]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
CSQC entity networking: if a frame BEFORE the last packetlog reset got lost, this...
[xonotic/darkplaces.git] / r_shadow.c
index 279736d37fc42db58fa2cd36a881fab6f454745a..ba4ca14a63c15d98df01b355aa05701b6f166aed 100644 (file)
@@ -139,6 +139,7 @@ demonstrated by the game Doom3.
 #include "cl_collision.h"
 #include "portals.h"
 #include "image.h"
+#include "dpsoftrast.h"
 
 #ifdef SUPPORTD3D
 #include <d3d9.h>
@@ -273,6 +274,7 @@ cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one
 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"};
 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)"};
 //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"};
+cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
 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)"};
 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"};
@@ -296,7 +298,7 @@ cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_sh
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
 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"};
 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)"};
-cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
+cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
 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)"};
 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"};
 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)"};
@@ -317,7 +319,7 @@ cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to
 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)"};
 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)"};
 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
-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"};
+cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
@@ -418,14 +420,11 @@ void R_Shadow_SetShadowMode(void)
                                }
                        }
                        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                       // Cg has very little choice in depth texture sampling
-                       if (vid.cgcontext)
-                               r_shadow_shadowmapsampler = false;
                        break;
-               case RENDERPATH_CGGL:
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
                        r_shadow_shadowmapsampler = false;
                        r_shadow_shadowmappcf = 1;
                        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
@@ -434,6 +433,8 @@ void R_Shadow_SetShadowMode(void)
                        break;
                case RENDERPATH_GL11:
                        break;
+               case RENDERPATH_GLES2:
+                       break;
                }
        }
 }
@@ -626,6 +627,7 @@ void R_Shadow_Init(void)
 {
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_usebihculling);
        Cvar_RegisterVariable(&r_shadow_usenormalmap);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_deferred);
@@ -1276,7 +1278,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
        {
                tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
+               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
                R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
        }
        else
@@ -1310,7 +1312,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
                        GL_CullFace(r_refdef.view.cullface_back);
                        R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
                }
-               R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
+               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
                R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
        }
 }
@@ -1846,8 +1848,6 @@ void R_Shadow_ValidateCvars(void)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 }
 
-//static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
-
 void R_Shadow_RenderMode_Begin(void)
 {
 #if 0
@@ -1864,7 +1864,6 @@ void R_Shadow_RenderMode_Begin(void)
 
        CHECKGLERROR
        R_Mesh_ResetTextureState();
-//     R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthRange(0, 1);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
@@ -1894,10 +1893,11 @@ void R_Shadow_RenderMode_Begin(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
                break;
        case RENDERPATH_GL13:
@@ -1935,7 +1935,6 @@ void R_Shadow_RenderMode_Reset(void)
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
        R_Mesh_ResetTextureState();
-//     R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
        GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
@@ -2102,7 +2101,8 @@ init_done:
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
                if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
@@ -2118,6 +2118,8 @@ init_done:
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
                break;
        case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
                Vector4Set(clearcolor, 1,1,1,1);
                // completely different meaning than in OpenGL path
                r_shadow_shadowmap_parameters[1] = 0;
@@ -2140,14 +2142,6 @@ init_done:
                                GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
                }
                break;
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
-               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-               GL_ColorMask(0,0,0,0);
-               if (clear)
-                       GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
-               break;
        }
 }
 
@@ -2229,7 +2223,7 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        GL_DepthTest(true);
        GL_DepthFunc(GL_GREATER);
        GL_CullFace(r_refdef.view.cullface_back);
-       R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
+       R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
@@ -2319,7 +2313,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
@@ -2341,7 +2335,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                VectorCopy(ambientcolor, color4f);
                                if (r_refdef.fogenabled)
@@ -2358,7 +2352,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2391,7 +2385,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2415,7 +2409,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2449,7 +2443,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2523,7 +2517,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // renders them at once
                for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
                {
-                       if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01)
+                       if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
                        {
                                if (newnumtriangles)
                                {
@@ -2566,7 +2560,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // handling of negative colors
                // (some old drivers even have improper handling of >1 color)
                stop = true;
-               for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+               for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
                {
                        if (c[0] > 1 || c[1] > 1 || c[2] > 1)
                        {
@@ -2606,9 +2600,10 @@ static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const m
        diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
        ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
        diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
-       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
        R_Mesh_TexBind(0, basetexture);
        R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
@@ -2679,7 +2674,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                        break;
                case RENDERPATH_D3D9:
@@ -2693,6 +2688,9 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_BlendSubtract(true);
+                       break;
                }
        }
        RSurf_SetupDepthAndCulling();
@@ -2722,7 +2720,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_ADD_EXT);
                        break;
                case RENDERPATH_D3D9:
@@ -2736,6 +2734,9 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_BlendSubtract(false);
+                       break;
                }
        }
 }
@@ -2815,7 +2816,9 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        {
                // this variable must be set for the CompileShadowVolume/CompileShadowMap code
                r_shadow_compilingrtlight = rtlight;
+               R_FrameData_SetMark();
                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);
+               R_FrameData_ReturnToMark();
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
                numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
                numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
@@ -2840,6 +2843,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
                if (rtlight->static_numlighttrispvsbytes)
                        memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
+               R_FrameData_SetMark();
                switch (rtlight->shadowmode)
                {
                case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
@@ -2851,6 +2855,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                                model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                        break;
                }
+               R_FrameData_ReturnToMark();
                // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
        }
@@ -3106,17 +3111,20 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const
        {
                CHECKGLERROR
                GL_CullFace(GL_NONE);
-        mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
-        for (;mesh;mesh = mesh->next)
-        {
+               mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+               for (;mesh;mesh = mesh->next)
+               {
                        if (!mesh->sidetotals[r_shadow_shadowmapside])
                                continue;
-            r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
-            R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
-            R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
-        }
-        CHECKGLERROR
-    }
+                       r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
+                       if (mesh->vertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
+                       R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+               }
+               CHECKGLERROR
+       }
        else if (r_refdef.scene.worldentity->model)
                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);
 
@@ -3131,6 +3139,10 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
        int surfacelistindex;
        msurface_t *surface;
 
+       // if triangle neighbors are disabled, shadowvolumes are disabled
+       if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
+               return;
+
        RSurf_ActiveWorldEntity();
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
@@ -3145,7 +3157,10 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                for (;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                       R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
+                       if (mesh->vertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                        {
                                // increment stencil if frontface is infront of depthbuffer
@@ -3184,7 +3199,9 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                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);
        }
        else if (numsurfaces)
+       {
                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);
+       }
 
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
@@ -3219,7 +3236,6 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 {
        // set up properties for rendering light onto this entity
        RSurf_ActiveModelEntity(ent, true, true, false);
-       GL_AlphaTest(false);
        Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
@@ -3233,7 +3249,6 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c
 
        // set up properties for rendering light onto this entity
        RSurf_ActiveWorldEntity();
-       GL_AlphaTest(false);
        rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
@@ -3516,10 +3531,6 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
        if (!rtlight->draw)
                return;
 
-       // if R_FrameData_Store ran out of space we skip anything dependent on it
-       if (r_framedata_failed)
-               return;
-
        numlightentities = rtlight->cached_numlightentities;
        numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
        numshadowentities = rtlight->cached_numshadowentities;
@@ -3773,7 +3784,6 @@ void R_Shadow_DrawPrepass(void)
        entity_render_t *ent;
        float clearcolor[4];
 
-       GL_AlphaTest(false);
        R_Mesh_ResetTextureState();
        GL_DepthMask(true);
        GL_ColorMask(1,1,1,1);
@@ -3870,10 +3880,11 @@ void R_Shadow_PrepareLights(void)
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
@@ -4265,7 +4276,8 @@ void R_DrawModelShadowMaps(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -4441,19 +4453,19 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                case RENDERPATH_GL20:
                case RENDERPATH_GL13:
                case RENDERPATH_GL11:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
                        qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
                        GL_DepthFunc(GL_ALWAYS);
                        R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
-                       R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+                       R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
                        GL_DepthFunc(GL_LEQUAL);
                        qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
                        R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
-                       R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+                       R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
                        CHECKGLERROR
@@ -4467,6 +4479,9 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
                }
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
@@ -4486,7 +4501,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                case RENDERPATH_GL20:
                case RENDERPATH_GL13:
                case RENDERPATH_GL11:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
@@ -4501,6 +4516,9 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
                }
                //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
                if (visiblepixels < 1 || allpixels < 1)
@@ -4527,7 +4545,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_GL11:
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
+                       case RENDERPATH_GLES2:
                                qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                                break;
                        case RENDERPATH_D3D9:
@@ -4541,6 +4559,9 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_D3D11:
                                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                                break;
+                       case RENDERPATH_SOFT:
+                               DPSOFTRAST_BlendSubtract(true);
+                               break;
                        }
                }
                R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
@@ -4553,7 +4574,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_GL11:
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
+                       case RENDERPATH_GLES2:
                                qglBlendEquationEXT(GL_FUNC_ADD_EXT);
                                break;
                        case RENDERPATH_D3D9:
@@ -4567,6 +4588,9 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_D3D11:
                                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                                break;
+                       case RENDERPATH_SOFT:
+                               DPSOFTRAST_BlendSubtract(false);
+                               break;
                        }
                }
        }
@@ -4598,7 +4622,7 @@ void R_Shadow_DrawCoronas(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
                if (usequery)
                {
@@ -4634,6 +4658,10 @@ void R_Shadow_DrawCoronas(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               usequery = false;
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -6004,26 +6032,60 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags)
+void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
 {
        int i, numlights, flag;
-       float f, relativepoint[3], dist, dist2, lightradius2;
        rtlight_t *light;
        dlight_t *dlight;
+       float relativepoint[3];
+       float color[3];
+       float dir[3];
+       float dist;
+       float dist2;
+       float intensity;
+       float sample[5*3];
+       float lightradius2;
 
-       VectorClear(diffusecolor);
-       VectorClear(diffusenormal);
+       if (r_fullbright.integer)
+       {
+               VectorSet(ambient, 1, 1, 1);
+               VectorClear(diffuse);
+               VectorClear(lightdir);
+               return;
+       }
 
        if (flags & LP_LIGHTMAP)
        {
-               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
-               {
-                       ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
-               }
-               else
-                       VectorSet(ambientcolor, 1, 1, 1);
+               VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
+               VectorClear(diffuse);
+               VectorClear(lightdir);
+               if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+               return;
+       }
+
+       memset(sample, 0, sizeof(sample));
+       VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
+
+       if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+       {
+               vec3_t tempambient;
+               VectorClear(tempambient);
+               VectorClear(color);
+               VectorClear(relativepoint);
+               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
+               VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
+               VectorScale(color, r_refdef.lightmapintensity, color);
+               VectorAdd(sample, tempambient, sample);
+               VectorMA(sample    , 0.5f            , color, sample    );
+               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+               // calculate a weighted average light direction as well
+               intensity = VectorLength(color);
+               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
        }
+
        if (flags & LP_RTWORLD)
        {
                flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
@@ -6043,14 +6105,25 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu
                        if (dist2 >= lightradius2)
                                continue;
                        dist = sqrt(dist2) / light->radius;
-                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
-                       if (f <= 0)
+                       intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
+                       if (intensity <= 0.0f)
+                               continue;
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
                                continue;
-                       // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
-                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+                       // scale down intensity to add to both ambient and diffuse
+                       //intensity *= 0.5f;
+                       VectorNormalize(relativepoint);
+                       VectorScale(light->currentcolor, intensity, color);
+                       VectorMA(sample    , 0.5f            , color, sample    );
+                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+                       // calculate a weighted average light direction as well
+                       intensity *= VectorLength(color);
+                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
                }
        }
+
        if (flags & LP_DYNLIGHT)
        {
                // sample dlights
@@ -6064,12 +6137,35 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu
                        if (dist2 >= lightradius2)
                                continue;
                        dist = sqrt(dist2) / light->radius;
-                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
-                       if (f <= 0)
+                       intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
+                       if (intensity <= 0.0f)
+                               continue;
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
                                continue;
-                       // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
-                               VectorMA(ambientcolor, f, light->color, ambientcolor);
+                       // scale down intensity to add to both ambient and diffuse
+                       //intensity *= 0.5f;
+                       VectorNormalize(relativepoint);
+                       VectorScale(light->currentcolor, intensity, color);
+                       VectorMA(sample    , 0.5f            , color, sample    );
+                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+                       // calculate a weighted average light direction as well
+                       intensity *= VectorLength(color);
+                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
                }
        }
+
+       // calculate the direction we'll use to reduce the sample to a directional light source
+       VectorCopy(sample + 12, dir);
+       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+       VectorNormalize(dir);
+       // extract the diffuse color along the chosen direction and scale it
+       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
+       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
+       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
+       // subtract some of diffuse from ambient
+       VectorMA(sample, -0.333f, diffuse, ambient);
+       // store the normalized lightdir
+       VectorCopy(dir, lightdir);
 }