "....7......7...."
1749         "...3.7....7.3..."
1750         "..2...7..7...2.."
1751         "..3..........3.."
1752         "..3..........3.."
1753         "..2...7..7...2.."
1754         "...3.7....7.3..."
1755         "....7......7...."
1756         "...7.3....3.7..."
1757         "..5...2332...5.."
1758         ".3............3."
1759         "................"
1760         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1761         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1762         "................"
1763         "................"
1764         "......1111......"
1765         "....11233211...."
1766         "...1234554321..."
1767         "...1356776531..."
1768         "..124677776421.."
1769         "..135777777531.."
1770         "..135777777531.."
1771         "..124677776421.."
1772         "...1356776531..."
1773         "...1234554321..."
1774         "....11233211...."
1775         "......1111......"
1776         "................"
1777         "................"
1778         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1779         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1780         "................"
1781         "................"
1782         "......1111......"
1783         "....11233211...."
1784         "...1234554321..."
1785         "...1356226531..."
1786         "..12462..26421.."
1787         "..1352....2531.."
1788         "..1352....2531.."
1789         "..12462..26421.."
1790         "...1356226531..."
1791         "...1234554321..."
1792         "....11233211...."
1793         "......1111......"
1794         "................"
1795         "................"
1796         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1797         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1798         "................"
1799         "................"
1800         "......2772......"
1801         "....27755772...."
1802         "..277533335772.."
1803         "..753333333357.."
1804         "..777533335777.."
1805         "..735775577537.."
1806         "..733357753337.."
1807         "..733337733337.."
1808         "..753337733357.."
1809         "..277537735772.."
1810         "....27777772...."
1811         "......2772......"
1812         "................"
1813         "................"
1814         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1815         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1816         "................"
1817         "................"
1818         "......2772......"
1819         "....27722772...."
1820         "..2772....2772.."
1821         "..72........27.."
1822         "..7772....2777.."
1823         "..7.27722772.7.."
1824         "..7...2772...7.."
1825         "..7....77....7.."
1826         "..72...77...27.."
1827         "..2772.77.2772.."
1828         "....27777772...."
1829         "......2772......"
1830         "................"
1831         "................"
1832         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1833         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1834         "................"
1835         ".777752..257777."
1836         ".742........247."
1837         ".72..........27."
1838         ".7............7."
1839         ".5............5."
1840         ".2............2."
1841         "................"
1842         "................"
1843         ".2............2."
1844         ".5............5."
1845         ".7............7."
1846         ".72..........27."
1847         ".742........247."
1848         ".777752..257777."
1849         "................"
1850         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1851 }
1852
1853 void R_Shadow_ValidateCvars(void)
1854 {
1855         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1856                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1857         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1858                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1859         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1860                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1861 }
1862
1863 void R_Shadow_RenderMode_Begin(void)
1864 {
1865 #if 0
1866         GLint drawbuffer;
1867         GLint readbuffer;
1868 #endif
1869         R_Shadow_ValidateCvars();
1870
1871         if (!r_shadow_attenuation2dtexture
1872          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1873          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1874          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1875                 R_Shadow_MakeTextures();
1876
1877         CHECKGLERROR
1878         R_Mesh_ColorPointer(NULL, 0, 0);
1879         R_Mesh_ResetTextureState();
1880         GL_BlendFunc(GL_ONE, GL_ZERO);
1881         GL_DepthRange(0, 1);
1882         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1883         GL_DepthTest(true);
1884         GL_DepthMask(false);
1885         GL_Color(0, 0, 0, 1);
1886         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1887
1888         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1889
1890         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1891         {
1892                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1893                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1894         }
1895         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1896         {
1897                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1898                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1899         }
1900         else
1901         {
1902                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1903                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1904         }
1905
1906         switch(vid.renderpath)
1907         {
1908         case RENDERPATH_GL20:
1909         case RENDERPATH_CGGL:
1910                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1911                 break;
1912         case RENDERPATH_GL13:
1913         case RENDERPATH_GL11:
1914                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1915                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1916                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1917                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1918                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1919                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1920                 else
1921                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1922                 break;
1923         }
1924
1925         CHECKGLERROR
1926 #if 0
1927         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1928         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1929         r_shadow_drawbuffer = drawbuffer;
1930         r_shadow_readbuffer = readbuffer;
1931 #endif
1932         r_shadow_cullface_front = r_refdef.view.cullface_front;
1933         r_shadow_cullface_back = r_refdef.view.cullface_back;
1934 }
1935
1936 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1937 {
1938         rsurface.rtlight = rtlight;
1939 }
1940
1941 void R_Shadow_RenderMode_Reset(void)
1942 {
1943         CHECKGLERROR
1944         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1945         {
1946                 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1947         }
1948         if (vid.support.ext_framebuffer_object)
1949         {
1950                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1951         }
1952 #if 0
1953         qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1954         qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1955 #endif
1956         R_SetViewport(&r_refdef.view.viewport);
1957         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1958         R_Mesh_ColorPointer(NULL, 0, 0);
1959         R_Mesh_ResetTextureState();
1960         GL_DepthRange(0, 1);
1961         GL_DepthTest(true);
1962         GL_DepthMask(false);
1963         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1964         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1965         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1966         qglStencilMask(255);CHECKGLERROR
1967         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1968         qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
1969         r_refdef.view.cullface_front = r_shadow_cullface_front;
1970         r_refdef.view.cullface_back = r_shadow_cullface_back;
1971         GL_CullFace(r_refdef.view.cullface_back);
1972         GL_Color(1, 1, 1, 1);
1973         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1974         GL_BlendFunc(GL_ONE, GL_ZERO);
1975         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1976         r_shadow_usingshadowmaprect = false;
1977         r_shadow_usingshadowmapcube = false;
1978         r_shadow_usingshadowmap2d = false;
1979         r_shadow_usingshadowmaportho = false;
1980         CHECKGLERROR
1981 }
1982
1983 void R_Shadow_ClearStencil(void)
1984 {
1985         CHECKGLERROR
1986         GL_Clear(GL_STENCIL_BUFFER_BIT);
1987         r_refdef.stats.lights_clears++;
1988 }
1989
1990 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1991 {
1992         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1993         if (r_shadow_rendermode == mode)
1994                 return;
1995         CHECKGLERROR
1996         R_Shadow_RenderMode_Reset();
1997         GL_ColorMask(0, 0, 0, 0);
1998         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1999         R_SetupShader_DepthOrShadow();
2000         qglDepthFunc(GL_LESS);CHECKGLERROR
2001         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2002         r_shadow_rendermode = mode;
2003         switch(mode)
2004         {
2005         default:
2006                 break;
2007         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2008                 GL_CullFace(GL_NONE);
2009                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2010                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2011                 break;
2012         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2013                 GL_CullFace(GL_NONE);
2014                 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2015                 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2016                 break;
2017         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2018                 GL_CullFace(GL_NONE);
2019                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2020                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2021                 qglStencilMask(255);CHECKGLERROR
2022                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2023                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2024                 qglStencilMask(255);CHECKGLERROR
2025                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2026                 break;
2027         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2028                 GL_CullFace(GL_NONE);
2029                 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2030                 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2031                 qglStencilMask(255);CHECKGLERROR
2032                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2033                 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2034                 qglStencilMask(255);CHECKGLERROR
2035                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2036                 break;
2037         }
2038 }
2039
2040 static void R_Shadow_MakeVSDCT(void)
2041 {
2042         // maps to a 2x3 texture rectangle with normalized coordinates
2043         // +-
2044         // XX
2045         // YY
2046         // ZZ
2047         // stores abs(dir.xy), offset.xy/2.5
2048         unsigned char data[4*6] =
2049         {
2050                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2051                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2052                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2053                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2054                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2055                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2056         };
2057         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
2058 }
2059
2060 static void R_Shadow_MakeShadowMap(int side, int size)
2061 {
2062         int status;
2063         switch (r_shadow_shadowmode)
2064         {
2065         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2066                 if (r_shadow_shadowmap2dtexture) return;
2067                 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2068                 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2069                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2070                 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2071                 break;
2072         case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2073                 if (r_shadow_shadowmaprectangletexture) return;
2074                 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2075                 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2076                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2077                 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2078                 break;
2079         case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2080                 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
2081                 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2082                 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2083                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2084                 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2085                 break;
2086         default:
2087                 return;
2088         }
2089         // render depth into the fbo, do not render color at all
2090         qglDrawBuffer(GL_NONE);CHECKGLERROR
2091         qglReadBuffer(GL_NONE);CHECKGLERROR
2092         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2093         if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2094         {
2095                 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2096                 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2097                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2098         }
2099 }
2100         
2101 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2102 {
2103         float nearclip, farclip, bias;
2104         r_viewport_t viewport;
2105         int flipped;
2106         GLuint fbo = 0;
2107         CHECKGLERROR
2108         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2109         farclip = 1.0f;
2110         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2111         r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2112         r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2113         r_shadow_shadowmapside = side;
2114         r_shadow_shadowmapsize = size;
2115         switch (r_shadow_shadowmode)
2116         {
2117         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2118                 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2119                 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2120                 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2121                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2122
2123                 // complex unrolled cube approach (more flexible)
2124                 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2125                         R_Shadow_MakeVSDCT();
2126                 if (!r_shadow_shadowmap2dtexture)
2127                         R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2128                 CHECKGLERROR
2129                 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2130                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2131                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2132                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2133                 break;
2134         case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2135                 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2136                 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2137                 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2138                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2139
2140                 // complex unrolled cube approach (more flexible)
2141                 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2142                         R_Shadow_MakeVSDCT();
2143                 if (!r_shadow_shadowmaprectangletexture)
2144                         R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2145                 CHECKGLERROR
2146                 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2147                 r_shadow_shadowmap_texturescale[0] = 1.0f;
2148                 r_shadow_shadowmap_texturescale[1] = 1.0f;
2149                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2150                 break;
2151         case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2152                 r_shadow_shadowmap_parameters[0] = 1.0f;
2153                 r_shadow_shadowmap_parameters[1] = 1.0f;
2154                 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2155                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2156
2157                 // simple cube approach
2158                 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2159                         R_Shadow_MakeShadowMap(side, size);
2160                 CHECKGLERROR
2161                 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2162                 r_shadow_shadowmap_texturescale[0] = 0.0f;
2163                 r_shadow_shadowmap_texturescale[1] = 0.0f;
2164                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2165                 break;
2166         default:
2167                 break;
2168         }
2169
2170         R_Shadow_RenderMode_Reset();
2171         if (fbo)
2172         {
2173                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2174                 R_SetupShader_DepthOrShadow();
2175         }
2176         else
2177         {
2178                 R_SetupShader_ShowDepth();
2179                 qglClearColor(1,1,1,1);CHECKGLERROR
2180         }
2181         CHECKGLERROR
2182         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2183         GL_DepthMask(true);
2184         GL_DepthTest(true);
2185         qglClearDepth(1);
2186         CHECKGLERROR
2187
2188 init_done:
2189         R_SetViewport(&viewport);
2190         switch (r_shadow_rendermode)
2191         {
2192         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
2193         case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
2194                 flipped = (side & 1) ^ (side >> 2);
2195                 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2196                 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2197                 GL_CullFace(r_refdef.view.cullface_back);
2198                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2199                 {
2200                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2201                         int x1 = clear & 0x15 ? 0 : size;
2202                         int x2 = clear & 0x2A ? 2 * size : size;
2203                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2204                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2205                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2206                         GL_Clear(GL_DEPTH_BUFFER_BIT);
2207                 }
2208                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2209                 break;
2210         case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
2211                 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2212                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2213                 if (clear)
2214                         GL_Clear(GL_DEPTH_BUFFER_BIT);
2215                 break;
2216         default:
2217                 break;
2218         }
2219         CHECKGLERROR
2220 }
2221
2222 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2223 {
2224         if (transparent)
2225         {
2226                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2227                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2228                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2229                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2230         }
2231         CHECKGLERROR
2232         R_Shadow_RenderMode_Reset();
2233         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2234         if (!transparent)
2235         {
2236                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2237         }
2238         if (stenciltest)
2239         {
2240                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2241                 // only draw light where this geometry was already rendered AND the
2242                 // stencil is 128 (values other than this mean shadow)
2243                 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2244         }
2245         r_shadow_rendermode = r_shadow_lightingrendermode;
2246         // do global setup needed for the chosen lighting mode
2247         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2248         {
2249                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2250                 CHECKGLERROR
2251         }
2252         if (shadowmapping)
2253         {
2254                 switch (r_shadow_shadowmode)
2255                 {
2256                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2257                         r_shadow_usingshadowmap2d = true;
2258                         break;
2259                 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2260                         r_shadow_usingshadowmaprect = true;
2261                         break;
2262                 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2263                         r_shadow_usingshadowmapcube = true;
2264                         break;
2265                 default:
2266                         break;
2267                 }
2268         }
2269         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2270         CHECKGLERROR
2271 }
2272
2273 static const unsigned short bboxelements[36] =
2274 {
2275         5, 1, 3, 5, 3, 7,
2276         6, 2, 0, 6, 0, 4,
2277         7, 3, 2, 7, 2, 6,
2278         4, 0, 1, 4, 1, 5,
2279         4, 5, 7, 4, 7, 6,
2280         1, 0, 2, 1, 2, 3,
2281 };
2282
2283 static const float bboxpoints[8][3] =
2284 {
2285         {-1,-1,-1},
2286         { 1,-1,-1},
2287         {-1, 1,-1},
2288         { 1, 1,-1},
2289         {-1,-1, 1},
2290         { 1,-1, 1},
2291         {-1, 1, 1},
2292         { 1, 1, 1},
2293 };
2294
2295 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2296 {
2297         int i;
2298         float vertex3f[8*3];
2299         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2300         CHECKGLERROR
2301         R_Shadow_RenderMode_Reset();
2302         r_shadow_rendermode = r_shadow_lightingrendermode;
2303         // do global setup needed for the chosen lighting mode
2304         {
2305                 R_EntityMatrix(&identitymatrix);
2306                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2307                 if (stenciltest)
2308                 {
2309                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2310                         // only draw light where this geometry was already rendered AND the
2311                         // stencil is 128 (values other than this mean shadow)
2312                         qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2313                 }
2314                 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2315                 if (shadowmapping)
2316                 {
2317                         switch (r_shadow_shadowmode)
2318                         {
2319                         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2320                                 r_shadow_usingshadowmap2d = true;
2321                                 break;
2322                         case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2323                                 r_shadow_usingshadowmaprect = true;
2324                                 break;
2325                         case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2326                                 r_shadow_usingshadowmapcube = true;
2327                                 break;
2328                         default:
2329                                 break;
2330                         }
2331                 }
2332
2333                 // render the lighting
2334                 R_SetupShader_DeferredLight(rsurface.rtlight);
2335                 for (i = 0;i < 8;i++)
2336                         Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2337                 CHECKGLERROR
2338                 R_Mesh_VertexPointer(vertex3f, 0, 0);
2339                 R_Mesh_ColorPointer(NULL, 0, 0);
2340                 GL_ColorMask(1,1,1,1);
2341                 GL_DepthMask(false);
2342                 GL_DepthRange(0, 1);
2343                 GL_PolygonOffset(0, 0);
2344                 GL_DepthTest(true);
2345                 qglDepthFunc(GL_GREATER);CHECKGLERROR
2346                 GL_CullFace(r_refdef.view.cullface_back);
2347                 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2348         }
2349 }
2350
2351 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2352 {
2353         CHECKGLERROR
2354         R_Shadow_RenderMode_Reset();
2355         GL_BlendFunc(GL_ONE, GL_ONE);
2356         GL_DepthRange(0, 1);
2357         GL_DepthTest(r_showshadowvolumes.integer < 2);
2358         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2359         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2360         GL_CullFace(GL_NONE);
2361         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2362 }
2363
2364 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2365 {
2366         CHECKGLERROR
2367         R_Shadow_RenderMode_Reset();
2368         GL_BlendFunc(GL_ONE, GL_ONE);
2369         GL_DepthRange(0, 1);
2370         GL_DepthTest(r_showlighting.integer < 2);
2371         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2372         if (!transparent)
2373         {
2374                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2375         }
2376         if (stenciltest)
2377         {
2378                 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2379                 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2380         }
2381         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2382 }
2383
2384 void R_Shadow_RenderMode_End(void)
2385 {
2386         CHECKGLERROR
2387         R_Shadow_RenderMode_Reset();
2388         R_Shadow_RenderMode_ActiveLight(NULL);
2389         GL_DepthMask(true);
2390         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2391         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2392 }
2393
2394 int bboxedges[12][2] =
2395 {
2396         // top
2397         {0, 1}, // +X
2398         {0, 2}, // +Y
2399         {1, 3}, // Y, +X
2400         {2, 3}, // X, +Y
2401         // bottom
2402         {4, 5}, // +X
2403         {4, 6}, // +Y
2404         {5, 7}, // Y, +X
2405         {6, 7}, // X, +Y
2406         // verticals
2407         {0, 4}, // +Z
2408         {1, 5}, // X, +Z
2409         {2, 6}, // Y, +Z
2410         {3, 7}, // XY, +Z
2411 };
2412
2413 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2414 {
2415         int i, ix1, iy1, ix2, iy2;
2416         float x1, y1, x2, y2;
2417         vec4_t v, v2;
2418         float vertex[20][3];
2419         int j, k;
2420         vec4_t plane4f;
2421         int numvertices;
2422         float corner[8][4];
2423         float dist[8];
2424         int sign[8];
2425         float f;
2426
2427         r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2428         r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2429         r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2430         r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2431
2432         if (!r_shadow_scissor.integer)
2433                 return false;
2434
2435         // if view is inside the light box, just say yes it's visible
2436         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2437                 return false;
2438
2439         x1 = y1 = x2 = y2 = 0;
2440
2441         // transform all corners that are infront of the nearclip plane
2442         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2443         plane4f[3] = r_refdef.view.frustum[4].dist;
2444         numvertices = 0;
2445         for (i = 0;i < 8;i++)
2446         {
2447                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2448                 dist[i] = DotProduct4(corner[i], plane4f);
2449                 sign[i] = dist[i] > 0;
2450                 if (!sign[i])
2451                 {
2452                         VectorCopy(corner[i], vertex[numvertices]);
2453                         numvertices++;
2454                 }
2455         }
2456         // if some points are behind the nearclip, add clipped edge points to make
2457         // sure that the scissor boundary is complete
2458         if (numvertices > 0 && numvertices < 8)
2459         {
2460                 // add clipped edge points
2461                 for (i = 0;i < 12;i++)
2462                 {
2463                         j = bboxedges[i][0];
2464                         k = bboxedges[i][1];
2465                         if (sign[j] != sign[k])
2466                         {
2467                                 f = dist[j] / (dist[j] - dist[k]);
2468                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2469                                 numvertices++;
2470                         }
2471                 }
2472         }
2473
2474         // if we have no points to check, the light is behind the view plane
2475         if (!numvertices)
2476                 return true;
2477
2478         // if we have some points to transform, check what screen area is covered
2479         x1 = y1 = x2 = y2 = 0;
2480         v[3] = 1.0f;
2481         //Con_Printf("%i vertices to transform...\n", numvertices);
2482         for (i = 0;i < numvertices;i++)
2483         {
2484                 VectorCopy(vertex[i], v);
2485                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2486                 //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]);
2487                 if (i)
2488                 {
2489                         if (x1 > v2[0]) x1 = v2[0];
2490                         if (x2 < v2[0]) x2 = v2[0];
2491                         if (y1 > v2[1]) y1 = v2[1];
2492                         if (y2 < v2[1]) y2 = v2[1];
2493                 }
2494                 else
2495                 {
2496                         x1 = x2 = v2[0];
2497                         y1 = y2 = v2[1];
2498                 }
2499         }
2500
2501         // now convert the scissor rectangle to integer screen coordinates
2502         ix1 = (int)(x1 - 1.0f);
2503         iy1 = vid.height - (int)(y2 - 1.0f);
2504         ix2 = (int)(x2 + 1.0f);
2505         iy2 = vid.height - (int)(y1 + 1.0f);
2506         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2507
2508         // clamp it to the screen
2509         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2510         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2511         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2512         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2513
2514         // if it is inside out, it's not visible
2515         if (ix2 <= ix1 || iy2 <= iy1)
2516                 return true;
2517
2518         // the light area is visible, set up the scissor rectangle
2519         r_shadow_lightscissor[0] = ix1;
2520         r_shadow_lightscissor[1] = iy1;
2521         r_shadow_lightscissor[2] = ix2 - ix1;
2522         r_shadow_lightscissor[3] = iy2 - iy1;
2523
2524         r_refdef.stats.lights_scissored++;
2525         return false;
2526 }
2527
2528 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2529 {
2530         const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2531         const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2532         float *color4f = rsurface.array_color4f + 4 * firstvertex;
2533         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2534         switch (r_shadow_rendermode)
2535         {
2536         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2537         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2538                 if (VectorLength2(diffusecolor) > 0)
2539                 {
2540                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2541                         {
2542                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2543                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2544                                 if ((dot = DotProduct(n, v)) < 0)
2545                                 {
2546                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2547                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2548                                 }
2549                                 else
2550                                         VectorCopy(ambientcolor, color4f);
2551                                 if (r_refdef.fogenabled)
2552                                 {
2553                                         float f;
2554                                         f = RSurf_FogVertex(vertex3f);
2555                                         VectorScale(color4f, f, color4f);
2556                                 }
2557                                 color4f[3] = 1;
2558                         }
2559                 }
2560                 else
2561                 {
2562                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2563                         {
2564                                 VectorCopy(ambientcolor, color4f);
2565                                 if (r_refdef.fogenabled)
2566                                 {
2567                                         float f;
2568                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2569                                         f = RSurf_FogVertex(vertex3f);
2570                                         VectorScale(color4f, f, color4f);
2571                                 }
2572                                 color4f[3] = 1;
2573                         }
2574                 }
2575                 break;
2576         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2577                 if (VectorLength2(diffusecolor) > 0)
2578                 {
2579                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2580                         {
2581                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2582                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2583                                 {
2584                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2585                                         if ((dot = DotProduct(n, v)) < 0)
2586                                         {
2587                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2588                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2589                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2590                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2591                                         }
2592                                         else
2593                                         {
2594                                                 color4f[0] = ambientcolor[0] * distintensity;
2595                                                 color4f[1] = ambientcolor[1] * distintensity;
2596                                                 color4f[2] = ambientcolor[2] * distintensity;
2597                                         }
2598                                         if (r_refdef.fogenabled)
2599                                         {
2600                                                 float f;
2601                                                 f = RSurf_FogVertex(vertex3f);
2602                                                 VectorScale(color4f, f, color4f);
2603                                         }
2604                                 }
2605                                 else
2606                                         VectorClear(color4f);
2607                                 color4f[3] = 1;
2608                         }
2609                 }
2610                 else
2611                 {
2612                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2613                         {
2614                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2615                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2616                                 {
2617                                         color4f[0] = ambientcolor[0] * distintensity;
2618                                         color4f[1] = ambientcolor[1] * distintensity;
2619                                         color4f[2] = ambientcolor[2] * distintensity;
2620                                         if (r_refdef.fogenabled)
2621                                         {
2622                                                 float f;
2623                                                 f = RSurf_FogVertex(vertex3f);
2624                                                 VectorScale(color4f, f, color4f);
2625                                         }
2626                                 }
2627                                 else
2628                                         VectorClear(color4f);
2629                                 color4f[3] = 1;
2630                         }
2631                 }
2632                 break;
2633         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2634                 if (VectorLength2(diffusecolor) > 0)
2635                 {
2636                         for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2637                         {
2638                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2639                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2640                                 {
2641                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2642                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2643                                         if ((dot = DotProduct(n, v)) < 0)
2644                                         {
2645                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2646                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2647                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2648                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2649                                         }
2650                                         else
2651                                         {
2652                                                 color4f[0] = ambientcolor[0] * distintensity;
2653                                                 color4f[1] = ambientcolor[1] * distintensity;
2654                                                 color4f[2] = ambientcolor[2] * distintensity;
2655                                         }
2656                                         if (r_refdef.fogenabled)
2657                                         {
2658                                                 float f;
2659                                                 f = RSurf_FogVertex(vertex3f);
2660                                                 VectorScale(color4f, f, color4f);
2661                                         }
2662                                 }
2663                                 else
2664                                         VectorClear(color4f);
2665                                 color4f[3] = 1;
2666                         }
2667                 }
2668                 else
2669                 {
2670                         for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2671                         {
2672                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2673                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2674                                 {
2675                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2676                                         color4f[0] = ambientcolor[0] * distintensity;
2677                                         color4f[1] = ambientcolor[1] * distintensity;
2678                                         color4f[2] = ambientcolor[2] * distintensity;
2679                                         if (r_refdef.fogenabled)
2680                                         {
2681                                                 float f;
2682                                                 f = RSurf_FogVertex(vertex3f);
2683                                                 VectorScale(color4f, f, color4f);
2684                                         }
2685                                 }
2686                                 else
2687                                         VectorClear(color4f);
2688                                 color4f[3] = 1;
2689                         }
2690                 }
2691                 break;
2692         default:
2693                 break;
2694         }
2695 }
2696
2697 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)
2698 {
2699         // used to display how many times a surface is lit for level design purposes
2700         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2701 }
2702
2703 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 lightcolor, float ambientscale, float diffusescale, float specularscale)
2704 {
2705         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2706         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2707         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2708         {
2709                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2710         }
2711         R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2712         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2713         {
2714                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2715         }
2716 }
2717
2718 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2719 {
2720         int renders;
2721         int i;
2722         int stop;
2723         int newfirstvertex;
2724         int newlastvertex;
2725         int newnumtriangles;
2726         int *newe;
2727         const int *e;
2728         float *c;
2729         int maxtriangles = 4096;
2730         static int newelements[4096*3];
2731         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2732         for (renders = 0;renders < 4;renders++)
2733         {
2734                 stop = true;
2735                 newfirstvertex = 0;
2736                 newlastvertex = 0;
2737                 newnumtriangles = 0;
2738                 newe = newelements;
2739                 // due to low fillrate on the cards this vertex lighting path is
2740                 // designed for, we manually cull all triangles that do not
2741                 // contain a lit vertex
2742                 // this builds batches of triangles from multiple surfaces and
2743                 // renders them at once
2744                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2745                 {
2746                         if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2747                         {
2748                                 if (newnumtriangles)
2749                                 {
2750                                         newfirstvertex = min(newfirstvertex, e[0]);
2751                                         newlastvertex  = max(newlastvertex, e[0]);
2752                                 }
2753                                 else
2754                                 {
2755                                         newfirstvertex = e[0];
2756                                         newlastvertex = e[0];
2757                                 }
2758                                 newfirstvertex = min(newfirstvertex, e[1]);
2759                                 newlastvertex  = max(newlastvertex, e[1]);
2760                                 newfirstvertex = min(newfirstvertex, e[2]);
2761                                 newlastvertex  = max(newlastvertex, e[2]);
2762                                 newe[0] = e[0];
2763                                 newe[1] = e[1];
2764                                 newe[2] = e[2];
2765                                 newnumtriangles++;
2766                                 newe += 3;
2767                                 if (newnumtriangles >= maxtriangles)
2768                                 {
2769                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2770                                         newnumtriangles = 0;
2771                                         newe = newelements;
2772                                         stop = false;
2773                                 }
2774                         }
2775                 }
2776                 if (newnumtriangles >= 1)
2777                 {
2778                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2779                         stop = false;
2780                 }
2781                 // if we couldn't find any lit triangles, exit early
2782                 if (stop)
2783                         break;
2784                 // now reduce the intensity for the next overbright pass
2785                 // we have to clamp to 0 here incase the drivers have improper
2786                 // handling of negative colors
2787                 // (some old drivers even have improper handling of >1 color)
2788                 stop = true;
2789                 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2790                 {
2791                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2792                         {
2793                                 c[0] = max(0, c[0] - 1);
2794                                 c[1] = max(0, c[1] - 1);
2795                                 c[2] = max(0, c[2] - 1);
2796                                 stop = false;
2797                         }
2798                         else
2799                                 VectorClear(c);
2800                 }
2801                 // another check...
2802                 if (stop)
2803                         break;
2804         }
2805 }
2806
2807 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2808 {
2809         // OpenGL 1.1 path (anything)
2810         float ambientcolorbase[3], diffusecolorbase[3];
2811         float ambientcolorpants[3], diffusecolorpants[3];
2812         float ambientcolorshirt[3], diffusecolorshirt[3];
2813         const float *surfacecolor = rsurface.texture->dlightcolor;
2814         const float *surfacepants = rsurface.colormap_pantscolor;
2815         const float *surfaceshirt = rsurface.colormap_shirtcolor;
2816         rtexture_t *basetexture = rsurface.texture->basetexture;
2817         rtexture_t *pantstexture = rsurface.texture->pantstexture;
2818         rtexture_t *shirttexture = rsurface.texture->shirttexture;
2819         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2820         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2821         ambientscale *= 2 * r_refdef.view.colorscale;
2822         diffusescale *= 2 * r_refdef.view.colorscale;
2823         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2824         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2825         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2826         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2827         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2828         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2829         R_Mesh_TexBind(0, basetexture);
2830         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2831         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2832         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2833         switch(r_shadow_rendermode)
2834         {
2835         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2836                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2837                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2838                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2839                 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2840                 break;
2841         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2842                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2843                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2844                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2845                 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2846                 // fall through
2847         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2848                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2849                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2850                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2851                 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2852                 break;
2853         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2854                 break;
2855         default:
2856                 break;
2857         }
2858         //R_Mesh_TexBind(0, basetexture);
2859         R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2860         if (dopants)
2861         {
2862                 R_Mesh_TexBind(0, pantstexture);
2863                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2864         }
2865         if (doshirt)
2866         {
2867                 R_Mesh_TexBind(0, shirttexture);
2868                 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2869         }
2870 }
2871
2872 extern cvar_t gl_lightmaps;
2873 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)
2874 {
2875         float ambientscale, diffusescale, specularscale;
2876         qboolean negated;
2877         float lightcolor[3];
2878         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2879         ambientscale = rsurface.rtlight->ambientscale;
2880         diffusescale = rsurface.rtlight->diffusescale;
2881         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2882         if (!r_shadow_usenormalmap.integer)
2883         {
2884                 ambientscale += 1.0f * diffusescale;
2885                 diffusescale = 0;
2886                 specularscale = 0;
2887         }
2888         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2889                 return;
2890         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2891         if(negated)
2892         {
2893                 VectorNegate(lightcolor, lightcolor);
2894                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2895         }
2896         RSurf_SetupDepthAndCulling();
2897         switch (r_shadow_rendermode)
2898         {
2899         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2900                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2901                 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2902                 break;
2903         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2904                 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2905                 break;
2906         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2907         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2908         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2909         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2910                 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2911                 break;
2912         default:
2913                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2914                 break;
2915         }
2916         if(negated)
2917                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2918 }
2919
2920 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)
2921 {
2922         matrix4x4_t tempmatrix = *matrix;
2923         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2924
2925         // if this light has been compiled before, free the associated data
2926         R_RTLight_Uncompile(rtlight);
2927
2928         // clear it completely to avoid any lingering data
2929         memset(rtlight, 0, sizeof(*rtlight));
2930
2931         // copy the properties
2932         rtlight->matrix_lighttoworld = tempmatrix;
2933         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2934         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2935         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2936         VectorCopy(color, rtlight->color);
2937         rtlight->cubemapname[0] = 0;
2938         if (cubemapname && cubemapname[0])
2939                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2940         rtlight->shadow = shadow;
2941         rtlight->corona = corona;
2942         rtlight->style = style;
2943         rtlight->isstatic = isstatic;
2944         rtlight->coronasizescale = coronasizescale;
2945         rtlight->ambientscale = ambientscale;
2946         rtlight->diffusescale = diffusescale;
2947         rtlight->specularscale = specularscale;
2948         rtlight->flags = flags;
2949
2950         // compute derived data
2951         //rtlight->cullradius = rtlight->radius;
2952         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2953         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2954         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2955         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2956         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2957         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2958         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2959 }
2960
2961 // compiles rtlight geometry
2962 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2963 void R_RTLight_Compile(rtlight_t *rtlight)
2964 {
2965         int i;
2966         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2967         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2968         entity_render_t *ent = r_refdef.scene.worldentity;
2969         dp_model_t *model = r_refdef.scene.worldmodel;
2970         unsigned char *data;
2971         shadowmesh_t *mesh;
2972
2973         // compile the light
2974         rtlight->compiled = true;
2975         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2976         rtlight->static_numleafs = 0;
2977         rtlight->static_numleafpvsbytes = 0;
2978         rtlight->static_leaflist = NULL;
2979         rtlight->static_leafpvs = NULL;
2980         rtlight->static_numsurfaces = 0;
2981         rtlight->static_surfacelist = NULL;
2982         rtlight->static_shadowmap_receivers = 0x3F;
2983         rtlight->static_shadowmap_casters = 0x3F;
2984         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2985         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2986         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2987         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2988         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2989         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2990
2991         if (model && model->GetLightInfo)
2992         {
2993                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2994                 r_shadow_compilingrtlight = rtlight;
2995                 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, 0, NULL);
2996                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2997                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2998                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2999                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3000                 rtlight->static_numsurfaces = numsurfaces;
3001                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3002                 rtlight->static_numleafs = numleafs;
3003                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3004                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3005                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3006                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3007                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3008                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3009                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3010                 if (rtlight->static_numsurfaces)
3011                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3012                 if (rtlight->static_numleafs)
3013                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3014                 if (rtlight->static_numleafpvsbytes)
3015                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3016                 if (rtlight->static_numshadowtrispvsbytes)
3017                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3018                 if (rtlight->static_numlighttrispvsbytes)
3019                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3020                 switch (rtlight->shadowmode)
3021                 {
3022                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3023                 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3024                 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3025                         if (model->CompileShadowMap && rtlight->shadow)
3026                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3027                         break;
3028                 default:
3029                         if (model->CompileShadowVolume && rtlight->shadow)
3030                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3031                         break;
3032                 }
3033                 // now we're done compiling the rtlight
3034                 r_shadow_compilingrtlight = NULL;
3035         }
3036
3037
3038         // use smallest available cullradius - box radius or light radius
3039         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3040         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3041
3042         shadowzpasstris = 0;
3043         if (rtlight->static_meshchain_shadow_zpass)
3044                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3045                         shadowzpasstris += mesh->numtriangles;
3046
3047         shadowzfailtris = 0;
3048         if (rtlight->static_meshchain_shadow_zfail)
3049                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3050                         shadowzfailtris += mesh->numtriangles;
3051
3052         lighttris = 0;
3053         if (rtlight->static_numlighttrispvsbytes)
3054                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3055                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3056                                 lighttris++;
3057
3058         shadowtris = 0;
3059         if (rtlight->static_numlighttrispvsbytes)
3060                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3061                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3062                                 shadowtris++;
3063
3064         if (developer_extra.integer)
3065                 Con_DPrintf("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);
3066 }
3067
3068 void R_RTLight_Uncompile(rtlight_t *rtlight)
3069 {
3070         if (rtlight->compiled)
3071         {
3072                 if (rtlight->static_meshchain_shadow_zpass)
3073                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3074                 rtlight->static_meshchain_shadow_zpass = NULL;
3075                 if (rtlight->static_meshchain_shadow_zfail)
3076                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3077                 rtlight->static_meshchain_shadow_zfail = NULL;
3078                 if (rtlight->static_meshchain_shadow_shadowmap)
3079                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3080                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3081                 // these allocations are grouped
3082                 if (rtlight->static_surfacelist)
3083                         Mem_Free(rtlight->static_surfacelist);
3084                 rtlight->static_numleafs = 0;
3085                 rtlight->static_numleafpvsbytes = 0;
3086                 rtlight->static_leaflist = NULL;
3087                 rtlight->static_leafpvs = NULL;
3088                 rtlight->static_numsurfaces = 0;
3089                 rtlight->static_surfacelist = NULL;
3090                 rtlight->static_numshadowtrispvsbytes = 0;
3091                 rtlight->static_shadowtrispvs = NULL;
3092                 rtlight->static_numlighttrispvsbytes = 0;
3093                 rtlight->static_lighttrispvs = NULL;
3094                 rtlight->compiled = false;
3095         }
3096 }
3097
3098 void R_Shadow_UncompileWorldLights(void)
3099 {
3100         size_t lightindex;
3101         dlight_t *light;
3102         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3103         for (lightindex = 0;lightindex < range;lightindex++)
3104         {
3105                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3106                 if (!light)
3107                         continue;
3108                 R_RTLight_Uncompile(&light->rtlight);
3109         }
3110 }
3111
3112 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3113 {
3114         int i, j;
3115         mplane_t plane;
3116         // reset the count of frustum planes
3117         // see rtlight->cached_frustumplanes definition for how much this array
3118         // can hold
3119         rtlight->cached_numfrustumplanes = 0;
3120
3121         // haven't implemented a culling path for ortho rendering
3122         if (!r_refdef.view.useperspective)
3123         {
3124                 // check if the light is on screen and copy the 4 planes if it is
3125                 for (i = 0;i < 4;i++)
3126                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3127                                 break;
3128                 if (i == 4)
3129                         for (i = 0;i < 4;i++)
3130                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3131                 return;
3132         }
3133
3134 #if 1
3135         // generate a deformed frustum that includes the light origin, this is
3136         // used to cull shadow casting surfaces that can not possibly cast a
3137         // shadow onto the visible light-receiving surfaces, which can be a
3138         // performance gain
3139         //
3140         // if the light origin is onscreen the result will be 4 planes exactly
3141         // if the light origin is offscreen on only one axis the result will
3142         // be exactly 5 planes (split-side case)
3143         // if the light origin is offscreen on two axes the result will be
3144         // exactly 4 planes (stretched corner case)
3145         for (i = 0;i < 4;i++)
3146         {
3147                 // quickly reject standard frustum planes that put the light
3148                 // origin outside the frustum
3149                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3150                         continue;
3151                 // copy the plane
3152                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3153         }
3154         // if all the standard frustum planes were accepted, the light is onscreen
3155         // otherwise we need to generate some more planes below...
3156         if (rtlight->cached_numfrustumplanes < 4)
3157         {
3158                 // at least one of the stock frustum planes failed, so we need to
3159                 // create one or two custom planes to enclose the light origin
3160                 for (i = 0;i < 4;i++)
3161                 {
3162                         // create a plane using the view origin and light origin, and a
3163                         // single point from the frustum corner set
3164                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3165                         VectorNormalize(plane.normal);
3166                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3167                         // see if this plane is backwards and flip it if so
3168                         for (j = 0;j < 4;j++)
3169                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3170                                         break;
3171                         if (j < 4)
3172                         {
3173                                 VectorNegate(plane.normal, plane.normal);
3174                                 plane.dist *= -1;
3175                                 // flipped plane, test again to see if it is now valid
3176                                 for (j = 0;j < 4;j++)
3177                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3178                                                 break;
3179                                 // if the plane is still not valid, then it is dividing the
3180                                 // frustum and has to be rejected
3181                                 if (j < 4)
3182                                         continue;
3183                         }
3184                         // we have created a valid plane, compute extra info
3185                         PlaneClassify(&plane);
3186                         // copy the plane
3187                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3188 #if 1
3189                         // if we've found 5 frustum planes then we have constructed a
3190                         // proper split-side case and do not need to keep searching for
3191                         // planes to enclose the light origin
3192                         if (rtlight->cached_numfrustumplanes == 5)
3193                                 break;
3194 #endif
3195                 }
3196         }
3197 #endif
3198
3199 #if 0
3200         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3201         {
3202                 plane = rtlight->cached_frustumplanes[i];
3203                 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));
3204         }
3205 #endif
3206
3207 #if 0
3208         // now add the light-space box planes if the light box is rotated, as any
3209         // caster outside the oriented light box is irrelevant (even if it passed
3210         // the worldspace light box, which is axial)
3211         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3212         {
3213                 for (i = 0;i < 6;i++)
3214                 {
3215                         vec3_t v;
3216                         VectorClear(v);
3217                         v[i >> 1] = (i & 1) ? -1 : 1;
3218                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3219                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3220                         plane.dist = VectorNormalizeLength(plane.normal);
3221                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3222                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3223                 }
3224         }
3225 #endif
3226
3227 #if 0
3228         // add the world-space reduced box planes
3229         for (i = 0;i < 6;i++)
3230         {
3231                 VectorClear(plane.normal);
3232                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3233                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3234                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3235         }
3236 #endif
3237
3238 #if 0
3239         {
3240         int j, oldnum;
3241         vec3_t points[8];
3242         vec_t bestdist;
3243         // reduce all plane distances to tightly fit the rtlight cull box, which
3244         // is in worldspace
3245         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3246         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3247         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3248         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3249         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3250         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3251         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3252         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3253         oldnum = rtlight->cached_numfrustumplanes;
3254         rtlight->cached_numfrustumplanes = 0;
3255         for (j = 0;j < oldnum;j++)
3256         {
3257                 // find the nearest point on the box to this plane
3258                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3259                 for (i = 1;i < 8;i++)
3260                 {
3261                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3262                         if (bestdist > dist)
3263                                 bestdist = dist;
3264                 }
3265                 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3266                 // if the nearest point is near or behind the plane, we want this
3267                 // plane, otherwise the plane is useless as it won't cull anything
3268                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3269                 {
3270                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3271                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3272                 }
3273         }
3274         }
3275 #endif
3276 }
3277
3278 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3279 {
3280         shadowmesh_t *mesh;
3281
3282         RSurf_ActiveWorldEntity();
3283
3284         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3285         {
3286                 CHECKGLERROR
3287                 GL_CullFace(GL_NONE);
3288         mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3289         for (;mesh;mesh = mesh->next)
3290         {
3291                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3292                                 continue;
3293             r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3294             R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3295             R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3296         }
3297         CHECKGLERROR
3298     }
3299         else if (r_refdef.scene.worldentity->model)
3300                 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3301
3302         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3303 }
3304
3305 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3306 {
3307         qboolean zpass = false;
3308         shadowmesh_t *mesh;
3309         int t, tend;
3310         int surfacelistindex;
3311         msurface_t *surface;
3312
3313         RSurf_ActiveWorldEntity();
3314
3315         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3316         {
3317                 CHECKGLERROR
3318                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3319                 {
3320                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3321                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3322                 }
3323                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3324                 for (;mesh;mesh = mesh->next)
3325                 {
3326                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3327                         R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3328                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3329                         {
3330                                 // increment stencil if frontface is infront of depthbuffer
3331                                 GL_CullFace(r_refdef.view.cullface_back);
3332                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3333                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3334                                 // decrement stencil if backface is infront of depthbuffer
3335                                 GL_CullFace(r_refdef.view.cullface_front);
3336                                 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3337                         }
3338                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3339                         {
3340                                 // decrement stencil if backface is behind depthbuffer
3341                                 GL_CullFace(r_refdef.view.cullface_front);
3342                                 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3343                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3344                                 // increment stencil if frontface is behind depthbuffer
3345                                 GL_CullFace(r_refdef.view.cullface_back);
3346                                 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3347                         }
3348                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3349                 }
3350                 CHECKGLERROR
3351         }
3352         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3353         {
3354                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3355                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3356                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3357                 {
3358                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3359                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3360                                 if (CHECKPVSBIT(trispvs, t))
3361                                         shadowmarklist[numshadowmark++] = t;
3362                 }
3363                 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);
3364         }
3365         else if (numsurfaces)
3366                 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3367
3368         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3369 }
3370
3371 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3372 {
3373         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3374         vec_t relativeshadowradius;
3375         RSurf_ActiveModelEntity(ent, false, false, false);
3376         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3377         // we need to re-init the shader for each entity because the matrix changed
3378         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3379         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3380         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3381         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3382         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3383         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3384         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3385         switch (r_shadow_rendermode)
3386         {
3387         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3388         case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
3389         case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
3390                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3391                 break;
3392         default:
3393                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3394                 break;
3395         }
3396         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3397 }
3398
3399 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3400 {
3401         // set up properties for rendering light onto this entity
3402         RSurf_ActiveModelEntity(ent, true, true, false);
3403         GL_AlphaTest(false);
3404         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3405         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3406         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3407         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3408 }
3409
3410 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3411 {
3412         if (!r_refdef.scene.worldmodel->DrawLight)
3413                 return;
3414
3415         // set up properties for rendering light onto this entity
3416         RSurf_ActiveWorldEntity();
3417         GL_AlphaTest(false);
3418         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3419         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3420         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3421         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3422
3423         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3424
3425         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3426 }
3427
3428 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3429 {
3430         dp_model_t *model = ent->model;
3431         if (!model->DrawLight)
3432                 return;
3433
3434         R_Shadow_SetupEntityLight(ent);
3435
3436         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3437
3438         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3439 }
3440
3441 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3442 {
3443         int i;
3444         float f;
3445         int numleafs, numsurfaces;
3446         int *leaflist, *surfacelist;
3447         unsigned char *leafpvs;
3448         unsigned char *shadowtrispvs;
3449         unsigned char *lighttrispvs;
3450         //unsigned char *surfacesides;
3451         int numlightentities;
3452         int numlightentities_noselfshadow;
3453         int numshadowentities;
3454         int numshadowentities_noselfshadow;
3455         static entity_render_t *lightentities[MAX_EDICTS];
3456         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3457         static entity_render_t *shadowentities[MAX_EDICTS];
3458         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3459
3460         rtlight->draw = false;
3461
3462         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3463         // skip lights that are basically invisible (color 0 0 0)
3464         if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3465                 return;
3466
3467         // loading is done before visibility checks because loading should happen
3468         // all at once at the start of a level, not when it stalls gameplay.
3469         // (especially important to benchmarks)
3470         // compile light
3471         if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3472         {
3473                 if (rtlight->compiled)
3474                         R_RTLight_Uncompile(rtlight);
3475                 R_RTLight_Compile(rtlight);
3476         }
3477
3478         // load cubemap
3479         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3480
3481         // look up the light style value at this time
3482         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3483         VectorScale(rtlight->color, f, rtlight->currentcolor);
3484         /*
3485         if (rtlight->selected)
3486         {
3487                 f = 2 + sin(realtime * M_PI * 4.0);
3488                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3489         }
3490         */
3491
3492         // if lightstyle is currently off, don't draw the light
3493         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3494                 return;
3495
3496         // if the light box is offscreen, skip it
3497         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3498                 return;
3499
3500         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3501         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3502
3503         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3504
3505         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3506         {
3507                 // compiled light, world available and can receive realtime lighting
3508                 // retrieve leaf information
3509                 numleafs = rtlight->static_numleafs;
3510                 leaflist = rtlight->static_leaflist;
3511                 leafpvs = rtlight->static_leafpvs;
3512                 numsurfaces = rtlight->static_numsurfaces;
3513                 surfacelist = rtlight->static_surfacelist;
3514                 //surfacesides = NULL;
3515                 shadowtrispvs = rtlight->static_shadowtrispvs;
3516                 lighttrispvs = rtlight->static_lighttrispvs;
3517         }
3518         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3519         {
3520                 // dynamic light, world available and can receive realtime lighting
3521                 // calculate lit surfaces and leafs
3522                 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_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, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3523                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3524                 leaflist = r_shadow_buffer_leaflist;
3525                 leafpvs = r_shadow_buffer_leafpvs;
3526                 surfacelist = r_shadow_buffer_surfacelist;
3527                 //surfacesides = r_shadow_buffer_surfacesides;
3528                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3529                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3530                 // if the reduced leaf bounds are offscreen, skip it
3531                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3532                         return;
3533         }
3534         else
3535         {
3536                 // no world
3537                 numleafs = 0;
3538                 leaflist = NULL;
3539                 leafpvs = NULL;
3540                 numsurfaces = 0;
3541                 surfacelist = NULL;
3542                 //surfacesides = NULL;
3543                 shadowtrispvs = NULL;
3544                 lighttrispvs = NULL;
3545         }
3546         // check if light is illuminating any visible leafs
3547         if (numleafs)
3548         {
3549                 for (i = 0;i < numleafs;i++)
3550                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3551                                 break;
3552                 if (i == numleafs)
3553                         return;
3554         }
3555
3556         // make a list of lit entities and shadow casting entities
3557         numlightentities = 0;
3558         numlightentities_noselfshadow = 0;
3559         numshadowentities = 0;
3560         numshadowentities_noselfshadow = 0;
3561
3562         // add dynamic entities that are lit by the light
3563         for (i = 0;i < r_refdef.scene.numentities;i++)
3564         {
3565                 dp_model_t *model;
3566                 entity_render_t *ent = r_refdef.scene.entities[i];
3567                 vec3_t org;
3568                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3569                         continue;
3570                 // skip the object entirely if it is not within the valid
3571                 // shadow-casting region (which includes the lit region)
3572                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3573                         continue;
3574                 if (!(model = ent->model))
3575                         continue;
3576                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3577                 {
3578                         // this entity wants to receive light, is visible, and is
3579                         // inside the light box
3580                         // TODO: check if the surfaces in the model can receive light
3581                         // so now check if it's in a leaf seen by the light
3582                         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))
3583                                 continue;
3584                         if (ent->flags & RENDER_NOSELFSHADOW)
3585                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3586                         else
3587                                 lightentities[numlightentities++] = ent;
3588                         // since it is lit, it probably also casts a shadow...
3589                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3590                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3591                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3592                         {
3593                                 // note: exterior models without the RENDER_NOSELFSHADOW
3594                                 // flag still create a RENDER_NOSELFSHADOW shadow but
3595                                 // are lit normally, this means that they are
3596                                 // self-shadowing but do not shadow other
3597                                 // RENDER_NOSELFSHADOW entities such as the gun
3598                                 // (very weird, but keeps the player shadow off the gun)
3599                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3600                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3601                                 else
3602                                         shadowentities[numshadowentities++] = ent;
3603                         }
3604                 }
3605                 else if (ent->flags & RENDER_SHADOW)
3606                 {
3607                         // this entity is not receiving light, but may still need to
3608                         // cast a shadow...
3609                         // TODO: check if the surfaces in the model can cast shadow
3610                         // now check if it is in a leaf seen by the light
3611                         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))
3612                                 continue;
3613                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3614                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3615                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3616                         {
3617                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3618                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3619                                 else
3620                                         shadowentities[numshadowentities++] = ent;
3621                         }
3622                 }
3623         }
3624
3625         // return if there's nothing at all to light
3626         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3627                 return;
3628
3629         // count this light in the r_speeds
3630         r_refdef.stats.lights++;
3631
3632         // flag it as worth drawing later
3633         rtlight->draw = true;
3634
3635         // cache all the animated entities that cast a shadow but are not visible
3636         for (i = 0;i < numshadowentities;i++)
3637                 if (!shadowentities[i]->animcache_vertex3f)
3638                         R_AnimCache_GetEntity(shadowentities[i], false, false);
3639         for (i = 0;i < numshadowentities_noselfshadow;i++)
3640                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3641                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3642
3643         // allocate some temporary memory for rendering this light later in the frame
3644         // reusable buffers need to be copied, static data can be used as-is
3645         rtlight->cached_numlightentities               = numlightentities;
3646         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
3647         rtlight->cached_numshadowentities              = numshadowentities;
3648         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3649         rtlight->cached_numsurfaces                    = numsurfaces;
3650         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3651         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3652         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3653         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3654         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3655         {
3656                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3657                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3658                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3659                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3660                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3661         }
3662         else
3663         {
3664                 // compiled light data
3665                 rtlight->cached_shadowtrispvs = shadowtrispvs;
3666                 rtlight->cached_lighttrispvs = lighttrispvs;
3667                 rtlight->cached_surfacelist = surfacelist;
3668         }
3669 }
3670
3671 void R_Shadow_DrawLight(rtlight_t *rtlight)
3672 {
3673         int i;
3674         int numsurfaces;
3675         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3676         int numlightentities;
3677         int numlightentities_noselfshadow;
3678         int numshadowentities;
3679         int numshadowentities_noselfshadow;
3680         entity_render_t **lightentities;
3681         entity_render_t **lightentities_noselfshadow;
3682         entity_render_t **shadowentities;
3683         entity_render_t **shadowentities_noselfshadow;
3684         int *surfacelist;
3685         static unsigned char entitysides[MAX_EDICTS];
3686         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3687         vec3_t nearestpoint;
3688         vec_t distance;
3689         qboolean castshadows;
3690         int lodlinear;
3691
3692         // check if we cached this light this frame (meaning it is worth drawing)
3693         if (!rtlight->draw)
3694                 return;
3695
3696         // if R_FrameData_Store ran out of space we skip anything dependent on it
3697         if (r_framedata_failed)
3698                 return;
3699
3700         numlightentities = rtlight->cached_numlightentities;
3701         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3702         numshadowentities = rtlight->cached_numshadowentities;
3703         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3704         numsurfaces = rtlight->cached_numsurfaces;
3705         lightentities = rtlight->cached_lightentities;
3706         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3707         shadowentities = rtlight->cached_shadowentities;
3708         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3709         shadowtrispvs = rtlight->cached_shadowtrispvs;
3710         lighttrispvs = rtlight->cached_lighttrispvs;
3711         surfacelist = rtlight->cached_surfacelist;
3712
3713         // set up a scissor rectangle for this light
3714         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3715                 return;
3716
3717         // don't let sound skip if going slow
3718         if (r_refdef.scene.extraupdate)
3719                 S_ExtraUpdate ();
3720
3721         // make this the active rtlight for rendering purposes
3722         R_Shadow_RenderMode_ActiveLight(rtlight);
3723
3724         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3725         {
3726                 // optionally draw visible shape of the shadow volumes
3727                 // for performance analysis by level designers
3728                 R_Shadow_RenderMode_VisibleShadowVolumes();
3729                 if (numsurfaces)
3730                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3731                 for (i = 0;i < numshadowentities;i++)
3732                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3733                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3734                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3735                 R_Shadow_RenderMode_VisibleLighting(false, false);
3736         }
3737
3738         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3739         {
3740                 // optionally draw the illuminated areas
3741                 // for performance analysis by level designers
3742                 R_Shadow_RenderMode_VisibleLighting(false, false);
3743                 if (numsurfaces)
3744                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3745                 for (i = 0;i < numlightentities;i++)
3746                         R_Shadow_DrawEntityLight(lightentities[i]);
3747                 for (i = 0;i < numlightentities_noselfshadow;i++)
3748                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3749         }
3750
3751         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3752
3753         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3754         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3755         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3756         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3757
3758         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3759         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3760         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3761
3762         if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3763         {
3764                 float borderbias;
3765                 int side;
3766                 int size;
3767                 int castermask = 0;
3768                 int receivermask = 0;
3769                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3770                 Matrix4x4_Abs(&radiustolight);
3771
3772                 r_shadow_shadowmaplod = 0;
3773                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3774                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3775                                 r_shadow_shadowmaplod = i;
3776
3777                 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3778                         size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3779                 else
3780                         size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3781                         
3782                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3783
3784                 surfacesides = NULL;
3785                 if (numsurfaces)
3786                 {
3787                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3788                         {
3789                                 castermask = rtlight->static_shadowmap_casters;
3790                                 receivermask = rtlight->static_shadowmap_receivers;
3791                         }
3792                         else
3793                         {
3794                                 surfacesides = r_shadow_buffer_surfacesides;
3795                                 for(i = 0;i < numsurfaces;i++)
3796                                 {
3797                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3798                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
3799                                         castermask |= surfacesides[i];
3800                                         receivermask |= surfacesides[i];
3801                                 }
3802                         }
3803                 }
3804                 if (receivermask < 0x3F) 
3805                 {
3806                         for (i = 0;i < numlightentities;i++)
3807                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3808                         if (receivermask < 0x3F)
3809                                 for(i = 0; i < numlightentities_noselfshadow;i++)
3810                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3811                 }
3812
3813                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3814
3815                 if (receivermask)
3816                 {
3817                         for (i = 0;i < numshadowentities;i++)
3818                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3819                         for (i = 0;i < numshadowentities_noselfshadow;i++)
3820                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
3821                 }
3822
3823                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3824
3825                 // render shadow casters into 6 sided depth texture
3826                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3827                 {
3828                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3829                         if (! (castermask & (1 << side))) continue;
3830                         if (numsurfaces)
3831                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3832                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3833                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
3834                 }
3835
3836                 if (numlightentities_noselfshadow)
3837                 {
3838                         // render lighting using the depth texture as shadowmap
3839                         // draw lighting in the unmasked areas
3840                         R_Shadow_RenderMode_Lighting(false, false, true);
3841                         for (i = 0;i < numlightentities_noselfshadow;i++)
3842                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3843                 }
3844
3845                 // render shadow casters into 6 sided depth texture
3846                 if (numshadowentities_noselfshadow)
3847                 {
3848                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3849                         {
3850                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3851                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3852                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3853                         }
3854                 }
3855
3856                 // render lighting using the depth texture as shadowmap
3857                 // draw lighting in the unmasked areas
3858                 R_Shadow_RenderMode_Lighting(false, false, true);
3859                 // draw lighting in the unmasked areas
3860                 if (numsurfaces)
3861                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3862                 for (i = 0;i < numlightentities;i++)
3863                         R_Shadow_DrawEntityLight(lightentities[i]);
3864         }
3865         else if (castshadows && vid.stencil)
3866         {
3867                 // draw stencil shadow volumes to mask off pixels that are in shadow
3868                 // so that they won't receive lighting
3869                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3870                 R_Shadow_ClearStencil();
3871
3872                 if (numsurfaces)
3873                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3874                 for (i = 0;i < numshadowentities;i++)
3875                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3876
3877                 // draw lighting in the unmasked areas
3878                 R_Shadow_RenderMode_Lighting(true, false, false);
3879                 for (i = 0;i < numlightentities_noselfshadow;i++)
3880                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3881
3882                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3883                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3884
3885                 // draw lighting in the unmasked areas
3886                 R_Shadow_RenderMode_Lighting(true, false, false);
3887                 if (numsurfaces)
3888                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3889                 for (i = 0;i < numlightentities;i++)
3890                         R_Shadow_DrawEntityLight(lightentities[i]);
3891         }
3892         else
3893         {
3894                 // draw lighting in the unmasked areas
3895                 R_Shadow_RenderMode_Lighting(false, false, false);
3896                 if (numsurfaces)
3897                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3898                 for (i = 0;i < numlightentities;i++)
3899                         R_Shadow_DrawEntityLight(lightentities[i]);
3900                 for (i = 0;i < numlightentities_noselfshadow;i++)
3901                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3902         }
3903
3904         if (r_shadow_usingdeferredprepass)
3905         {
3906                 // when rendering deferred lighting, we simply rasterize the box
3907                 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3908                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
3909                 else if (castshadows && vid.stencil)
3910                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
3911                 else
3912                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
3913         }
3914 }
3915
3916 static void R_Shadow_FreeDeferred(void)
3917 {
3918         if (r_shadow_prepassgeometryfbo)
3919                 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3920         r_shadow_prepassgeometryfbo = 0;
3921
3922         if (r_shadow_prepasslightingfbo)
3923                 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3924         r_shadow_prepasslightingfbo = 0;
3925
3926         if (r_shadow_prepassgeometrydepthtexture)
3927                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3928         r_shadow_prepassgeometrydepthtexture = NULL;
3929
3930         if (r_shadow_prepassgeometrynormalmaptexture)
3931                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3932         r_shadow_prepassgeometrynormalmaptexture = NULL;
3933
3934         if (r_shadow_prepasslightingdiffusetexture)
3935                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3936         r_shadow_prepasslightingdiffusetexture = NULL;
3937
3938         if (r_shadow_prepasslightingspeculartexture)
3939                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3940         r_shadow_prepasslightingspeculartexture = NULL;
3941 }
3942
3943 void R_Shadow_DrawPrepass(void)
3944 {
3945         int i;
3946         int flag;
3947         int lnum;
3948         size_t lightindex;
3949         dlight_t *light;
3950         size_t range;
3951         entity_render_t *ent;
3952
3953         GL_AlphaTest(false);
3954         R_Mesh_ColorPointer(NULL, 0, 0);
3955         R_Mesh_ResetTextureState();
3956         GL_DepthMask(true);
3957         GL_ColorMask(1,1,1,1);
3958         GL_BlendFunc(GL_ONE, GL_ZERO);
3959         GL_Color(1,1,1,1);
3960         GL_DepthTest(true);
3961         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3962         qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3963         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3964
3965         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3966                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3967         if (r_timereport_active)
3968                 R_TimeReport("prepassworld");
3969
3970         for (i = 0;i < r_refdef.scene.numentities;i++)
3971         {
3972                 if (!r_refdef.viewcache.entityvisible[i])
3973                         continue;
3974                 ent = r_refdef.scene.entities[i];
3975                 if (ent->model && ent->model->DrawPrepass != NULL)
3976                         ent->model->DrawPrepass(ent);
3977         }
3978
3979         if (r_timereport_active)
3980                 R_TimeReport("prepassmodels");
3981
3982         GL_DepthMask(false);
3983         GL_ColorMask(1,1,1,1);
3984         GL_Color(1,1,1,1);
3985         GL_DepthTest(true);
3986         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
3987         qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
3988         GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3989         if (r_refdef.fogenabled)
3990                 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3991
3992         R_Shadow_RenderMode_Begin();
3993
3994         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3995         if (r_shadow_debuglight.integer >= 0)
3996         {
3997                 lightindex = r_shadow_debuglight.integer;
3998                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3999                 if (light && (light->flags & flag))
4000                         R_Shadow_DrawLight(&light->rtlight);
4001         }
4002         else
4003         {
4004                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4005                 for (lightindex = 0;lightindex < range;lightindex++)
4006                 {
4007                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4008                         if (light && (light->flags & flag))
4009                                 R_Shadow_DrawLight(&light->rtlight);
4010                 }
4011         }
4012         if (r_refdef.scene.rtdlight)
4013                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4014                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4015
4016         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4017         if (r_refdef.fogenabled)
4018                 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4019
4020         R_Shadow_RenderMode_End();
4021
4022         if (r_timereport_active)
4023                 R_TimeReport("prepasslights");
4024 }
4025
4026 void R_Shadow_DrawLightSprites(void);
4027 void R_Shadow_PrepareLights(void)
4028 {
4029         int flag;
4030         int lnum;
4031         size_t lightindex;
4032         dlight_t *light;
4033         size_t range;
4034         float f;
4035         GLenum status;
4036
4037         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4038                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4039                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
4040                 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4041                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4042                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4043                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4044                 R_Shadow_FreeShadowMaps();
4045
4046         r_shadow_usingshadowmaportho = false;
4047
4048         switch (vid.renderpath)
4049         {
4050         case RENDERPATH_GL20:
4051         case RENDERPATH_CGGL:
4052                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4053                 {
4054                         r_shadow_usingdeferredprepass = false;
4055                         if (r_shadow_prepass_width)
4056                                 R_Shadow_FreeDeferred();
4057                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4058                         break;
4059                 }
4060
4061                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4062                 {
4063                         R_Shadow_FreeDeferred();
4064
4065                         r_shadow_usingdeferredprepass = true;
4066                         r_shadow_prepass_width = vid.width;
4067                         r_shadow_prepass_height = vid.height;
4068                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4069                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4070                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4071                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4072
4073                         // set up the geometry pass fbo (depth + normalmap)
4074                         qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4075                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4076                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4077                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4078                         // render depth into one texture and normalmap into the other
4079                         if (qglDrawBuffersARB)
4080                         {
4081                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4082                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4083                         }
4084                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4085                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4086                         {
4087                                 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4088                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4089                                 r_shadow_usingdeferredprepass = false;
4090                         }
4091
4092                         // set up the lighting pass fbo (diffuse + specular)
4093                         qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4094                         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4095                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4096                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4097                         qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4098                         // render diffuse into one texture and specular into another,
4099                         // with depth and normalmap bound as textures,
4100                         // with depth bound as attachment as well
4101                         if (qglDrawBuffersARB)
4102                         {
4103                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4104                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4105                         }
4106                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4107                         if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4108                         {
4109                                 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4110                                 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4111                                 r_shadow_usingdeferredprepass = false;
4112                         }
4113                 }
4114                 break;
4115         case RENDERPATH_GL13:
4116         case RENDERPATH_GL11:
4117                 r_shadow_usingdeferredprepass = false;
4118                 break;
4119         }
4120
4121         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);
4122
4123         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4124         if (r_shadow_debuglight.integer >= 0)
4125         {
4126                 lightindex = r_shadow_debuglight.integer;
4127                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4128                 if (light && (light->flags & flag))
4129                         R_Shadow_PrepareLight(&light->rtlight);
4130         }
4131         else
4132         {
4133                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4134                 for (lightindex = 0;lightindex < range;lightindex++)
4135                 {
4136                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4137                         if (light && (light->flags & flag))
4138                                 R_Shadow_PrepareLight(&light->rtlight);
4139                 }
4140         }
4141         if (r_refdef.scene.rtdlight)
4142         {
4143                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4144                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4145         }
4146         else if(gl_flashblend.integer)
4147         {
4148                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4149                 {
4150                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4151                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4152                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4153                 }
4154         }
4155
4156         if (r_editlights.integer)
4157                 R_Shadow_DrawLightSprites();
4158 }
4159
4160 void R_Shadow_DrawLights(void)
4161 {
4162         int flag;
4163         int lnum;
4164         size_t lightindex;
4165         dlight_t *light;
4166         size_t range;
4167
4168         R_Shadow_RenderMode_Begin();
4169
4170         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4171         if (r_shadow_debuglight.integer >= 0)
4172         {
4173                 lightindex = r_shadow_debuglight.integer;
4174                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4175                 if (light && (light->flags & flag))
4176                         R_Shadow_DrawLight(&light->rtlight);
4177         }
4178         else
4179         {
4180                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4181                 for (lightindex = 0;lightindex < range;lightindex++)
4182                 {
4183                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4184                         if (light && (light->flags & flag))
4185                                 R_Shadow_DrawLight(&light->rtlight);
4186                 }
4187         }
4188         if (r_refdef.scene.rtdlight)
4189                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4190                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4191
4192         R_Shadow_RenderMode_End();
4193 }
4194
4195 extern const float r_screenvertex3f[12];
4196 extern void R_SetupView(qboolean allowwaterclippingplane);
4197 extern void R_ResetViewRendering3D(void);
4198 extern void R_ResetViewRendering2D(void);
4199 extern cvar_t r_shadows;
4200 extern cvar_t r_shadows_darken;
4201 extern cvar_t r_shadows_drawafterrtlighting;
4202 extern cvar_t r_shadows_castfrombmodels;
4203 extern cvar_t r_shadows_throwdistance;
4204 extern cvar_t r_shadows_throwdirection;
4205 extern cvar_t r_shadows_focus;
4206
4207 void R_Shadow_PrepareModelShadows(void)
4208 {
4209         int i;
4210         float scale, size, radius, dot1, dot2;
4211         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4212         entity_render_t *ent;
4213
4214         if (!r_refdef.scene.numentities)
4215                 return;
4216
4217         switch (r_shadow_shadowmode)
4218         {
4219         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4220         case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4221                 break;
4222         case R_SHADOW_SHADOWMODE_STENCIL:
4223                 for (i = 0;i < r_refdef.scene.numentities;i++)
4224                 {
4225                         ent = r_refdef.scene.entities[i];
4226                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4227                                 R_AnimCache_GetEntity(ent, false, false);
4228                 }
4229                 return;
4230         default:
4231                 return;
4232         }
4233
4234         size = 2*r_shadow_shadowmapmaxsize;
4235         scale = r_shadow_shadowmapping_precision.value;
4236         radius = 0.5f * size / scale;
4237         Math_atov(r_shadows_throwdirection.string, shadowdir);
4238         VectorNormalize(shadowdir);
4239         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4240         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4241         if (fabs(dot1) <= fabs(dot2))
4242                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4243         else
4244                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4245         VectorNormalize(shadowforward);
4246         CrossProduct(shadowdir, shadowforward, shadowright);
4247         Math_atov(r_shadows_focus.string, shadowfocus);
4248         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4249         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4250         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4251         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4252         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4253
4254         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4255         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4256         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4257         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4258         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4259         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4260
4261         for (i = 0;i < r_refdef.scene.numentities;i++)
4262         {
4263                 ent = r_refdef.scene.entities[i];
4264                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4265                         continue;
4266                 // cast shadows from anything of the map (submodels are optional)
4267                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4268                         R_AnimCache_GetEntity(ent, false, false);
4269         }
4270 }
4271
4272 void R_DrawModelShadowMaps(void)
4273 {
4274         int i;
4275         float relativethrowdistance, scale, size, radius, nearclip, farclip, dot1, dot2;
4276         entity_render_t *ent;
4277         vec3_t relativelightorigin;
4278         vec3_t relativelightdirection, relativeforward, relativeright;
4279         vec3_t relativeshadowmins, relativeshadowmaxs;
4280         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4281         float m[12];
4282         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4283         r_viewport_t viewport;
4284         GLuint fbo = 0;
4285
4286         if (!r_refdef.scene.numentities)
4287                 return;
4288
4289         switch (r_shadow_shadowmode)
4290         {
4291         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4292         case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4293                 break;
4294         default:
4295                 return;
4296         }
4297
4298         CHECKGLERROR
4299         R_ResetViewRendering3D();
4300         R_Shadow_RenderMode_Begin();
4301         R_Shadow_RenderMode_ActiveLight(NULL);
4302
4303         switch (r_shadow_shadowmode)
4304         {
4305         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4306                 if (!r_shadow_shadowmap2dtexture)
4307                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4308                 fbo = r_shadow_fbo2d;
4309                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4310                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4311                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4312                 break;
4313         case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4314                 if (!r_shadow_shadowmaprectangletexture)
4315                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4316                 fbo = r_shadow_fborectangle;
4317                 r_shadow_shadowmap_texturescale[0] = 1.0f;
4318                 r_shadow_shadowmap_texturescale[1] = 1.0f;
4319                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
4320                 break;
4321         default:
4322                 break;
4323         }
4324
4325         size = 2*r_shadow_shadowmapmaxsize;
4326
4327         r_shadow_shadowmap_parameters[0] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4328         r_shadow_shadowmap_parameters[1] = 1.0f;
4329         r_shadow_shadowmap_parameters[2] = size;
4330         r_shadow_shadowmap_parameters[3] = size;
4331
4332         scale = r_shadow_shadowmapping_precision.value / size;
4333         radius = 0.5f / scale;
4334         nearclip = -r_shadows_throwdistance.value;
4335         farclip = r_shadows_throwdistance.value;
4336         Math_atov(r_shadows_throwdirection.string, shadowdir);
4337         VectorNormalize(shadowdir);
4338         Math_atov(r_shadows_focus.string, shadowfocus);
4339         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4340         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4341         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4342         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4343         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4344         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4345         if (fabs(dot1) <= fabs(dot2)) 
4346                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4347         else
4348                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4349         VectorNormalize(shadowforward);
4350         VectorM(scale, shadowforward, &m[0]);
4351         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4352         CrossProduct(shadowdir, shadowforward, shadowright);
4353         VectorM(scale, shadowright, &m[4]);
4354         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4355         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4356         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4357         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4358         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4359         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4360
4361         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4362  
4363 #if 0
4364         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4365         R_SetupShader_ShowDepth();
4366 #else
4367         qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
4368         R_SetupShader_DepthOrShadow();
4369 #endif
4370         CHECKGLERROR
4371         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4372         GL_DepthMask(true);
4373         GL_DepthTest(true);
4374         R_SetViewport(&viewport);
4375         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4376         qglClearDepth(1);
4377 #if 0
4378         qglClearColor(1,1,1,1);
4379         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
4380 #else
4381         GL_Clear(GL_DEPTH_BUFFER_BIT);
4382 #endif
4383         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4384         CHECKGLERROR
4385
4386         for (i = 0;i < r_refdef.scene.numentities;i++)
4387         {
4388                 ent = r_refdef.scene.entities[i];
4389
4390                 // cast shadows from anything of the map (submodels are optional)
4391                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4392                 {
4393                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4394                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4395                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4396                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4397                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4398                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4399                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4400                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4401                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4402                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4403                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4404                         RSurf_ActiveModelEntity(ent, false, false, false);
4405                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4406                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4407                 }
4408         }
4409
4410         R_Shadow_RenderMode_End();
4411
4412         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4413         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4414         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4415         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, 0);
4416         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4417         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4418
4419         r_shadow_usingshadowmaportho = true;
4420         switch (r_shadow_shadowmode)
4421         {
4422         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4423                 r_shadow_usingshadowmap2d = true;
4424                 break;
4425         case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4426                 r_shadow_usingshadowmaprect = true;
4427                 break;
4428         default:
4429                 break;
4430         }
4431 }
4432
4433 void R_DrawModelShadows(void)
4434 {
4435         int i;
4436         float relativethrowdistance;
4437         entity_render_t *ent;
4438         vec3_t relativelightorigin;
4439         vec3_t relativelightdirection;
4440         vec3_t relativeshadowmins, relativeshadowmaxs;
4441         vec3_t tmp, shadowdir;
4442
4443         if (!r_refdef.scene.numentities || !vid.stencil || r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL)
4444                 return;
4445
4446         CHECKGLERROR
4447         R_ResetViewRendering3D();
4448         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4449         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4450         R_Shadow_RenderMode_Begin();
4451         R_Shadow_RenderMode_ActiveLight(NULL);
4452         r_shadow_lightscissor[0] = r_refdef.view.x;
4453         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4454         r_shadow_lightscissor[2] = r_refdef.view.width;
4455         r_shadow_lightscissor[3] = r_refdef.view.height;
4456         R_Shadow_RenderMode_StencilShadowVolumes(false);
4457
4458         // get shadow dir
4459         if (r_shadows.integer == 2)
4460         {
4461                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4462                 VectorNormalize(shadowdir);
4463         }
4464
4465         R_Shadow_ClearStencil();
4466
4467         for (i = 0;i < r_refdef.scene.numentities;i++)
4468         {
4469                 ent = r_refdef.scene.entities[i];
4470
4471                 // cast shadows from anything of the map (submodels are optional)
4472                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4473                 {
4474                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4475                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4476                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4477                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4478                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4479                         else
4480                         {
4481                                 if(ent->entitynumber != 0)
4482                                 {
4483                                         // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4484                                         int entnum, entnum2, recursion;
4485                                         entnum = entnum2 = ent->entitynumber;
4486                                         for(recursion = 32; recursion > 0; --recursion)
4487                                         {
4488                                                 entnum2 = cl.entities[entnum].state_current.tagentity;
4489                                                 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4490                                                         entnum = entnum2;
4491                                                 else
4492                                                         break;
4493                                         }
4494                                         if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4495                                         {
4496                                                 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4497                                                 // transform into modelspace of OUR entity
4498                                                 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4499                                                 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4500                                         }
4501                                         else
4502                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4503                                 }
4504                                 else
4505                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4506                         }
4507
4508                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4509                         RSurf_ActiveModelEntity(ent, false, false, false);
4510                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4511                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4512                 }
4513         }
4514
4515         // not really the right mode, but this will disable any silly stencil features
4516         R_Shadow_RenderMode_End();
4517
4518         // set up ortho view for rendering this pass
4519         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4520         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4521         //GL_ScissorTest(true);
4522         //R_EntityMatrix(&identitymatrix);
4523         //R_Mesh_ResetTextureState();
4524         R_ResetViewRendering2D();
4525         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4526         R_Mesh_ColorPointer(NULL, 0, 0);
4527         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4528
4529         // set up a darkening blend on shadowed areas
4530         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4531         //GL_DepthRange(0, 1);
4532         //GL_DepthTest(false);
4533         //GL_DepthMask(false);
4534         //GL_PolygonOffset(0, 0);CHECKGLERROR
4535         GL_Color(0, 0, 0, r_shadows_darken.value);
4536         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4537         //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4538         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4539         qglStencilMask(255);CHECKGLERROR
4540         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4541         qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
4542
4543         // apply the blend to the shadowed areas
4544         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4545
4546         // restore the viewport
4547         R_SetViewport(&r_refdef.view.viewport);
4548
4549         // restore other state to normal
4550         //R_Shadow_RenderMode_End();
4551 }
4552
4553 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4554 {
4555         float zdist;
4556         vec3_t centerorigin;
4557         float vertex3f[12];
4558         // if it's too close, skip it
4559         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4560                 return;
4561         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4562         if (zdist < 32)
4563                 return;
4564         if (usequery && r_numqueries + 2 <= r_maxqueries)
4565         {
4566                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4567                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4568                 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4569                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4570
4571                 CHECKGLERROR
4572                 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4573                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4574                 qglDepthFunc(GL_ALWAYS);
4575                 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4576                 R_Mesh_VertexPointer(vertex3f, 0, 0);
4577                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4578                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4579                 qglDepthFunc(GL_LEQUAL);
4580                 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4581                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4582                 R_Mesh_VertexPointer(vertex3f, 0, 0);
4583                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4584                 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4585                 CHECKGLERROR
4586         }
4587         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4588 }
4589
4590 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4591
4592 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4593 {
4594         vec3_t color;
4595         GLint allpixels = 0, visiblepixels = 0;
4596         // now we have to check the query result
4597         if (rtlight->corona_queryindex_visiblepixels)
4598         {
4599                 CHECKGLERROR
4600                 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4601                 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4602                 CHECKGLERROR
4603                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4604                 if (visiblepixels < 1 || allpixels < 1)
4605                         return;
4606                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4607                 cscale *= rtlight->corona_visibility;
4608         }
4609         else
4610         {
4611                 // FIXME: these traces should scan all render entities instead of cl.world
4612                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4613                         return;
4614         }
4615         VectorScale(rtlight->currentcolor, cscale, color);
4616         if (VectorLength(color) > (1.0f / 256.0f))
4617         {
4618                 float vertex3f[12];
4619                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4620                 if(negated)
4621                 {
4622                         VectorNegate(color, color);
4623                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4624                 }
4625                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4626                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4627                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4628                 if(negated)
4629                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4630         }
4631 }
4632
4633 void R_Shadow_DrawCoronas(void)
4634 {
4635         int i, flag;
4636         qboolean usequery;
4637         size_t lightindex;
4638         dlight_t *light;
4639         rtlight_t *rtlight;
4640         size_t range;
4641         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4642                 return;
4643         if (r_waterstate.renderingscene)
4644                 return;
4645         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4646         R_EntityMatrix(&identitymatrix);
4647
4648         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4649
4650         // check occlusion of coronas
4651         // use GL_ARB_occlusion_query if available
4652         // otherwise use raytraces
4653         r_numqueries = 0;
4654         usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4655         if (usequery)
4656         {
4657                 GL_ColorMask(0,0,0,0);
4658                 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4659                 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4660                 {
4661                         i = r_maxqueries;
4662                         r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4663                         r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4664                         CHECKGLERROR
4665                         qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4666                         CHECKGLERROR
4667                 }
4668                 RSurf_ActiveWorldEntity();
4669                 GL_BlendFunc(GL_ONE, GL_ZERO);
4670                 GL_CullFace(GL_NONE);
4671                 GL_DepthMask(false);
4672                 GL_DepthRange(0, 1);
4673                 GL_PolygonOffset(0, 0);
4674                 GL_DepthTest(true);
4675                 R_Mesh_ColorPointer(NULL, 0, 0);
4676                 R_Mesh_ResetTextureState();
4677                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4678         }
4679         for (lightindex = 0;lightindex < range;lightindex++)
4680         {
4681                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4682                 if (!light)
4683                         continue;
4684                 rtlight = &light->rtlight;
4685                 rtlight->corona_visibility = 0;
4686                 rtlight->corona_queryindex_visiblepixels = 0;
4687                 rtlight->corona_queryindex_allpixels = 0;
4688                 if (!(rtlight->flags & flag))
4689                         continue;
4690                 if (rtlight->corona <= 0)
4691                         continue;
4692                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4693                         continue;
4694                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4695         }
4696         for (i = 0;i < r_refdef.scene.numlights;i++)
4697         {
4698                 rtlight = r_refdef.scene.lights[i];
4699                 rtlight->corona_visibility = 0;
4700                 rtlight->corona_queryindex_visiblepixels = 0;
4701                 rtlight->corona_queryindex_allpixels = 0;
4702                 if (!(rtlight->flags & flag))
4703                         continue;
4704                 if (rtlight->corona <= 0)
4705                         continue;
4706                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4707         }
4708         if (usequery)
4709                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4710
4711         // now draw the coronas using the query data for intensity info
4712         for (lightindex = 0;lightindex < range;lightindex++)
4713         {
4714                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4715                 if (!light)
4716                         continue;
4717                 rtlight = &light->rtlight;
4718                 if (rtlight->corona_visibility <= 0)
4719                         continue;
4720                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4721         }
4722         for (i = 0;i < r_refdef.scene.numlights;i++)
4723         {
4724                 rtlight = r_refdef.scene.lights[i];
4725                 if (rtlight->corona_visibility <= 0)
4726                         continue;
4727                 if (gl_flashblend.integer)
4728                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4729                 else
4730                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4731         }
4732 }
4733
4734
4735
4736 dlight_t *R_Shadow_NewWorldLight(void)
4737 {
4738         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4739 }
4740
4741 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)
4742 {
4743         matrix4x4_t matrix;
4744         // validate parameters
4745         if (style < 0 || style >= MAX_LIGHTSTYLES)
4746         {
4747                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4748                 style = 0;
4749         }
4750         if (!cubemapname)
4751                 cubemapname = "";
4752
4753         // copy to light properties
4754         VectorCopy(origin, light->origin);
4755         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4756         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4757         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4758         /*
4759         light->color[0] = max(color[0], 0);
4760         light->color[1] = max(color[1], 0);
4761         light->color[2] = max(color[2], 0);
4762         */
4763         light->color[0] = color[0];
4764         light->color[1] = color[1];
4765         light->color[2] = color[2];
4766         light->radius = max(radius, 0);
4767         light->style = style;
4768         light->shadow = shadowenable;
4769         light->corona = corona;
4770         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4771         light->coronasizescale = coronasizescale;
4772         light->ambientscale = ambientscale;
4773         light->diffusescale = diffusescale;
4774         light->specularscale = specularscale;
4775         light->flags = flags;
4776
4777         // update renderable light data
4778         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4779         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);
4780 }
4781
4782 void R_Shadow_FreeWorldLight(dlight_t *light)
4783 {
4784         if (r_shadow_selectedlight == light)
4785                 r_shadow_selectedlight = NULL;
4786         R_RTLight_Uncompile(&light->rtlight);
4787         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4788 }
4789
4790 void R_Shadow_ClearWorldLights(void)
4791 {
4792         size_t lightindex;
4793         dlight_t *light;
4794         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4795         for (lightindex = 0;lightindex < range;lightindex++)
4796         {
4797                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4798                 if (light)
4799                         R_Shadow_FreeWorldLight(light);
4800         }
4801         r_shadow_selectedlight = NULL;
4802 }
4803
4804 void R_Shadow_SelectLight(dlight_t *light)
4805 {
4806         if (r_shadow_selectedlight)
4807                 r_shadow_selectedlight->selected = false;
4808         r_shadow_selectedlight = light;
4809         if (r_shadow_selectedlight)
4810                 r_shadow_selectedlight->selected = true;
4811 }
4812
4813 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4814 {
4815         // this is never batched (there can be only one)
4816         float vertex3f[12];
4817         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4818         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4819         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4820 }
4821
4822 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4823 {
4824         float intensity;
4825         float s;
4826         vec3_t spritecolor;
4827         skinframe_t *skinframe;
4828         float vertex3f[12];
4829
4830         // this is never batched (due to the ent parameter changing every time)
4831         // so numsurfaces == 1 and surfacelist[0] == lightnumber
4832         const dlight_t *light = (dlight_t *)ent;
4833         s = EDLIGHTSPRSIZE;
4834
4835         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4836
4837         intensity = 0.5f;
4838         VectorScale(light->color, intensity, spritecolor);
4839         if (VectorLength(spritecolor) < 0.1732f)
4840                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4841         if (VectorLength(spritecolor) > 1.0f)
4842                 VectorNormalize(spritecolor);
4843
4844         // draw light sprite
4845         if (light->cubemapname[0] && !light->shadow)
4846                 skinframe = r_editlights_sprcubemapnoshadowlight;
4847         else if (light->cubemapname[0])
4848                 skinframe = r_editlights_sprcubemaplight;
4849         else if (!light->shadow)
4850                 skinframe = r_editlights_sprnoshadowlight;
4851         else
4852                 skinframe = r_editlights_sprlight;
4853
4854         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4855         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4856
4857         // draw selection sprite if light is selected
4858         if (light->selected)
4859         {
4860                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4861                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4862                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4863         }
4864 }
4865
4866 void R_Shadow_DrawLightSprites(void)
4867 {
4868         size_t lightindex;
4869         dlight_t *light;
4870         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4871         for (lightindex = 0;lightindex < range;lightindex++)
4872         {
4873                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4874                 if (light)
4875                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4876         }
4877         R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4878 }
4879
4880 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4881 {
4882         unsigned int range;
4883         dlight_t *light;
4884         rtlight_t *rtlight;
4885         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4886         if (lightindex >= range)
4887                 return -1;
4888         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4889         if (!light)
4890                 return 0;
4891         rtlight = &light->rtlight;
4892         //if (!(rtlight->flags & flag))
4893         //      return 0;
4894         VectorCopy(rtlight->shadoworigin, origin);
4895         *radius = rtlight->radius;
4896         VectorCopy(rtlight->color, color);
4897         return 1;
4898 }
4899
4900 void R_Shadow_SelectLightInView(void)
4901 {
4902         float bestrating, rating, temp[3];
4903         dlight_t *best;
4904         size_t lightindex;
4905         dlight_t *light;
4906         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4907         best = NULL;
4908         bestrating = 0;
4909         for (lightindex = 0;lightindex < range;lightindex++)
4910         {
4911                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4912                 if (!light)
4913                         continue;
4914                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4915                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4916                 if (rating >= 0.95)
4917                 {
4918                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4919                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4920                         {
4921                                 bestrating = rating;
4922                                 best = light;
4923                         }
4924                 }
4925         }
4926         R_Shadow_SelectLight(best);
4927 }
4928
4929 void R_Shadow_LoadWorldLights(void)
4930 {
4931         int n, a, style, shadow, flags;
4932         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4933         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4934         if (cl.worldmodel == NULL)
4935         {
4936                 Con_Print("No map loaded.\n");
4937                 return;
4938         }
4939         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4940         strlcat (name, ".rtlights", sizeof (name));
4941         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4942         if (lightsstring)
4943         {
4944                 s = lightsstring;
4945                 n = 0;
4946                 while (*s)
4947                 {
4948                         t = s;
4949                         /*
4950                         shadow = true;
4951                         for (;COM_Parse(t, true) && strcmp(
4952                         if (COM_Parse(t, true))
4953                         {
4954                                 if (com_token[0] == '!')
4955                                 {
4956                                         shadow = false;
4957                                         origin[0] = atof(com_token+1);
4958                                 }
4959                                 else
4960                                         origin[0] = atof(com_token);
4961                                 if (Com_Parse(t
4962                         }
4963                         */
4964                         t = s;
4965                         while (*s && *s != '\n' && *s != '\r')
4966                                 s++;
4967                         if (!*s)
4968                                 break;
4969                         tempchar = *s;
4970                         shadow = true;
4971                         // check for modifier flags
4972                         if (*t == '!')
4973                         {
4974                                 shadow = false;
4975                                 t++;
4976                         }
4977                         *s = 0;
4978 #if _MSC_VER >= 1400
4979 #define sscanf sscanf_s
4980 #endif
4981                         cubemapname[sizeof(cubemapname)-1] = 0;
4982 #if MAX_QPATH != 128
4983 #error update this code if MAX_QPATH changes
4984 #endif
4985                         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
4986 #if _MSC_VER >= 1400
4987 , sizeof(cubemapname)
4988 #endif
4989 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4990                         *s = tempchar;
4991                         if (a < 18)
4992                                 flags = LIGHTFLAG_REALTIMEMODE;
4993                         if (a < 17)
4994                                 specularscale = 1;
4995                         if (a < 16)
4996                                 diffusescale = 1;
4997                         if (a < 15)
4998                                 ambientscale = 0;
4999                         if (a < 14)
5000                                 coronasizescale = 0.25f;
5001                         if (a < 13)
5002                                 VectorClear(angles);
5003                         if (a < 10)
5004                                 corona = 0;
5005                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5006                                 cubemapname[0] = 0;
5007                         // remove quotes on cubemapname
5008                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5009                         {
5010                                 size_t namelen;
5011                                 namelen = strlen(cubemapname) - 2;
5012                                 memmove(cubemapname, cubemapname + 1, namelen);
5013                                 cubemapname[namelen] = '\0';
5014                         }
5015                         if (a < 8)
5016                         {
5017                                 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);
5018                                 break;
5019                         }
5020                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5021                         if (*s == '\r')
5022                                 s++;
5023                         if (*s == '\n')
5024                                 s++;
5025                         n++;
5026                 }
5027                 if (*s)
5028                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5029                 Mem_Free(lightsstring);
5030         }
5031 }
5032
5033 void R_Shadow_SaveWorldLights(void)
5034 {
5035         size_t lightindex;
5036         dlight_t *light;
5037         size_t bufchars, bufmaxchars;
5038         char *buf, *oldbuf;
5039         char name[MAX_QPATH];
5040         char line[MAX_INPUTLINE];
5041         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5042         // I hate lines which are 3 times my screen size :( --blub
5043         if (!range)
5044                 return;
5045         if (cl.worldmodel == NULL)
5046         {
5047                 Con_Print("No map loaded.\n");
5048                 return;
5049         }
5050         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
5051         strlcat (name, ".rtlights", sizeof (name));
5052         bufchars = bufmaxchars = 0;
5053         buf = NULL;
5054         for (lightindex = 0;lightindex < range;lightindex++)
5055         {
5056                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5057                 if (!light)
5058                         continue;
5059                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5060                         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);
5061                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5062                         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]);
5063                 else
5064                         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);
5065                 if (bufchars + strlen(line) > bufmaxchars)
5066                 {
5067                         bufmaxchars = bufchars + strlen(line) + 2048;
5068                         oldbuf = buf;
5069                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5070                         if (oldbuf)
5071                         {
5072                                 if (bufchars)
5073                                         memcpy(buf, oldbuf, bufchars);
5074                                 Mem_Free(oldbuf);
5075                         }
5076                 }
5077                 if (strlen(line))
5078                 {
5079                         memcpy(buf + bufchars, line, strlen(line));
5080                         bufchars += strlen(line);
5081                 }
5082         }
5083         if (bufchars)
5084                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5085         if (buf)
5086                 Mem_Free(buf);
5087 }
5088
5089 void R_Shadow_LoadLightsFile(void)
5090 {
5091         int n, a, style;
5092         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5093         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5094         if (cl.worldmodel == NULL)
5095         {
5096                 Con_Print("No map loaded.\n");
5097                 return;
5098         }
5099         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
5100         strlcat (name, ".lights", sizeof (name));
5101         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5102         if (lightsstring)
5103         {
5104                 s = lightsstring;
5105                 n = 0;
5106                 while (*s)
5107                 {
5108                         t = s;
5109                         while (*s && *s != '\n' && *s != '\r')
5110                                 s++;
5111                         if (!*s)
5112                                 break;
5113                         tempchar = *s;
5114                         *s = 0;
5115                         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);
5116                         *s = tempchar;
5117                         if (a < 14)
5118                         {
5119                                 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);
5120                                 break;
5121                         }
5122                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5123                         radius = bound(15, radius, 4096);
5124                         VectorScale(color, (2.0f / (8388608.0f)), color);
5125                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5126                         if (*s == '\r')
5127                                 s++;
5128                         if (*s == '\n')
5129                                 s++;
5130                         n++;
5131                 }
5132                 if (*s)
5133                         Con_Printf("invalid lights file \"%s\"\n", name);
5134                 Mem_Free(lightsstring);
5135         }
5136 }
5137
5138 // tyrlite/hmap2 light types in the delay field
5139 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5140
5141 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5142 {
5143         int entnum;
5144         int style;
5145         int islight;
5146         int skin;
5147         int pflags;
5148         //int effects;
5149         int type;
5150         int n;
5151         char *entfiledata;
5152         const char *data;
5153         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5154         char key[256], value[MAX_INPUTLINE];
5155
5156         if (cl.worldmodel == NULL)
5157         {
5158                 Con_Print("No map loaded.\n");
5159                 return;
5160         }
5161         // try to load a .ent file first
5162         FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5163         strlcat (key, ".ent", sizeof (key));
5164         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5165         // and if that is not found, fall back to the bsp file entity string
5166         if (!data)
5167                 data = cl.worldmodel->brush.entities;
5168         if (!data)
5169                 return;
5170         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5171         {
5172                 type = LIGHTTYPE_MINUSX;
5173                 origin[0] = origin[1] = origin[2] = 0;
5174                 originhack[0] = originhack[1] = originhack[2] = 0;
5175                 angles[0] = angles[1] = angles[2] = 0;
5176                 color[0] = color[1] = color[2] = 1;
5177                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5178                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5179                 fadescale = 1;
5180                 lightscale = 1;
5181                 style = 0;
5182                 skin = 0;
5183                 pflags = 0;
5184                 //effects = 0;
5185                 islight = false;
5186                 while (1)
5187                 {
5188                         if (!COM_ParseToken_Simple(&data, false, false))
5189                                 break; // error
5190                         if (com_token[0] == '}')
5191                                 break; // end of entity
5192                         if (com_token[0] == '_')
5193                                 strlcpy(key, com_token + 1, sizeof(key));
5194                         else
5195                                 strlcpy(key, com_token, sizeof(key));
5196                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5197                                 key[strlen(key)-1] = 0;
5198                         if (!COM_ParseToken_Simple(&data, false, false))
5199                                 break; // error
5200                         strlcpy(value, com_token, sizeof(value));
5201
5202                         // now that we have the key pair worked out...
5203                         if (!strcmp("light", key))
5204                         {
5205                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5206                                 if (n == 1)
5207                                 {
5208                                         // quake
5209                                         light[0] = vec[0] * (1.0f / 256.0f);
5210                                         light[1] = vec[0] * (1.0f / 256.0f);
5211                                         light[2] = vec[0] * (1.0f / 256.0f);
5212                                         light[3] = vec[0];
5213                                 }
5214                                 else if (n == 4)
5215                                 {
5216                                         // halflife
5217                                         light[0] = vec[0] * (1.0f / 255.0f);
5218                                         light[1] = vec[1] * (1.0f / 255.0f);
5219                                         light[2] = vec[2] * (1.0f / 255.0f);
5220                                         light[3] = vec[3];
5221                                 }
5222                         }
5223                         else if (!strcmp("delay", key))
5224                                 type = atoi(value);
5225                         else if (!strcmp("origin", key))
5226                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5227                         else if (!strcmp("angle", key))
5228                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5229                         else if (!strcmp("angles", key))
5230                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5231                         else if (!strcmp("color", key))
5232                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5233                         else if (!strcmp("wait", key))
5234                                 fadescale = atof(value);
5235                         else if (!strcmp("classname", key))
5236                         {
5237                                 if (!strncmp(value, "light", 5))
5238                                 {
5239                                         islight = true;
5240                                         if (!strcmp(value, "light_fluoro"))
5241                                         {
5242                                                 originhack[0] = 0;
5243                                                 originhack[1] = 0;
5244                                                 originhack[2] = 0;
5245                                                 overridecolor[0] = 1;
5246                                                 overridecolor[1] = 1;
5247                                                 overridecolor[2] = 1;
5248                                         }
5249                                         if (!strcmp(value, "light_fluorospark"))
5250                                         {
5251                                                 originhack[0] = 0;
5252                                                 originhack[1] = 0;
5253                                                 originhack[2] = 0;
5254                                                 overridecolor[0] = 1;
5255                                                 overridecolor[1] = 1;
5256                                                 overridecolor[2] = 1;
5257                                         }
5258                                         if (!strcmp(value, "light_globe"))
5259                                         {
5260                                                 originhack[0] = 0;
5261                                                 originhack[1] = 0;
5262                                                 originhack[2] = 0;
5263                                                 overridecolor[0] = 1;
5264                                                 overridecolor[1] = 0.8;
5265                                                 overridecolor[2] = 0.4;
5266                                         }
5267                                         if (!strcmp(value, "light_flame_large_yellow"))
5268                                         {
5269                                                 originhack[0] = 0;
5270                                                 originhack[1] = 0;
5271                                                 originhack[2] = 0;
5272                                                 overridecolor[0] = 1;
5273                                                 overridecolor[1] = 0.5;
5274                                                 overridecolor[2] = 0.1;
5275                                         }
5276                                         if (!strcmp(value, "light_flame_small_yellow"))
5277                                         {
5278                                                 originhack[0] = 0;
5279                                                 originhack[1] = 0;
5280                                                 originhack[2] = 0;
5281                                                 overridecolor[0] = 1;
5282                                                 overridecolor[1] = 0.5;
5283                                                 overridecolor[2] = 0.1;
5284                                         }
5285                                         if (!strcmp(value, "light_torch_small_white"))
5286                                         {
5287                                                 originhack[0] = 0;
5288                                                 originhack[1] = 0;
5289                                                 originhack[2] = 0;
5290                                                 overridecolor[0] = 1;
5291                                                 overridecolor[1] = 0.5;
5292                                                 overridecolor[2] = 0.1;
5293                                         }
5294                                         if (!strcmp(value, "light_torch_small_walltorch"))
5295                                         {
5296                                                 originhack[0] = 0;
5297                                                 originhack[1] = 0;
5298                                                 originhack[2] = 0;
5299                                                 overridecolor[0] = 1;
5300                                                 overridecolor[1] = 0.5;
5301                                                 overridecolor[2] = 0.1;
5302                                         }
5303                                 }
5304                         }
5305                         else if (!strcmp("style", key))
5306                                 style = atoi(value);
5307                         else if (!strcmp("skin", key))
5308                                 skin = (int)atof(value);
5309                         else if (!strcmp("pflags", key))
5310                                 pflags = (int)atof(value);
5311                         //else if (!strcmp("effects", key))
5312                         //      effects = (int)atof(value);
5313                         else if (cl.worldmodel->type == mod_brushq3)
5314                         {
5315                                 if (!strcmp("scale", key))
5316                                         lightscale = atof(value);
5317                                 if (!strcmp("fade", key))
5318                                         fadescale = atof(value);
5319                         }
5320                 }
5321                 if (!islight)
5322                         continue;
5323                 if (lightscale <= 0)
5324                         lightscale = 1;
5325                 if (fadescale <= 0)
5326                         fadescale = 1;
5327                 if (color[0] == color[1] && color[0] == color[2])
5328                 {
5329                         color[0] *= overridecolor[0];
5330                         color[1] *= overridecolor[1];
5331                         color[2] *= overridecolor[2];
5332                 }
5333                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5334                 color[0] = color[0] * light[0];
5335                 color[1] = color[1] * light[1];
5336                 color[2] = color[2] * light[2];
5337                 switch (type)
5338                 {
5339                 case LIGHTTYPE_MINUSX:
5340                         break;
5341                 case LIGHTTYPE_RECIPX:
5342                         radius *= 2;
5343                         VectorScale(color, (1.0f / 16.0f), color);
5344                         break;
5345                 case LIGHTTYPE_RECIPXX:
5346                         radius *= 2;
5347                         VectorScale(color, (1.0f / 16.0f), color);
5348                         break;
5349                 default:
5350                 case LIGHTTYPE_NONE:
5351                         break;
5352                 case LIGHTTYPE_SUN:
5353                         break;
5354                 case LIGHTTYPE_MINUSXX:
5355                         break;
5356                 }
5357                 VectorAdd(origin, originhack, origin);
5358                 if (radius >= 1)
5359                         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);
5360         }
5361         if (entfiledata)
5362                 Mem_Free(entfiledata);
5363 }
5364
5365
5366 void R_Shadow_SetCursorLocationForView(void)
5367 {
5368         vec_t dist, push;
5369         vec3_t dest, endpos;
5370         trace_t trace;
5371         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5372         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5373         if (trace.fraction < 1)
5374         {
5375                 dist = trace.fraction * r_editlights_cursordistance.value;
5376                 push = r_editlights_cursorpushback.value;
5377                 if (push > dist)
5378                         push = dist;
5379                 push = -push;
5380                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5381                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5382         }
5383         else
5384         {
5385                 VectorClear( endpos );
5386         }
5387         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5388         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5389         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5390 }
5391
5392 void R_Shadow_UpdateWorldLightSelection(void)
5393 {
5394         if (r_editlights.integer)
5395         {
5396                 R_Shadow_SetCursorLocationForView();
5397                 R_Shadow_SelectLightInView();
5398         }
5399         else
5400                 R_Shadow_SelectLight(NULL);
5401 }
5402
5403 void R_Shadow_EditLights_Clear_f(void)
5404 {
5405         R_Shadow_ClearWorldLights();
5406 }
5407
5408 void R_Shadow_EditLights_Reload_f(void)
5409 {
5410         if (!cl.worldmodel)
5411                 return;
5412         strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5413         R_Shadow_ClearWorldLights();
5414         R_Shadow_LoadWorldLights();
5415         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5416         {
5417                 R_Shadow_LoadLightsFile();
5418                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5419                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5420         }
5421 }
5422
5423 void R_Shadow_EditLights_Save_f(void)
5424 {
5425         if (!cl.worldmodel)
5426                 return;
5427         R_Shadow_SaveWorldLights();
5428 }
5429
5430 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5431 {
5432         R_Shadow_ClearWorldLights();
5433         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5434 }
5435
5436 void R_Shadow_EditLights_ImportLightsFile_f(void)
5437 {
5438         R_Shadow_ClearWorldLights();
5439         R_Shadow_LoadLightsFile();
5440 }
5441
5442 void R_Shadow_EditLights_Spawn_f(void)
5443 {
5444         vec3_t color;
5445         if (!r_editlights.integer)
5446         {
5447                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5448                 return;
5449         }
5450         if (Cmd_Argc() != 1)
5451         {
5452                 Con_Print("r_editlights_spawn does not take parameters\n");
5453                 return;
5454         }
5455         color[0] = color[1] = color[2] = 1;
5456         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5457 }
5458
5459 void R_Shadow_EditLights_Edit_f(void)
5460 {
5461         vec3_t origin, angles, color;
5462         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5463         int style, shadows, flags, normalmode, realtimemode;
5464         char cubemapname[MAX_INPUTLINE];
5465         if (!r_editlights.integer)
5466         {
5467                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5468                 return;
5469         }
5470         if (!r_shadow_selectedlight)
5471         {
5472                 Con_Print("No selected light.\n");
5473                 return;
5474         }
5475         VectorCopy(r_shadow_selectedlight->origin, origin);
5476         VectorCopy(r_shadow_selectedlight->angles, angles);
5477         VectorCopy(r_shadow_selectedlight->color, color);
5478         radius = r_shadow_selectedlight->radius;
5479         style = r_shadow_selectedlight->style;
5480         if (r_shadow_selectedlight->cubemapname)
5481                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5482         else
5483                 cubemapname[0] = 0;
5484         shadows = r_shadow_selectedlight->shadow;
5485         corona = r_shadow_selectedlight->corona;
5486         coronasizescale = r_shadow_selectedlight->coronasizescale;
5487         ambientscale = r_shadow_selectedlight->ambientscale;
5488         diffusescale = r_shadow_selectedlight->diffusescale;
5489         specularscale = r_shadow_selectedlight->specularscale;
5490         flags = r_shadow_selectedlight->flags;
5491         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5492         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5493         if (!strcmp(Cmd_Argv(1), "origin"))
5494         {
5495                 if (Cmd_Argc() != 5)
5496                 {
5497                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5498                         return;
5499                 }
5500                 origin[0] = atof(Cmd_Argv(2));
5501                 origin[1] = atof(Cmd_Argv(3));
5502                 origin[2] = atof(Cmd_Argv(4));
5503         }
5504         else if (!strcmp(Cmd_Argv(1), "originx"))
5505         {
5506                 if (Cmd_Argc() != 3)
5507                 {
5508                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5509                         return;
5510                 }
5511                 origin[0] = atof(Cmd_Argv(2));
5512         }
5513         else if (!strcmp(Cmd_Argv(1), "originy"))
5514         {
5515                 if (Cmd_Argc() != 3)
5516                 {
5517                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5518                         return;
5519                 }
5520                 origin[1] = atof(Cmd_Argv(2));
5521         }
5522         else if (!strcmp(Cmd_Argv(1), "originz"))
5523         {
5524                 if (Cmd_Argc() != 3)
5525                 {
5526                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5527                         return;
5528                 }
5529                 origin[2] = atof(Cmd_Argv(2));
5530         }
5531         else if (!strcmp(Cmd_Argv(1), "move"))
5532         {
5533                 if (Cmd_Argc() != 5)
5534                 {
5535                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5536                         return;
5537                 }
5538                 origin[0] += atof(Cmd_Argv(2));
5539                 origin[1] += atof(Cmd_Argv(3));
5540                 origin[2] += atof(Cmd_Argv(4));
5541         }
5542         else if (!strcmp(Cmd_Argv(1), "movex"))
5543         {
5544                 if (Cmd_Argc() != 3)
5545                 {
5546                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5547                         return;
5548                 }
5549                 origin[0] += atof(Cmd_Argv(2));
5550         }
5551         else if (!strcmp(Cmd_Argv(1), "movey"))
5552         {
5553                 if (Cmd_Argc() != 3)
5554                 {
5555                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5556                         return;
5557                 }
5558                 origin[1] += atof(Cmd_Argv(2));
5559         }
5560         else if (!strcmp(Cmd_Argv(1), "movez"))
5561         {
5562                 if (Cmd_Argc() != 3)
5563                 {
5564                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5565                         return;
5566                 }
5567                 origin[2] += atof(Cmd_Argv(2));
5568         }
5569         else if (!strcmp(Cmd_Argv(1), "angles"))
5570         {
5571                 if (Cmd_Argc() != 5)
5572                 {
5573                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5574                         return;
5575                 }
5576                 angles[0] = atof(Cmd_Argv(2));
5577                 angles[1] = atof(Cmd_Argv(3));
5578                 angles[2] = atof(Cmd_Argv(4));
5579         }
5580         else if (!strcmp(Cmd_Argv(1), "anglesx"))
5581         {
5582                 if (Cmd_Argc() != 3)
5583                 {
5584                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5585                         return;
5586                 }
5587                 angles[0] = atof(Cmd_Argv(2));
5588         }
5589         else if (!strcmp(Cmd_Argv(1), "anglesy"))
5590         {
5591                 if (Cmd_Argc() != 3)
5592                 {
5593                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5594                         return;
5595                 }
5596                 angles[1] = atof(Cmd_Argv(2));
5597         }
5598         else if (!strcmp(Cmd_Argv(1), "anglesz"))
5599         {
5600                 if (Cmd_Argc() != 3)
5601                 {
5602                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5603                         return;
5604                 }
5605                 angles[2] = atof(Cmd_Argv(2));
5606         }
5607         else if (!strcmp(Cmd_Argv(1), "color"))
5608         {
5609                 if (Cmd_Argc() != 5)
5610                 {
5611                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5612                         return;
5613                 }
5614                 color[0] = atof(Cmd_Argv(2));
5615                 color[1] = atof(Cmd_Argv(3));
5616                 color[2] = atof(Cmd_Argv(4));
5617         }
5618         else if (!strcmp(Cmd_Argv(1), "radius"))
5619         {
5620                 if (Cmd_Argc() != 3)
5621                 {
5622                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5623                         return;
5624                 }
5625                 radius = atof(Cmd_Argv(2));
5626         }
5627         else if (!strcmp(Cmd_Argv(1), "colorscale"))
5628         {
5629                 if (Cmd_Argc() == 3)
5630                 {
5631                         double scale = atof(Cmd_Argv(2));
5632                         color[0] *= scale;
5633                         color[1] *= scale;
5634                         color[2] *= scale;
5635                 }
5636                 else
5637                 {
5638                         if (Cmd_Argc() != 5)
5639                         {
5640                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
5641                                 return;
5642                         }
5643                         color[0] *= atof(Cmd_Argv(2));
5644                         color[1] *= atof(Cmd_Argv(3));
5645                         color[2] *= atof(Cmd_Argv(4));
5646                 }
5647         }
5648         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5649         {
5650                 if (Cmd_Argc() != 3)
5651                 {
5652                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5653                         return;
5654                 }
5655                 radius *= atof(Cmd_Argv(2));
5656         }
5657         else if (!strcmp(Cmd_Argv(1), "style"))
5658         {
5659                 if (Cmd_Argc() != 3)
5660                 {
5661                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5662                         return;
5663                 }
5664                 style = atoi(Cmd_Argv(2));
5665         }
5666         else if (!strcmp(Cmd_Argv(1), "cubemap"))
5667         {
5668                 if (Cmd_Argc() > 3)
5669                 {
5670                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5671                         return;
5672                 }
5673                 if (Cmd_Argc() == 3)
5674                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5675                 else
5676                         cubemapname[0] = 0;
5677         }
5678         else if (!strcmp(Cmd_Argv(1), "shadows"))
5679         {
5680                 if (Cmd_Argc() != 3)
5681                 {
5682                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5683                         return;
5684                 }
5685                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5686         }
5687         else if (!strcmp(Cmd_Argv(1), "corona"))
5688         {
5689                 if (Cmd_Argc() != 3)
5690                 {
5691                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5692                         return;
5693                 }
5694                 corona = atof(Cmd_Argv(2));
5695         }
5696         else if (!strcmp(Cmd_Argv(1), "coronasize"))
5697         {
5698                 if (Cmd_Argc() != 3)
5699                 {
5700                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5701                         return;
5702                 }
5703                 coronasizescale = atof(Cmd_Argv(2));
5704         }
5705         else if (!strcmp(Cmd_Argv(1), "ambient"))
5706         {
5707                 if (Cmd_Argc() != 3)
5708                 {
5709                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5710                         return;
5711                 }
5712                 ambientscale = atof(Cmd_Argv(2));
5713         }
5714         else if (!strcmp(Cmd_Argv(1), "diffuse"))
5715         {
5716                 if (Cmd_Argc() != 3)
5717                 {
5718                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5719                         return;
5720                 }
5721                 diffusescale = atof(Cmd_Argv(2));
5722         }
5723         else if (!strcmp(Cmd_Argv(1), "specular"))
5724         {
5725                 if (Cmd_Argc() != 3)
5726                 {
5727                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5728                         return;
5729                 }
5730                 specularscale = atof(Cmd_Argv(2));
5731         }
5732         else if (!strcmp(Cmd_Argv(1), "normalmode"))
5733         {
5734                 if (Cmd_Argc() != 3)
5735                 {
5736                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5737                         return;
5738                 }
5739                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5740         }
5741         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5742         {
5743                 if (Cmd_Argc() != 3)
5744                 {
5745                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5746                         return;
5747                 }
5748                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5749         }
5750         else
5751         {
5752                 Con_Print("usage: r_editlights_edit [property] [value]\n");
5753                 Con_Print("Selected light's properties:\n");
5754                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5755                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5756                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5757                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
5758                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
5759                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
5760                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5761                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
5762                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
5763                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
5764                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
5765                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
5766                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5767                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5768                 return;
5769         }
5770         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5771         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5772 }
5773
5774 void R_Shadow_EditLights_EditAll_f(void)
5775 {
5776         size_t lightindex;
5777         dlight_t *light;
5778         size_t range;
5779
5780         if (!r_editlights.integer)
5781         {
5782                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5783                 return;
5784         }
5785
5786         // EditLights doesn't seem to have a "remove" command or something so:
5787         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5788         for (lightindex = 0;lightindex < range;lightindex++)
5789         {
5790                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5791                 if (!light)
5792                         continue;
5793                 R_Shadow_SelectLight(light);
5794                 R_Shadow_EditLights_Edit_f();
5795         }
5796 }
5797
5798 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5799 {
5800         int lightnumber, lightcount;
5801         size_t lightindex, range;
5802         dlight_t *light;
5803         float x, y;
5804         char temp[256];
5805         if (!r_editlights.integer)
5806                 return;
5807         x = vid_conwidth.value - 240;
5808         y = 5;
5809         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5810         lightnumber = -1;
5811         lightcount = 0;
5812         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5813         for (lightindex = 0;lightindex < range;lightindex++)
5814         {
5815                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5816                 if (!light)
5817                         continue;
5818                 if (light == r_shadow_selectedlight)
5819                         lightnumber = lightindex;
5820                 lightcount++;
5821         }
5822         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, FONT_DEFAULT);y += 8;
5823         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, FONT_DEFAULT);y += 8;
5824         y += 8;
5825         if (r_shadow_selectedlight == NULL)
5826                 return;
5827         dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5828         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, FONT_DEFAULT);y += 8;
5829         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, FONT_DEFAULT);y += 8;
5830         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, FONT_DEFAULT);y += 8;
5831         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, FONT_DEFAULT);y += 8;
5832         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, FONT_DEFAULT);y += 8;
5833         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, FONT_DEFAULT);y += 8;
5834         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, FONT_DEFAULT);y += 8;
5835         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, FONT_DEFAULT);y += 8;
5836         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, FONT_DEFAULT);y += 8;
5837         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, FONT_DEFAULT);y += 8;
5838         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, FONT_DEFAULT);y += 8;
5839         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, FONT_DEFAULT);y += 8;
5840         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, FONT_DEFAULT);y += 8;
5841         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, FONT_DEFAULT);y += 8;
5842 }
5843
5844 void R_Shadow_EditLights_ToggleShadow_f(void)
5845 {
5846         if (!r_editlights.integer)
5847         {
5848                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5849                 return;
5850         }
5851         if (!r_shadow_selectedlight)
5852         {
5853                 Con_Print("No selected light.\n");
5854                 return;
5855         }
5856         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);
5857 }
5858
5859 void R_Shadow_EditLights_ToggleCorona_f(void)
5860 {
5861         if (!r_editlights.integer)
5862         {
5863                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5864                 return;
5865         }
5866         if (!r_shadow_selectedlight)
5867         {
5868                 Con_Print("No selected light.\n");
5869                 return;
5870         }
5871         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);
5872 }
5873
5874 void R_Shadow_EditLights_Remove_f(void)
5875 {
5876         if (!r_editlights.integer)
5877         {
5878                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
5879                 return;
5880         }
5881         if (!r_shadow_selectedlight)
5882         {
5883                 Con_Print("No selected light.\n");
5884                 return;
5885         }
5886         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5887         r_shadow_selectedlight = NULL;
5888 }
5889
5890 void R_Shadow_EditLights_Help_f(void)
5891 {
5892         Con_Print(
5893 "Documentation on r_editlights system:\n"
5894 "Settings:\n"
5895 "r_editlights : enable/disable editing mode\n"
5896 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5897 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5898 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5899 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5900 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5901 "Commands:\n"
5902 "r_editlights_help : this help\n"
5903 "r_editlights_clear : remove all lights\n"
5904 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5905 "r_editlights_save : save to .rtlights file\n"
5906 "r_editlights_spawn : create a light with default settings\n"
5907 "r_editlights_edit command : edit selected light - more documentation below\n"
5908 "r_editlights_remove : remove selected light\n"
5909 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5910 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5911 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5912 "Edit commands:\n"
5913 "origin x y z : set light location\n"
5914 "originx x: set x component of light location\n"
5915 "originy y: set y component of light location\n"
5916 "originz z: set z component of light location\n"
5917 "move x y z : adjust light location\n"
5918 "movex x: adjust x component of light location\n"
5919 "movey y: adjust y component of light location\n"
5920 "movez z: adjust z component of light location\n"
5921 "angles x y z : set light angles\n"
5922 "anglesx x: set x component of light angles\n"
5923 "anglesy y: set y component of light angles\n"
5924 "anglesz z: set z component of light angles\n"
5925 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5926 "radius radius : set radius (size) of light\n"
5927 "colorscale grey : multiply color of light (1 does nothing)\n"
5928 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5929 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5930 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5931 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5932 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5933 "shadows 1/0 : turn on/off shadows\n"
5934 "corona n : set corona intensity\n"
5935 "coronasize n : set corona size (0-1)\n"
5936 "ambient n : set ambient intensity (0-1)\n"
5937 "diffuse n : set diffuse intensity (0-1)\n"
5938 "specular n : set specular intensity (0-1)\n"
5939 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5940 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5941 "<nothing> : print light properties to console\n"
5942         );
5943 }
5944
5945 void R_Shadow_EditLights_CopyInfo_f(void)
5946 {
5947         if (!r_editlights.integer)
5948         {
5949                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
5950                 return;
5951         }
5952         if (!r_shadow_selectedlight)
5953         {
5954                 Con_Print("No selected light.\n");
5955                 return;
5956         }
5957         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5958         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5959         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5960         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5961         if (r_shadow_selectedlight->cubemapname)
5962                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5963         else
5964                 r_shadow_bufferlight.cubemapname[0] = 0;
5965         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5966         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5967         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5968         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5969         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5970         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5971         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5972 }
5973
5974 void R_Shadow_EditLights_PasteInfo_f(void)
5975 {
5976         if (!r_editlights.integer)
5977         {
5978                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
5979                 return;
5980         }
5981         if (!r_shadow_selectedlight)
5982         {
5983                 Con_Print("No selected light.\n");
5984                 return;
5985         }
5986         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);
5987 }
5988
5989 void R_Shadow_EditLights_Init(void)
5990 {
5991         Cvar_RegisterVariable(&r_editlights);
5992         Cvar_RegisterVariable(&r_editlights_cursordistance);
5993         Cvar_RegisterVariable(&r_editlights_cursorpushback);
5994         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5995         Cvar_RegisterVariable(&r_editlights_cursorgrid);
5996         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5997         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5998         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5999         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)");
6000         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6001         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6002         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6003         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)");
6004         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6005         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6006         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6007         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6008         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6009         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6010         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)");
6011 }
6012
6013
6014
6015 /*
6016 =============================================================================
6017
6018 LIGHT SAMPLING
6019
6020 =============================================================================
6021 */
6022
6023 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
6024 {
6025         VectorClear(diffusecolor);
6026         VectorClear(diffusenormal);
6027
6028         if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6029         {
6030                 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
6031                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6032         }
6033         else
6034                 VectorSet(ambientcolor, 1, 1, 1);
6035
6036         if (dynamic)
6037         {
6038                 int i;
6039                 float f, v[3];
6040                 rtlight_t *light;
6041                 for (i = 0;i < r_refdef.scene.numlights;i++)
6042                 {
6043                         light = r_refdef.scene.lights[i];
6044                         Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
6045                         f = 1 - VectorLength2(v);
6046                         if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6047                                 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
6048                 }
6049         }
6050 }