]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
stop predicting movement when no server packets have been received for
[xonotic/darkplaces.git] / r_shadow.c
index f0c09fa2b034bb3fc4915cd74200fd9f5c31fb0e..49fc47385bae80c1e01cae1941e757a7d92b2f69 100644 (file)
@@ -145,9 +145,12 @@ extern void R_Shadow_EditLights_Init(void);
 typedef enum r_shadow_rendermode_e
 {
        R_SHADOW_RENDERMODE_NONE,
-       R_SHADOW_RENDERMODE_STENCIL,
-       R_SHADOW_RENDERMODE_SEPARATESTENCIL,
-       R_SHADOW_RENDERMODE_STENCILTWOSIDE,
+       R_SHADOW_RENDERMODE_ZPASS_STENCIL,
+       R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
+       R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
+       R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
+       R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
+       R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
        R_SHADOW_RENDERMODE_LIGHT_VERTEX,
        R_SHADOW_RENDERMODE_LIGHT_DOT3,
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
@@ -158,7 +161,8 @@ r_shadow_rendermode_t;
 
 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
-r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
+r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
+r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
 
 int maxshadowtriangles;
 int *shadowelements;
@@ -211,7 +215,7 @@ cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (sp
 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"};
 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
-cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "1", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
+cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
@@ -812,7 +816,6 @@ static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris
        return outtriangles;
 }
 
-#if 0
 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)
 {
        int i, j, k;
@@ -835,15 +838,16 @@ static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris
 
                markindex = shadowmarktris[i] * 3;
                neighbortriangle = inneighbor3i + markindex;
-               side[0] = shadowmark[neighbortriangle[0]] != shadowmarkcount;
-               side[1] = shadowmark[neighbortriangle[1]] != shadowmarkcount;
-               side[2] = shadowmark[neighbortriangle[2]] != shadowmarkcount;
+               side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
+               side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
+               side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
                if (side[0] + side[1] + side[2] == 0)
                        continue;
 
                side[3] = side[0];
                element = inelement3i + markindex;
 
+               // create the vertices
                for (j = 0;j < 3;j++)
                {
                        if (side[j] + side[j+1] == 0)
@@ -853,7 +857,7 @@ static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris
                        {
                                vertexupdate[k] = vertexupdatenum;
                                vertexremap[k] = outvertices;
-                               vertex = invertex3f + element[j] * 3;
+                               vertex = invertex3f + k * 3;
                                VectorCopy(vertex, outvertex3f);
                                if (projectdirection)
                                {
@@ -874,7 +878,7 @@ static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris
                }
 
                // output the sides (facing outward from this triangle)
-               if (side[0])
+               if (!side[0])
                {
                        remappedelement[0] = vertexremap[element[0]];
                        remappedelement[1] = vertexremap[element[1]];
@@ -888,7 +892,7 @@ static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris
                        outelement3i += 6;
                        outtriangles += 2;
                }
-               if (side[1])
+               if (!side[1])
                {
                        remappedelement[1] = vertexremap[element[1]];
                        remappedelement[2] = vertexremap[element[2]];
@@ -902,7 +906,7 @@ static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris
                        outelement3i += 6;
                        outtriangles += 2;
                }
-               if (side[2])
+               if (!side[2])
                {
                        remappedelement[0] = vertexremap[element[0]];
                        remappedelement[2] = vertexremap[element[2]];
@@ -921,7 +925,6 @@ static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris
                *outnumvertices = outvertices;
        return outtriangles;
 }
-#endif
 
 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)
 {
@@ -1039,18 +1042,36 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        if (r_shadow_compilingrtlight)
        {
                // if we're compiling an rtlight, capture the mesh
+               //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+               //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
                tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
                Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
        }
        else
        {
-               tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+               // decide which type of shadow to generate and set stencil mode
+               R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
+               // generate the sides or a solid volume, depending on type
+               if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
+                       tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+               else
+                       tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
                r_refdef.stats.lights_dynamicshadowtriangles += tris;
                r_refdef.stats.lights_shadowtriangles += tris;
                CHECKGLERROR
                R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
                GL_LockArrays(0, outverts);
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
+               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
+               {
+                       // increment stencil if frontface is infront of depthbuffer
+                       GL_CullFace(r_refdef.view.cullface_front);
+                       qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+                       // decrement stencil if backface is infront of depthbuffer
+                       GL_CullFace(r_refdef.view.cullface_back);
+                       qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+               }
+               else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
                {
                        // decrement stencil if backface is behind depthbuffer
                        GL_CullFace(r_refdef.view.cullface_front);
@@ -1180,11 +1201,20 @@ void R_Shadow_RenderMode_Begin(void)
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
        if (gl_ext_separatestencil.integer)
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
+       {
+               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
+               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
+       }
        else if (gl_ext_stenciltwoside.integer)
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
+       {
+               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
+               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
+       }
        else
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
+       {
+               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
+               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
+       }
 
        if (r_glsl.integer && gl_support_fragment_shader)
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
@@ -1202,7 +1232,7 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 void R_Shadow_RenderMode_Reset(void)
 {
        CHECKGLERROR
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
+       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
        {
                qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
        }
@@ -1231,8 +1261,11 @@ void R_Shadow_ClearStencil(void)
        r_refdef.stats.lights_clears++;
 }
 
-void R_Shadow_RenderMode_StencilShadowVolumes(void)
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
 {
+       r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
+       if (r_shadow_rendermode == mode)
+               return;
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_ColorMask(0, 0, 0, 0);
@@ -1240,15 +1273,32 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void)
        R_SetupDepthOrShadowShader();
        qglDepthFunc(GL_LESS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-       r_shadow_rendermode = r_shadow_shadowingrendermode;
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
+       r_shadow_rendermode = mode;
+       switch(mode)
        {
+       default:
+               break;
+       case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
+               GL_CullFace(GL_NONE);
+               qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+               qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+               break;
+       case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
                GL_CullFace(GL_NONE);
                qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-       }
-       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
-       {
+               break;
+       case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
+               GL_CullFace(GL_NONE);
+               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+               qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
+               qglStencilMask(~0);CHECKGLERROR
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+               qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
+               qglStencilMask(~0);CHECKGLERROR
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+               break;
+       case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
                GL_CullFace(GL_NONE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
@@ -1257,6 +1307,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void)
                qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
                qglStencilMask(~0);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+               break;
        }
 }
 
@@ -1686,6 +1737,7 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices,
        else
                R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+       R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
        R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
        R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
        R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
@@ -1694,6 +1746,7 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices,
                R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
                R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
                R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
+               R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
        }
        //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
        R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
@@ -2543,7 +2596,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle
        }
 }
 
-void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
+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)
 {
        matrix4x4_t tempmatrix = *matrix;
        Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
@@ -2887,6 +2940,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 
 void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
 {
+       qboolean zpass;
        shadowmesh_t *mesh;
        int t, tend;
        int surfacelistindex;
@@ -2896,13 +2950,25 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
                CHECKGLERROR
-               mesh = rsurface.rtlight->static_meshchain_shadow_zfail;
+               zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
+               R_Shadow_RenderMode_StencilShadowVolumes(zpass);
+               mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
                for (;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
                        R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
                        GL_LockArrays(0, mesh->numverts);
-                       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
+                       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
+                       {
+                               // increment stencil if frontface is infront of depthbuffer
+                               GL_CullFace(r_refdef.view.cullface_back);
+                               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                               // decrement stencil if backface is infront of depthbuffer
+                               GL_CullFace(r_refdef.view.cullface_front);
+                               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+                       }
+                       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
                        {
                                // decrement stencil if backface is behind depthbuffer
                                GL_CullFace(r_refdef.view.cullface_front);
@@ -2931,6 +2997,8 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
        }
        else if (numsurfaces)
                r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
@@ -2946,7 +3014,8 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
        relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-       ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+       ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
@@ -2978,6 +3047,8 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c
                R_Mesh_TexMatrix(3, &rsurface.entitytolight);
 
        r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
+
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
 void R_Shadow_DrawEntityLight(entity_render_t *ent)
@@ -2988,7 +3059,9 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent)
 
        R_Shadow_SetupEntityLight(ent);
 
-       model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
+       model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
+
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
@@ -3198,7 +3271,6 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                // draw stencil shadow volumes to mask off pixels that are in shadow
                // so that they won't receive lighting
                R_Shadow_ClearStencil();
-               R_Shadow_RenderMode_StencilShadowVolumes();
                if (numsurfaces)
                        R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
                for (i = 0;i < numshadowentities;i++)
@@ -3218,8 +3290,6 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                for (i = 0;i < numlightentities_noselfshadow;i++)
                                        R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
                        }
-
-                       R_Shadow_RenderMode_StencilShadowVolumes();
                }
                for (i = 0;i < numshadowentities_noselfshadow;i++)
                        R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
@@ -3315,7 +3385,11 @@ void R_ShadowVolumeLighting(qboolean visible)
 
 extern void R_SetupView(qboolean allowwaterclippingplane);
 extern cvar_t r_shadows;
+extern cvar_t r_shadows_darken;
+extern cvar_t r_shadows_drawafterrtlightning;
+extern cvar_t r_shadows_castfrombmodels;
 extern cvar_t r_shadows_throwdistance;
+extern cvar_t r_shadows_throwdirection;
 void R_DrawModelShadows(void)
 {
        int i;
@@ -3324,7 +3398,7 @@ void R_DrawModelShadows(void)
        vec3_t relativelightorigin;
        vec3_t relativelightdirection;
        vec3_t relativeshadowmins, relativeshadowmaxs;
-       vec3_t tmp;
+       vec3_t tmp, shadowdir;
        float vertex3f[12];
 
        if (!r_drawentities.integer || !gl_stencil)
@@ -3336,31 +3410,42 @@ void R_DrawModelShadows(void)
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
        if (gl_ext_separatestencil.integer)
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
+       {
+               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
+               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
+       }
        else if (gl_ext_stenciltwoside.integer)
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
+       {
+               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
+               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
+       }
        else
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
+       {
+               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
+               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
+       }
+
+       // get shadow dir
+       if (r_shadows.integer == 2)
+       {
+               Math_atov(r_shadows_throwdirection.string, shadowdir);
+               VectorNormalize(shadowdir);
+       }
 
        R_Shadow_ClearStencil();
-       R_Shadow_RenderMode_StencilShadowVolumes();
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
                ent = r_refdef.scene.entities[i];
-               // cast shadows from anything that is not a submodel of the map
-               if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
+
+               // cast shadows from anything of the map (submodels are optional)
+               if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
                {
                        relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
                        VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
                        VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
-
-                       if(r_shadows.integer == 2)
-                       {
-                               // 2: simpler mode, throw shadows always DOWN
-                               VectorSet(tmp, 0, 0, -1);
-                               Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
-                       }
+                       if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
+                               Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
                        else
                        {
                                if(ent->entitynumber != 0)
@@ -3392,7 +3477,8 @@ void R_DrawModelShadows(void)
 
                        VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
                        RSurf_ActiveModelEntity(ent, false, false);
-                       ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+                       ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+                       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
                }
        }
 
@@ -3415,13 +3501,13 @@ void R_DrawModelShadows(void)
        R_Mesh_VertexPointer(vertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
 
-       // set up a 50% darkening blend on shadowed areas
+       // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthRange(0, 1);
        GL_DepthTest(false);
        GL_DepthMask(false);
        GL_PolygonOffset(0, 0);CHECKGLERROR
-       GL_Color(0, 0, 0, 0.5);
+       GL_Color(0, 0, 0, r_shadows_darken.value);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        qglDepthFunc(GL_ALWAYS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
@@ -3441,25 +3527,33 @@ void R_DrawModelShadows(void)
 
 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
 {
+       float zdist;
+       vec3_t centerorigin;
        // if it's too close, skip it
        if (VectorLength(rtlight->color) < (1.0f / 256.0f))
                return;
-       if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 32.0f * 32.0f)
-               return;
+       zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
+       if (zdist < 32)
+               return;
        if (usequery && r_numqueries + 2 <= r_maxqueries)
        {
                rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
                rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
+               VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
+
                CHECKGLERROR
+               // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
                qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
-               R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
+               qglDepthFunc(GL_ALWAYS);
+               R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
                qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+               qglDepthFunc(GL_LEQUAL);
                qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
                R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
                qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
                CHECKGLERROR
        }
-       rtlight->corona_visibility = 1;
+       rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
 }
 
 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
@@ -3476,7 +3570,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
                if (visiblepixels < 1 || allpixels < 1)
                        return;
-               rtlight->corona_visibility *= (float)visiblepixels / (float)allpixels;
+               rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
                cscale *= rtlight->corona_visibility;
        }
        else
@@ -3515,11 +3609,11 @@ void R_DrawCoronas(void)
        if (usequery)
        {
                GL_ColorMask(0,0,0,0);
-               if (r_maxqueries < range + r_refdef.scene.numlights)
+               if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
                if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
                {
                        i = r_maxqueries;
-                       r_maxqueries = (range + r_refdef.scene.numlights) * 2;
+                       r_maxqueries = (range + r_refdef.scene.numlights) * 4;
                        r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
                        CHECKGLERROR
                        qglGenQueriesARB(r_maxqueries - i, r_queries + i);
@@ -3561,7 +3655,7 @@ void R_DrawCoronas(void)
        // now draw the coronas using the query data for intensity info
        for (lightindex = 0;lightindex < range;lightindex++)
        {
-               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
                if (!light)
                        continue;
                rtlight = &light->rtlight;