]> git.xonotic.org Git - xonotic/darkplaces.git/blob - r_shadow.c
removed r_shadow_particletrace code and shader because it was never
[xonotic/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142 #include "dpsoftrast.h"
143
144 #ifdef SUPPORTD3D
145 #include <d3d9.h>
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
147 #endif
148
149 extern void R_Shadow_EditLights_Init(void);
150
151 typedef enum r_shadow_rendermode_e
152 {
153         R_SHADOW_RENDERMODE_NONE,
154         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164         R_SHADOW_RENDERMODE_LIGHT_GLSL,
165         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167         R_SHADOW_RENDERMODE_SHADOWMAP2D
168 }
169 r_shadow_rendermode_t;
170
171 typedef enum r_shadow_shadowmode_e
172 {
173     R_SHADOW_SHADOWMODE_STENCIL,
174     R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 }
176 r_shadow_shadowmode_t;
177
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
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_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
204
205 int maxshadowtriangles;
206 int *shadowelements;
207
208 int maxshadowvertices;
209 float *shadowvertex3f;
210
211 int maxshadowmark;
212 int numshadowmark;
213 int *shadowmark;
214 int *shadowmarklist;
215 int shadowmarkcount;
216
217 int maxshadowsides;
218 int numshadowsides;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
221
222 int maxvertexupdate;
223 int *vertexupdate;
224 int *vertexremap;
225 int vertexupdatenum;
226
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
231
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
236
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
241
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
252
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
266
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
269
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
271
272 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"};
273 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"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 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"};
276 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)"};
277 //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"};
278 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)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 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)"};
281 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"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 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)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 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)"};
297 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"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 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"};
301 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)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 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)"};
304 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"};
305 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)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 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"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 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)"};
321 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)"};
322 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, requires r_shadow_realtime_world 1"};
323 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
324 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
325 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
326 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "1", "overall brightness of bouncegrid texture"};
327 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"};
328 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "3", "maximum number of bounces for a particle (minimum is 1)"};
329 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce"};
330 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "4", "brightness of particles contributing to bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_particlespacing = {CVAR_SAVE, "r_shadow_bouncegrid_particlespacing", "32", "emit one particle per this many units (squared) of radius (squared)"};
332 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
333 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
334 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
335 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
336 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
337 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
338 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
339 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
340 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
341 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"};
342 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
343 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
344 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
345 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
346 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
347 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
348 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
349 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
350 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
351 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
352
353 rtexture_t *r_shadow_bouncegridtexture;
354 matrix4x4_t r_shadow_bouncegridmatrix;
355 vec_t r_shadow_bouncegridintensity;
356 static double r_shadow_bouncegridtime;
357 static int r_shadow_bouncegridresolution[3];
358 static int r_shadow_bouncegridnumpixels;
359 static unsigned char *r_shadow_bouncegridpixels;
360 static unsigned short *r_shadow_bouncegridhighpixels;
361
362 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
363 #define ATTENTABLESIZE 256
364 // 1D gradient, 2D circle and 3D sphere attenuation textures
365 #define ATTEN1DSIZE 32
366 #define ATTEN2DSIZE 64
367 #define ATTEN3DSIZE 32
368
369 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
370 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
371 static float r_shadow_attentable[ATTENTABLESIZE+1];
372
373 rtlight_t *r_shadow_compilingrtlight;
374 static memexpandablearray_t r_shadow_worldlightsarray;
375 dlight_t *r_shadow_selectedlight;
376 dlight_t r_shadow_bufferlight;
377 vec3_t r_editlights_cursorlocation;
378 qboolean r_editlights_lockcursor;
379
380 extern int con_vislines;
381
382 void R_Shadow_UncompileWorldLights(void);
383 void R_Shadow_ClearWorldLights(void);
384 void R_Shadow_SaveWorldLights(void);
385 void R_Shadow_LoadWorldLights(void);
386 void R_Shadow_LoadLightsFile(void);
387 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
388 void R_Shadow_EditLights_Reload_f(void);
389 void R_Shadow_ValidateCvars(void);
390 static void R_Shadow_MakeTextures(void);
391
392 #define EDLIGHTSPRSIZE                  8
393 skinframe_t *r_editlights_sprcursor;
394 skinframe_t *r_editlights_sprlight;
395 skinframe_t *r_editlights_sprnoshadowlight;
396 skinframe_t *r_editlights_sprcubemaplight;
397 skinframe_t *r_editlights_sprcubemapnoshadowlight;
398 skinframe_t *r_editlights_sprselection;
399
400 void R_Shadow_SetShadowMode(void)
401 {
402         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
403         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
404         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
405         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
406         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
407         r_shadow_shadowmaplod = -1;
408         r_shadow_shadowmapsize = 0;
409         r_shadow_shadowmapsampler = false;
410         r_shadow_shadowmappcf = 0;
411         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
412         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
413         {
414                 switch(vid.renderpath)
415                 {
416                 case RENDERPATH_GL20:
417                         if(r_shadow_shadowmapfilterquality < 0)
418                         {
419                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
420                                         r_shadow_shadowmappcf = 1;
421                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
422                                 {
423                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
424                                         r_shadow_shadowmappcf = 1;
425                                 }
426                                 else if(strstr(gl_vendor, "ATI")) 
427                                         r_shadow_shadowmappcf = 1;
428                                 else 
429                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
430                         }
431                         else 
432                         {
433                                 switch (r_shadow_shadowmapfilterquality)
434                                 {
435                                 case 1:
436                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
437                                         break;
438                                 case 2:
439                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
440                                         r_shadow_shadowmappcf = 1;
441                                         break;
442                                 case 3:
443                                         r_shadow_shadowmappcf = 1;
444                                         break;
445                                 case 4:
446                                         r_shadow_shadowmappcf = 2;
447                                         break;
448                                 }
449                         }
450                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
451                         break;
452                 case RENDERPATH_D3D9:
453                 case RENDERPATH_D3D10:
454                 case RENDERPATH_D3D11:
455                 case RENDERPATH_SOFT:
456                         r_shadow_shadowmapsampler = false;
457                         r_shadow_shadowmappcf = 1;
458                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
459                         break;
460                 case RENDERPATH_GL13:
461                         break;
462                 case RENDERPATH_GL11:
463                         break;
464                 case RENDERPATH_GLES2:
465                         break;
466                 }
467         }
468 }
469
470 qboolean R_Shadow_ShadowMappingEnabled(void)
471 {
472         switch (r_shadow_shadowmode)
473         {
474         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
475                 return true;
476         default:
477                 return false;
478         }
479 }
480
481 void R_Shadow_FreeShadowMaps(void)
482 {
483         R_Shadow_SetShadowMode();
484
485         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
486
487         r_shadow_fbo2d = 0;
488
489         if (r_shadow_shadowmap2dtexture)
490                 R_FreeTexture(r_shadow_shadowmap2dtexture);
491         r_shadow_shadowmap2dtexture = NULL;
492
493         if (r_shadow_shadowmap2dcolortexture)
494                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
495         r_shadow_shadowmap2dcolortexture = NULL;
496
497         if (r_shadow_shadowmapvsdcttexture)
498                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
499         r_shadow_shadowmapvsdcttexture = NULL;
500 }
501
502 void r_shadow_start(void)
503 {
504         // allocate vertex processing arrays
505         r_shadow_bouncegridpixels = NULL;
506         r_shadow_bouncegridhighpixels = NULL;
507         r_shadow_bouncegridnumpixels = 0;
508         r_shadow_bouncegridtexture = NULL;
509         r_shadow_attenuationgradienttexture = NULL;
510         r_shadow_attenuation2dtexture = NULL;
511         r_shadow_attenuation3dtexture = NULL;
512         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
513         r_shadow_shadowmap2dtexture = NULL;
514         r_shadow_shadowmap2dcolortexture = NULL;
515         r_shadow_shadowmapvsdcttexture = NULL;
516         r_shadow_shadowmapmaxsize = 0;
517         r_shadow_shadowmapsize = 0;
518         r_shadow_shadowmaplod = 0;
519         r_shadow_shadowmapfilterquality = -1;
520         r_shadow_shadowmapdepthbits = 0;
521         r_shadow_shadowmapvsdct = false;
522         r_shadow_shadowmapsampler = false;
523         r_shadow_shadowmappcf = 0;
524         r_shadow_fbo2d = 0;
525
526         R_Shadow_FreeShadowMaps();
527
528         r_shadow_texturepool = NULL;
529         r_shadow_filters_texturepool = NULL;
530         R_Shadow_ValidateCvars();
531         R_Shadow_MakeTextures();
532         maxshadowtriangles = 0;
533         shadowelements = NULL;
534         maxshadowvertices = 0;
535         shadowvertex3f = NULL;
536         maxvertexupdate = 0;
537         vertexupdate = NULL;
538         vertexremap = NULL;
539         vertexupdatenum = 0;
540         maxshadowmark = 0;
541         numshadowmark = 0;
542         shadowmark = NULL;
543         shadowmarklist = NULL;
544         shadowmarkcount = 0;
545         maxshadowsides = 0;
546         numshadowsides = 0;
547         shadowsides = NULL;
548         shadowsideslist = NULL;
549         r_shadow_buffer_numleafpvsbytes = 0;
550         r_shadow_buffer_visitingleafpvs = NULL;
551         r_shadow_buffer_leafpvs = NULL;
552         r_shadow_buffer_leaflist = NULL;
553         r_shadow_buffer_numsurfacepvsbytes = 0;
554         r_shadow_buffer_surfacepvs = NULL;
555         r_shadow_buffer_surfacelist = NULL;
556         r_shadow_buffer_surfacesides = NULL;
557         r_shadow_buffer_numshadowtrispvsbytes = 0;
558         r_shadow_buffer_shadowtrispvs = NULL;
559         r_shadow_buffer_numlighttrispvsbytes = 0;
560         r_shadow_buffer_lighttrispvs = NULL;
561
562         r_shadow_usingdeferredprepass = false;
563         r_shadow_prepass_width = r_shadow_prepass_height = 0;
564 }
565
566 static void R_Shadow_FreeDeferred(void);
567 void r_shadow_shutdown(void)
568 {
569         CHECKGLERROR
570         R_Shadow_UncompileWorldLights();
571
572         R_Shadow_FreeShadowMaps();
573
574         r_shadow_usingdeferredprepass = false;
575         if (r_shadow_prepass_width)
576                 R_Shadow_FreeDeferred();
577         r_shadow_prepass_width = r_shadow_prepass_height = 0;
578
579         CHECKGLERROR
580         r_shadow_bouncegridtexture = NULL;
581         r_shadow_bouncegridpixels = NULL;
582         r_shadow_bouncegridhighpixels = NULL;
583         r_shadow_bouncegridnumpixels = 0;
584         r_shadow_attenuationgradienttexture = NULL;
585         r_shadow_attenuation2dtexture = NULL;
586         r_shadow_attenuation3dtexture = NULL;
587         R_FreeTexturePool(&r_shadow_texturepool);
588         R_FreeTexturePool(&r_shadow_filters_texturepool);
589         maxshadowtriangles = 0;
590         if (shadowelements)
591                 Mem_Free(shadowelements);
592         shadowelements = NULL;
593         if (shadowvertex3f)
594                 Mem_Free(shadowvertex3f);
595         shadowvertex3f = NULL;
596         maxvertexupdate = 0;
597         if (vertexupdate)
598                 Mem_Free(vertexupdate);
599         vertexupdate = NULL;
600         if (vertexremap)
601                 Mem_Free(vertexremap);
602         vertexremap = NULL;
603         vertexupdatenum = 0;
604         maxshadowmark = 0;
605         numshadowmark = 0;
606         if (shadowmark)
607                 Mem_Free(shadowmark);
608         shadowmark = NULL;
609         if (shadowmarklist)
610                 Mem_Free(shadowmarklist);
611         shadowmarklist = NULL;
612         shadowmarkcount = 0;
613         maxshadowsides = 0;
614         numshadowsides = 0;
615         if (shadowsides)
616                 Mem_Free(shadowsides);
617         shadowsides = NULL;
618         if (shadowsideslist)
619                 Mem_Free(shadowsideslist);
620         shadowsideslist = NULL;
621         r_shadow_buffer_numleafpvsbytes = 0;
622         if (r_shadow_buffer_visitingleafpvs)
623                 Mem_Free(r_shadow_buffer_visitingleafpvs);
624         r_shadow_buffer_visitingleafpvs = NULL;
625         if (r_shadow_buffer_leafpvs)
626                 Mem_Free(r_shadow_buffer_leafpvs);
627         r_shadow_buffer_leafpvs = NULL;
628         if (r_shadow_buffer_leaflist)
629                 Mem_Free(r_shadow_buffer_leaflist);
630         r_shadow_buffer_leaflist = NULL;
631         r_shadow_buffer_numsurfacepvsbytes = 0;
632         if (r_shadow_buffer_surfacepvs)
633                 Mem_Free(r_shadow_buffer_surfacepvs);
634         r_shadow_buffer_surfacepvs = NULL;
635         if (r_shadow_buffer_surfacelist)
636                 Mem_Free(r_shadow_buffer_surfacelist);
637         r_shadow_buffer_surfacelist = NULL;
638         if (r_shadow_buffer_surfacesides)
639                 Mem_Free(r_shadow_buffer_surfacesides);
640         r_shadow_buffer_surfacesides = NULL;
641         r_shadow_buffer_numshadowtrispvsbytes = 0;
642         if (r_shadow_buffer_shadowtrispvs)
643                 Mem_Free(r_shadow_buffer_shadowtrispvs);
644         r_shadow_buffer_numlighttrispvsbytes = 0;
645         if (r_shadow_buffer_lighttrispvs)
646                 Mem_Free(r_shadow_buffer_lighttrispvs);
647 }
648
649 void r_shadow_newmap(void)
650 {
651         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
652         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
653         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
654         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
655         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
656         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
657         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
658         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
659         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
660                 R_Shadow_EditLights_Reload_f();
661 }
662
663 void R_Shadow_Init(void)
664 {
665         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
666         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
667         Cvar_RegisterVariable(&r_shadow_usebihculling);
668         Cvar_RegisterVariable(&r_shadow_usenormalmap);
669         Cvar_RegisterVariable(&r_shadow_debuglight);
670         Cvar_RegisterVariable(&r_shadow_deferred);
671         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
672 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
673         Cvar_RegisterVariable(&r_shadow_gloss);
674         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
675         Cvar_RegisterVariable(&r_shadow_glossintensity);
676         Cvar_RegisterVariable(&r_shadow_glossexponent);
677         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
678         Cvar_RegisterVariable(&r_shadow_glossexact);
679         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
680         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
681         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
682         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
683         Cvar_RegisterVariable(&r_shadow_projectdistance);
684         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
685         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
686         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
687         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
688         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
689         Cvar_RegisterVariable(&r_shadow_realtime_world);
690         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
691         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
692         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
693         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
694         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
695         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
696         Cvar_RegisterVariable(&r_shadow_scissor);
697         Cvar_RegisterVariable(&r_shadow_shadowmapping);
698         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
699         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
700         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
701         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
702         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
703         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
704 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
705 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
706         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
707         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
708         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
709         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
710         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
711         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
712         Cvar_RegisterVariable(&r_shadow_polygonfactor);
713         Cvar_RegisterVariable(&r_shadow_polygonoffset);
714         Cvar_RegisterVariable(&r_shadow_texture3d);
715         Cvar_RegisterVariable(&r_shadow_bouncegrid);
716         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
717         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
718         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
719         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
720         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
721         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
722         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
723         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
724         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlespacing);
725         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
726         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
727         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
728         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
729         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
730         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
731         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
732         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
733         Cvar_RegisterVariable(&r_coronas);
734         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
735         Cvar_RegisterVariable(&r_coronas_occlusionquery);
736         Cvar_RegisterVariable(&gl_flashblend);
737         Cvar_RegisterVariable(&gl_ext_separatestencil);
738         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
739         R_Shadow_EditLights_Init();
740         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
741         maxshadowtriangles = 0;
742         shadowelements = NULL;
743         maxshadowvertices = 0;
744         shadowvertex3f = NULL;
745         maxvertexupdate = 0;
746         vertexupdate = NULL;
747         vertexremap = NULL;
748         vertexupdatenum = 0;
749         maxshadowmark = 0;
750         numshadowmark = 0;
751         shadowmark = NULL;
752         shadowmarklist = NULL;
753         shadowmarkcount = 0;
754         maxshadowsides = 0;
755         numshadowsides = 0;
756         shadowsides = NULL;
757         shadowsideslist = NULL;
758         r_shadow_buffer_numleafpvsbytes = 0;
759         r_shadow_buffer_visitingleafpvs = NULL;
760         r_shadow_buffer_leafpvs = NULL;
761         r_shadow_buffer_leaflist = NULL;
762         r_shadow_buffer_numsurfacepvsbytes = 0;
763         r_shadow_buffer_surfacepvs = NULL;
764         r_shadow_buffer_surfacelist = NULL;
765         r_shadow_buffer_surfacesides = NULL;
766         r_shadow_buffer_shadowtrispvs = NULL;
767         r_shadow_buffer_lighttrispvs = NULL;
768         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
769 }
770
771 matrix4x4_t matrix_attenuationxyz =
772 {
773         {
774                 {0.5, 0.0, 0.0, 0.5},
775                 {0.0, 0.5, 0.0, 0.5},
776                 {0.0, 0.0, 0.5, 0.5},
777                 {0.0, 0.0, 0.0, 1.0}
778         }
779 };
780
781 matrix4x4_t matrix_attenuationz =
782 {
783         {
784                 {0.0, 0.0, 0.5, 0.5},
785                 {0.0, 0.0, 0.0, 0.5},
786                 {0.0, 0.0, 0.0, 0.5},
787                 {0.0, 0.0, 0.0, 1.0}
788         }
789 };
790
791 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
792 {
793         numvertices = ((numvertices + 255) & ~255) * vertscale;
794         numtriangles = ((numtriangles + 255) & ~255) * triscale;
795         // make sure shadowelements is big enough for this volume
796         if (maxshadowtriangles < numtriangles)
797         {
798                 maxshadowtriangles = numtriangles;
799                 if (shadowelements)
800                         Mem_Free(shadowelements);
801                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
802         }
803         // make sure shadowvertex3f is big enough for this volume
804         if (maxshadowvertices < numvertices)
805         {
806                 maxshadowvertices = numvertices;
807                 if (shadowvertex3f)
808                         Mem_Free(shadowvertex3f);
809                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
810         }
811 }
812
813 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
814 {
815         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
816         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
817         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
818         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
819         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
820         {
821                 if (r_shadow_buffer_visitingleafpvs)
822                         Mem_Free(r_shadow_buffer_visitingleafpvs);
823                 if (r_shadow_buffer_leafpvs)
824                         Mem_Free(r_shadow_buffer_leafpvs);
825                 if (r_shadow_buffer_leaflist)
826                         Mem_Free(r_shadow_buffer_leaflist);
827                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
828                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
829                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
830                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
831         }
832         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
833         {
834                 if (r_shadow_buffer_surfacepvs)
835                         Mem_Free(r_shadow_buffer_surfacepvs);
836                 if (r_shadow_buffer_surfacelist)
837                         Mem_Free(r_shadow_buffer_surfacelist);
838                 if (r_shadow_buffer_surfacesides)
839                         Mem_Free(r_shadow_buffer_surfacesides);
840                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
841                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
842                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
843                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
844         }
845         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
846         {
847                 if (r_shadow_buffer_shadowtrispvs)
848                         Mem_Free(r_shadow_buffer_shadowtrispvs);
849                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
850                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
851         }
852         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
853         {
854                 if (r_shadow_buffer_lighttrispvs)
855                         Mem_Free(r_shadow_buffer_lighttrispvs);
856                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
857                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
858         }
859 }
860
861 void R_Shadow_PrepareShadowMark(int numtris)
862 {
863         // make sure shadowmark is big enough for this volume
864         if (maxshadowmark < numtris)
865         {
866                 maxshadowmark = numtris;
867                 if (shadowmark)
868                         Mem_Free(shadowmark);
869                 if (shadowmarklist)
870                         Mem_Free(shadowmarklist);
871                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
872                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
873                 shadowmarkcount = 0;
874         }
875         shadowmarkcount++;
876         // if shadowmarkcount wrapped we clear the array and adjust accordingly
877         if (shadowmarkcount == 0)
878         {
879                 shadowmarkcount = 1;
880                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
881         }
882         numshadowmark = 0;
883 }
884
885 void R_Shadow_PrepareShadowSides(int numtris)
886 {
887     if (maxshadowsides < numtris)
888     {
889         maxshadowsides = numtris;
890         if (shadowsides)
891                         Mem_Free(shadowsides);
892                 if (shadowsideslist)
893                         Mem_Free(shadowsideslist);
894                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
895                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
896         }
897         numshadowsides = 0;
898 }
899
900 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)
901 {
902         int i, j;
903         int outtriangles = 0, outvertices = 0;
904         const int *element;
905         const float *vertex;
906         float ratio, direction[3], projectvector[3];
907
908         if (projectdirection)
909                 VectorScale(projectdirection, projectdistance, projectvector);
910         else
911                 VectorClear(projectvector);
912
913         // create the vertices
914         if (projectdirection)
915         {
916                 for (i = 0;i < numshadowmarktris;i++)
917                 {
918                         element = inelement3i + shadowmarktris[i] * 3;
919                         for (j = 0;j < 3;j++)
920                         {
921                                 if (vertexupdate[element[j]] != vertexupdatenum)
922                                 {
923                                         vertexupdate[element[j]] = vertexupdatenum;
924                                         vertexremap[element[j]] = outvertices;
925                                         vertex = invertex3f + element[j] * 3;
926                                         // project one copy of the vertex according to projectvector
927                                         VectorCopy(vertex, outvertex3f);
928                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
929                                         outvertex3f += 6;
930                                         outvertices += 2;
931                                 }
932                         }
933                 }
934         }
935         else
936         {
937                 for (i = 0;i < numshadowmarktris;i++)
938                 {
939                         element = inelement3i + shadowmarktris[i] * 3;
940                         for (j = 0;j < 3;j++)
941                         {
942                                 if (vertexupdate[element[j]] != vertexupdatenum)
943                                 {
944                                         vertexupdate[element[j]] = vertexupdatenum;
945                                         vertexremap[element[j]] = outvertices;
946                                         vertex = invertex3f + element[j] * 3;
947                                         // project one copy of the vertex to the sphere radius of the light
948                                         // (FIXME: would projecting it to the light box be better?)
949                                         VectorSubtract(vertex, projectorigin, direction);
950                                         ratio = projectdistance / VectorLength(direction);
951                                         VectorCopy(vertex, outvertex3f);
952                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
953                                         outvertex3f += 6;
954                                         outvertices += 2;
955                                 }
956                         }
957                 }
958         }
959
960         if (r_shadow_frontsidecasting.integer)
961         {
962                 for (i = 0;i < numshadowmarktris;i++)
963                 {
964                         int remappedelement[3];
965                         int markindex;
966                         const int *neighbortriangle;
967
968                         markindex = shadowmarktris[i] * 3;
969                         element = inelement3i + markindex;
970                         neighbortriangle = inneighbor3i + markindex;
971                         // output the front and back triangles
972                         outelement3i[0] = vertexremap[element[0]];
973                         outelement3i[1] = vertexremap[element[1]];
974                         outelement3i[2] = vertexremap[element[2]];
975                         outelement3i[3] = vertexremap[element[2]] + 1;
976                         outelement3i[4] = vertexremap[element[1]] + 1;
977                         outelement3i[5] = vertexremap[element[0]] + 1;
978
979                         outelement3i += 6;
980                         outtriangles += 2;
981                         // output the sides (facing outward from this triangle)
982                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
983                         {
984                                 remappedelement[0] = vertexremap[element[0]];
985                                 remappedelement[1] = vertexremap[element[1]];
986                                 outelement3i[0] = remappedelement[1];
987                                 outelement3i[1] = remappedelement[0];
988                                 outelement3i[2] = remappedelement[0] + 1;
989                                 outelement3i[3] = remappedelement[1];
990                                 outelement3i[4] = remappedelement[0] + 1;
991                                 outelement3i[5] = remappedelement[1] + 1;
992
993                                 outelement3i += 6;
994                                 outtriangles += 2;
995                         }
996                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
997                         {
998                                 remappedelement[1] = vertexremap[element[1]];
999                                 remappedelement[2] = vertexremap[element[2]];
1000                                 outelement3i[0] = remappedelement[2];
1001                                 outelement3i[1] = remappedelement[1];
1002                                 outelement3i[2] = remappedelement[1] + 1;
1003                                 outelement3i[3] = remappedelement[2];
1004                                 outelement3i[4] = remappedelement[1] + 1;
1005                                 outelement3i[5] = remappedelement[2] + 1;
1006
1007                                 outelement3i += 6;
1008                                 outtriangles += 2;
1009                         }
1010                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1011                         {
1012                                 remappedelement[0] = vertexremap[element[0]];
1013                                 remappedelement[2] = vertexremap[element[2]];
1014                                 outelement3i[0] = remappedelement[0];
1015                                 outelement3i[1] = remappedelement[2];
1016                                 outelement3i[2] = remappedelement[2] + 1;
1017                                 outelement3i[3] = remappedelement[0];
1018                                 outelement3i[4] = remappedelement[2] + 1;
1019                                 outelement3i[5] = remappedelement[0] + 1;
1020
1021                                 outelement3i += 6;
1022                                 outtriangles += 2;
1023                         }
1024                 }
1025         }
1026         else
1027         {
1028                 for (i = 0;i < numshadowmarktris;i++)
1029                 {
1030                         int remappedelement[3];
1031                         int markindex;
1032                         const int *neighbortriangle;
1033
1034                         markindex = shadowmarktris[i] * 3;
1035                         element = inelement3i + markindex;
1036                         neighbortriangle = inneighbor3i + markindex;
1037                         // output the front and back triangles
1038                         outelement3i[0] = vertexremap[element[2]];
1039                         outelement3i[1] = vertexremap[element[1]];
1040                         outelement3i[2] = vertexremap[element[0]];
1041                         outelement3i[3] = vertexremap[element[0]] + 1;
1042                         outelement3i[4] = vertexremap[element[1]] + 1;
1043                         outelement3i[5] = vertexremap[element[2]] + 1;
1044
1045                         outelement3i += 6;
1046                         outtriangles += 2;
1047                         // output the sides (facing outward from this triangle)
1048                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1049                         {
1050                                 remappedelement[0] = vertexremap[element[0]];
1051                                 remappedelement[1] = vertexremap[element[1]];
1052                                 outelement3i[0] = remappedelement[0];
1053                                 outelement3i[1] = remappedelement[1];
1054                                 outelement3i[2] = remappedelement[1] + 1;
1055                                 outelement3i[3] = remappedelement[0];
1056                                 outelement3i[4] = remappedelement[1] + 1;
1057                                 outelement3i[5] = remappedelement[0] + 1;
1058
1059                                 outelement3i += 6;
1060                                 outtriangles += 2;
1061                         }
1062                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1063                         {
1064                                 remappedelement[1] = vertexremap[element[1]];
1065                                 remappedelement[2] = vertexremap[element[2]];
1066                                 outelement3i[0] = remappedelement[1];
1067                                 outelement3i[1] = remappedelement[2];
1068                                 outelement3i[2] = remappedelement[2] + 1;
1069                                 outelement3i[3] = remappedelement[1];
1070                                 outelement3i[4] = remappedelement[2] + 1;
1071                                 outelement3i[5] = remappedelement[1] + 1;
1072
1073                                 outelement3i += 6;
1074                                 outtriangles += 2;
1075                         }
1076                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1077                         {
1078                                 remappedelement[0] = vertexremap[element[0]];
1079                                 remappedelement[2] = vertexremap[element[2]];
1080                                 outelement3i[0] = remappedelement[2];
1081                                 outelement3i[1] = remappedelement[0];
1082                                 outelement3i[2] = remappedelement[0] + 1;
1083                                 outelement3i[3] = remappedelement[2];
1084                                 outelement3i[4] = remappedelement[0] + 1;
1085                                 outelement3i[5] = remappedelement[2] + 1;
1086
1087                                 outelement3i += 6;
1088                                 outtriangles += 2;
1089                         }
1090                 }
1091         }
1092         if (outnumvertices)
1093                 *outnumvertices = outvertices;
1094         return outtriangles;
1095 }
1096
1097 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)
1098 {
1099         int i, j, k;
1100         int outtriangles = 0, outvertices = 0;
1101         const int *element;
1102         const float *vertex;
1103         float ratio, direction[3], projectvector[3];
1104         qboolean side[4];
1105
1106         if (projectdirection)
1107                 VectorScale(projectdirection, projectdistance, projectvector);
1108         else
1109                 VectorClear(projectvector);
1110
1111         for (i = 0;i < numshadowmarktris;i++)
1112         {
1113                 int remappedelement[3];
1114                 int markindex;
1115                 const int *neighbortriangle;
1116
1117                 markindex = shadowmarktris[i] * 3;
1118                 neighbortriangle = inneighbor3i + markindex;
1119                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1120                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1121                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1122                 if (side[0] + side[1] + side[2] == 0)
1123                         continue;
1124
1125                 side[3] = side[0];
1126                 element = inelement3i + markindex;
1127
1128                 // create the vertices
1129                 for (j = 0;j < 3;j++)
1130                 {
1131                         if (side[j] + side[j+1] == 0)
1132                                 continue;
1133                         k = element[j];
1134                         if (vertexupdate[k] != vertexupdatenum)
1135                         {
1136                                 vertexupdate[k] = vertexupdatenum;
1137                                 vertexremap[k] = outvertices;
1138                                 vertex = invertex3f + k * 3;
1139                                 VectorCopy(vertex, outvertex3f);
1140                                 if (projectdirection)
1141                                 {
1142                                         // project one copy of the vertex according to projectvector
1143                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1144                                 }
1145                                 else
1146                                 {
1147                                         // project one copy of the vertex to the sphere radius of the light
1148                                         // (FIXME: would projecting it to the light box be better?)
1149                                         VectorSubtract(vertex, projectorigin, direction);
1150                                         ratio = projectdistance / VectorLength(direction);
1151                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1152                                 }
1153                                 outvertex3f += 6;
1154                                 outvertices += 2;
1155                         }
1156                 }
1157
1158                 // output the sides (facing outward from this triangle)
1159                 if (!side[0])
1160                 {
1161                         remappedelement[0] = vertexremap[element[0]];
1162                         remappedelement[1] = vertexremap[element[1]];
1163                         outelement3i[0] = remappedelement[1];
1164                         outelement3i[1] = remappedelement[0];
1165                         outelement3i[2] = remappedelement[0] + 1;
1166                         outelement3i[3] = remappedelement[1];
1167                         outelement3i[4] = remappedelement[0] + 1;
1168                         outelement3i[5] = remappedelement[1] + 1;
1169
1170                         outelement3i += 6;
1171                         outtriangles += 2;
1172                 }
1173                 if (!side[1])
1174                 {
1175                         remappedelement[1] = vertexremap[element[1]];
1176                         remappedelement[2] = vertexremap[element[2]];
1177                         outelement3i[0] = remappedelement[2];
1178                         outelement3i[1] = remappedelement[1];
1179                         outelement3i[2] = remappedelement[1] + 1;
1180                         outelement3i[3] = remappedelement[2];
1181                         outelement3i[4] = remappedelement[1] + 1;
1182                         outelement3i[5] = remappedelement[2] + 1;
1183
1184                         outelement3i += 6;
1185                         outtriangles += 2;
1186                 }
1187                 if (!side[2])
1188                 {
1189                         remappedelement[0] = vertexremap[element[0]];
1190                         remappedelement[2] = vertexremap[element[2]];
1191                         outelement3i[0] = remappedelement[0];
1192                         outelement3i[1] = remappedelement[2];
1193                         outelement3i[2] = remappedelement[2] + 1;
1194                         outelement3i[3] = remappedelement[0];
1195                         outelement3i[4] = remappedelement[2] + 1;
1196                         outelement3i[5] = remappedelement[0] + 1;
1197
1198                         outelement3i += 6;
1199                         outtriangles += 2;
1200                 }
1201         }
1202         if (outnumvertices)
1203                 *outnumvertices = outvertices;
1204         return outtriangles;
1205 }
1206
1207 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)
1208 {
1209         int t, tend;
1210         const int *e;
1211         const float *v[3];
1212         float normal[3];
1213         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1214                 return;
1215         tend = firsttriangle + numtris;
1216         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1217         {
1218                 // surface box entirely inside light box, no box cull
1219                 if (projectdirection)
1220                 {
1221                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1222                         {
1223                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1224                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1225                                         shadowmarklist[numshadowmark++] = t;
1226                         }
1227                 }
1228                 else
1229                 {
1230                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1231                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1232                                         shadowmarklist[numshadowmark++] = t;
1233                 }
1234         }
1235         else
1236         {
1237                 // surface box not entirely inside light box, cull each triangle
1238                 if (projectdirection)
1239                 {
1240                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1241                         {
1242                                 v[0] = invertex3f + e[0] * 3;
1243                                 v[1] = invertex3f + e[1] * 3;
1244                                 v[2] = invertex3f + e[2] * 3;
1245                                 TriangleNormal(v[0], v[1], v[2], normal);
1246                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1247                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1248                                         shadowmarklist[numshadowmark++] = t;
1249                         }
1250                 }
1251                 else
1252                 {
1253                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1254                         {
1255                                 v[0] = invertex3f + e[0] * 3;
1256                                 v[1] = invertex3f + e[1] * 3;
1257                                 v[2] = invertex3f + e[2] * 3;
1258                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1259                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1260                                         shadowmarklist[numshadowmark++] = t;
1261                         }
1262                 }
1263         }
1264 }
1265
1266 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1267 {
1268 #if 1
1269         return false;
1270 #else
1271         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1272                 return false;
1273         // check if the shadow volume intersects the near plane
1274         //
1275         // a ray between the eye and light origin may intersect the caster,
1276         // indicating that the shadow may touch the eye location, however we must
1277         // test the near plane (a polygon), not merely the eye location, so it is
1278         // easiest to enlarge the caster bounding shape slightly for this.
1279         // TODO
1280         return true;
1281 #endif
1282 }
1283
1284 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)
1285 {
1286         int i, tris, outverts;
1287         if (projectdistance < 0.1)
1288         {
1289                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1290                 return;
1291         }
1292         if (!numverts || !nummarktris)
1293                 return;
1294         // make sure shadowelements is big enough for this volume
1295         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1296                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1297
1298         if (maxvertexupdate < numverts)
1299         {
1300                 maxvertexupdate = numverts;
1301                 if (vertexupdate)
1302                         Mem_Free(vertexupdate);
1303                 if (vertexremap)
1304                         Mem_Free(vertexremap);
1305                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1306                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1307                 vertexupdatenum = 0;
1308         }
1309         vertexupdatenum++;
1310         if (vertexupdatenum == 0)
1311         {
1312                 vertexupdatenum = 1;
1313                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1314                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1315         }
1316
1317         for (i = 0;i < nummarktris;i++)
1318                 shadowmark[marktris[i]] = shadowmarkcount;
1319
1320         if (r_shadow_compilingrtlight)
1321         {
1322                 // if we're compiling an rtlight, capture the mesh
1323                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1324                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1325                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1326                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1327         }
1328         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1329         {
1330                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1331                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1332                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1333         }
1334         else
1335         {
1336                 // decide which type of shadow to generate and set stencil mode
1337                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1338                 // generate the sides or a solid volume, depending on type
1339                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1340                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1341                 else
1342                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1343                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1344                 r_refdef.stats.lights_shadowtriangles += tris;
1345                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1346                 {
1347                         // increment stencil if frontface is infront of depthbuffer
1348                         GL_CullFace(r_refdef.view.cullface_front);
1349                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1350                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1351                         // decrement stencil if backface is infront of depthbuffer
1352                         GL_CullFace(r_refdef.view.cullface_back);
1353                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1354                 }
1355                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1356                 {
1357                         // decrement stencil if backface is behind depthbuffer
1358                         GL_CullFace(r_refdef.view.cullface_front);
1359                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1360                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1361                         // increment stencil if frontface is behind depthbuffer
1362                         GL_CullFace(r_refdef.view.cullface_back);
1363                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1364                 }
1365                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1366                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1367         }
1368 }
1369
1370 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1371 {
1372     // p1, p2, p3 are in the cubemap's local coordinate system
1373     // bias = border/(size - border)
1374         int mask = 0x3F;
1375
1376     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1377           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1378           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1379         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1380         mask &= (3<<4)
1381                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1382                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1383                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1384     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1385         mask &= (3<<4)
1386             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1387             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1388             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1389
1390     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1391     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1392     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1393     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1394         mask &= (3<<0)
1395             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1396             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1397             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1398     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1399         mask &= (3<<0)
1400             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1401             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1402             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1403
1404     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1405     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1406     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1407     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1408         mask &= (3<<2)
1409             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1410             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1411             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1412     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1413         mask &= (3<<2)
1414             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1415             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1416             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1417
1418         return mask;
1419 }
1420
1421 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1422 {
1423         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1424         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1425         int mask = 0x3F;
1426
1427         VectorSubtract(maxs, mins, radius);
1428     VectorScale(radius, 0.5f, radius);
1429     VectorAdd(mins, radius, center);
1430     Matrix4x4_Transform(worldtolight, center, lightcenter);
1431         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1432         VectorSubtract(lightcenter, lightradius, pmin);
1433         VectorAdd(lightcenter, lightradius, pmax);
1434
1435     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1436     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1437     if(ap1 > bias*an1 && ap2 > bias*an2)
1438         mask &= (3<<4)
1439             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1440             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1441     if(an1 > bias*ap1 && an2 > bias*ap2)
1442         mask &= (3<<4)
1443             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1444             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1445
1446     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1447     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1448     if(ap1 > bias*an1 && ap2 > bias*an2)
1449         mask &= (3<<0)
1450             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1451             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1452     if(an1 > bias*ap1 && an2 > bias*ap2)
1453         mask &= (3<<0)
1454             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1455             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1456
1457     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1458     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1459     if(ap1 > bias*an1 && ap2 > bias*an2)
1460         mask &= (3<<2)
1461             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1462             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1463     if(an1 > bias*ap1 && an2 > bias*ap2)
1464         mask &= (3<<2)
1465             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1466             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1467
1468     return mask;
1469 }
1470
1471 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1472
1473 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1474 {
1475     // p is in the cubemap's local coordinate system
1476     // bias = border/(size - border)
1477     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1478     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1479     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1480     int mask = 0x3F;
1481     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1482     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1483     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1484     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1485     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1486     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1487     return mask;
1488 }
1489
1490 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1491 {
1492         int i;
1493         vec3_t p, n;
1494         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1495         float scale = (size - 2*border)/size, len;
1496         float bias = border / (float)(size - border), dp, dn, ap, an;
1497         // check if cone enclosing side would cross frustum plane 
1498         scale = 2 / (scale*scale + 2);
1499         for (i = 0;i < 5;i++)
1500         {
1501                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1502                         continue;
1503                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1504                 len = scale*VectorLength2(n);
1505                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1506                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1507                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1508         }
1509         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1510         {
1511         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1512         len = scale*VectorLength(n);
1513                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1514                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1515                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1516         }
1517         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1518         // check if frustum corners/origin cross plane sides
1519 #if 1
1520     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1521     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1522     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1523     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1524     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1525     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1526     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1527     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1528     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1529     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1530     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1531     for (i = 0;i < 4;i++)
1532     {
1533         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1534         VectorSubtract(n, p, n);
1535         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1536         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1537         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1538         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1539         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1540         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1541         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1542         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1543         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1544     }
1545 #else
1546     // finite version, assumes corners are a finite distance from origin dependent on far plane
1547         for (i = 0;i < 5;i++)
1548         {
1549                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1550                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1551                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1552                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1553                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1554                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1555                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1556                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1557                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1558                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1559         }
1560 #endif
1561         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1562 }
1563
1564 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)
1565 {
1566         int t, tend;
1567         const int *e;
1568         const float *v[3];
1569         float normal[3];
1570         vec3_t p[3];
1571         float bias;
1572         int mask, surfacemask = 0;
1573         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1574                 return 0;
1575         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1576         tend = firsttriangle + numtris;
1577         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1578         {
1579                 // surface box entirely inside light box, no box cull
1580                 if (projectdirection)
1581                 {
1582                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1583                         {
1584                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1585                                 TriangleNormal(v[0], v[1], v[2], normal);
1586                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1587                                 {
1588                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1589                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1590                                         surfacemask |= mask;
1591                                         if(totals)
1592                                         {
1593                                                 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;
1594                                                 shadowsides[numshadowsides] = mask;
1595                                                 shadowsideslist[numshadowsides++] = t;
1596                                         }
1597                                 }
1598                         }
1599                 }
1600                 else
1601                 {
1602                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1603                         {
1604                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1605                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1606                                 {
1607                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1608                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1609                                         surfacemask |= mask;
1610                                         if(totals)
1611                                         {
1612                                                 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;
1613                                                 shadowsides[numshadowsides] = mask;
1614                                                 shadowsideslist[numshadowsides++] = t;
1615                                         }
1616                                 }
1617                         }
1618                 }
1619         }
1620         else
1621         {
1622                 // surface box not entirely inside light box, cull each triangle
1623                 if (projectdirection)
1624                 {
1625                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1626                         {
1627                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1628                                 TriangleNormal(v[0], v[1], v[2], normal);
1629                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1630                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1631                                 {
1632                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1633                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1634                                         surfacemask |= mask;
1635                                         if(totals)
1636                                         {
1637                                                 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;
1638                                                 shadowsides[numshadowsides] = mask;
1639                                                 shadowsideslist[numshadowsides++] = t;
1640                                         }
1641                                 }
1642                         }
1643                 }
1644                 else
1645                 {
1646                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1647                         {
1648                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1649                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1650                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1651                                 {
1652                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1653                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1654                                         surfacemask |= mask;
1655                                         if(totals)
1656                                         {
1657                                                 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;
1658                                                 shadowsides[numshadowsides] = mask;
1659                                                 shadowsideslist[numshadowsides++] = t;
1660                                         }
1661                                 }
1662                         }
1663                 }
1664         }
1665         return surfacemask;
1666 }
1667
1668 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)
1669 {
1670         int i, j, outtriangles = 0;
1671         int *outelement3i[6];
1672         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1673                 return;
1674         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1675         // make sure shadowelements is big enough for this mesh
1676         if (maxshadowtriangles < outtriangles)
1677                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1678
1679         // compute the offset and size of the separate index lists for each cubemap side
1680         outtriangles = 0;
1681         for (i = 0;i < 6;i++)
1682         {
1683                 outelement3i[i] = shadowelements + outtriangles * 3;
1684                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1685                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1686                 outtriangles += sidetotals[i];
1687         }
1688
1689         // gather up the (sparse) triangles into separate index lists for each cubemap side
1690         for (i = 0;i < numsidetris;i++)
1691         {
1692                 const int *element = elements + sidetris[i] * 3;
1693                 for (j = 0;j < 6;j++)
1694                 {
1695                         if (sides[i] & (1 << j))
1696                         {
1697                                 outelement3i[j][0] = element[0];
1698                                 outelement3i[j][1] = element[1];
1699                                 outelement3i[j][2] = element[2];
1700                                 outelement3i[j] += 3;
1701                         }
1702                 }
1703         }
1704                         
1705         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1706 }
1707
1708 static void R_Shadow_MakeTextures_MakeCorona(void)
1709 {
1710         float dx, dy;
1711         int x, y, a;
1712         unsigned char pixels[32][32][4];
1713         for (y = 0;y < 32;y++)
1714         {
1715                 dy = (y - 15.5f) * (1.0f / 16.0f);
1716                 for (x = 0;x < 32;x++)
1717                 {
1718                         dx = (x - 15.5f) * (1.0f / 16.0f);
1719                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1720                         a = bound(0, a, 255);
1721                         pixels[y][x][0] = a;
1722                         pixels[y][x][1] = a;
1723                         pixels[y][x][2] = a;
1724                         pixels[y][x][3] = 255;
1725                 }
1726         }
1727         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1728 }
1729
1730 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1731 {
1732         float dist = sqrt(x*x+y*y+z*z);
1733         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1734         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1735         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1736 }
1737
1738 static void R_Shadow_MakeTextures(void)
1739 {
1740         int x, y, z;
1741         float intensity, dist;
1742         unsigned int *data;
1743         R_Shadow_FreeShadowMaps();
1744         R_FreeTexturePool(&r_shadow_texturepool);
1745         r_shadow_texturepool = R_AllocTexturePool();
1746         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1747         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1748         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1749         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1750         for (x = 0;x <= ATTENTABLESIZE;x++)
1751         {
1752                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1753                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1754                 r_shadow_attentable[x] = bound(0, intensity, 1);
1755         }
1756         // 1D gradient texture
1757         for (x = 0;x < ATTEN1DSIZE;x++)
1758                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1759         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1760         // 2D circle texture
1761         for (y = 0;y < ATTEN2DSIZE;y++)
1762                 for (x = 0;x < ATTEN2DSIZE;x++)
1763                         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);
1764         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1765         // 3D sphere texture
1766         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1767         {
1768                 for (z = 0;z < ATTEN3DSIZE;z++)
1769                         for (y = 0;y < ATTEN3DSIZE;y++)
1770                                 for (x = 0;x < ATTEN3DSIZE;x++)
1771                                         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));
1772                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1773         }
1774         else
1775                 r_shadow_attenuation3dtexture = NULL;
1776         Mem_Free(data);
1777
1778         R_Shadow_MakeTextures_MakeCorona();
1779
1780         // Editor light sprites
1781         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1782         "................"
1783         ".3............3."
1784         "..5...2332...5.."
1785         "...7.3....3.7..."
1786         "....7......7...."
1787         "...3.7....7.3..."
1788         "..2...7..7...2.."
1789         "..3..........3.."
1790         "..3..........3.."
1791         "..2...7..7...2.."
1792         "...3.7....7.3..."
1793         "....7......7...."
1794         "...7.3....3.7..."
1795         "..5...2332...5.."
1796         ".3............3."
1797         "................"
1798         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1799         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1800         "................"
1801         "................"
1802         "......1111......"
1803         "....11233211...."
1804         "...1234554321..."
1805         "...1356776531..."
1806         "..124677776421.."
1807         "..135777777531.."
1808         "..135777777531.."
1809         "..124677776421.."
1810         "...1356776531..."
1811         "...1234554321..."
1812         "....11233211...."
1813         "......1111......"
1814         "................"
1815         "................"
1816         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1817         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1818         "................"
1819         "................"
1820         "......1111......"
1821         "....11233211...."
1822         "...1234554321..."
1823         "...1356226531..."
1824         "..12462..26421.."
1825         "..1352....2531.."
1826         "..1352....2531.."
1827         "..12462..26421.."
1828         "...1356226531..."
1829         "...1234554321..."
1830         "....11233211...."
1831         "......1111......"
1832         "................"
1833         "................"
1834         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1835         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1836         "................"
1837         "................"
1838         "......2772......"
1839         "....27755772...."
1840         "..277533335772.."
1841         "..753333333357.."
1842         "..777533335777.."
1843         "..735775577537.."
1844         "..733357753337.."
1845         "..733337733337.."
1846         "..753337733357.."
1847         "..277537735772.."
1848         "....27777772...."
1849         "......2772......"
1850         "................"
1851         "................"
1852         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1853         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1854         "................"
1855         "................"
1856         "......2772......"
1857         "....27722772...."
1858         "..2772....2772.."
1859         "..72........27.."
1860         "..7772....2777.."
1861         "..7.27722772.7.."
1862         "..7...2772...7.."
1863         "..7....77....7.."
1864         "..72...77...27.."
1865         "..2772.77.2772.."
1866         "....27777772...."
1867         "......2772......"
1868         "................"
1869         "................"
1870         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1871         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1872         "................"
1873         ".777752..257777."
1874         ".742........247."
1875         ".72..........27."
1876         ".7............7."
1877         ".5............5."
1878         ".2............2."
1879         "................"
1880         "................"
1881         ".2............2."
1882         ".5............5."
1883         ".7............7."
1884         ".72..........27."
1885         ".742........247."
1886         ".777752..257777."
1887         "................"
1888         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1889 }
1890
1891 void R_Shadow_ValidateCvars(void)
1892 {
1893         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1894                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1895         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1896                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1897         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1898                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1899 }
1900
1901 void R_Shadow_RenderMode_Begin(void)
1902 {
1903 #if 0
1904         GLint drawbuffer;
1905         GLint readbuffer;
1906 #endif
1907         R_Shadow_ValidateCvars();
1908
1909         if (!r_shadow_attenuation2dtexture
1910          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1911          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1912          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1913                 R_Shadow_MakeTextures();
1914
1915         CHECKGLERROR
1916         R_Mesh_ResetTextureState();
1917         GL_BlendFunc(GL_ONE, GL_ZERO);
1918         GL_DepthRange(0, 1);
1919         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1920         GL_DepthTest(true);
1921         GL_DepthMask(false);
1922         GL_Color(0, 0, 0, 1);
1923         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1924
1925         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1926
1927         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1928         {
1929                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1930                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1931         }
1932         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1933         {
1934                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1935                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1936         }
1937         else
1938         {
1939                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1940                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1941         }
1942
1943         switch(vid.renderpath)
1944         {
1945         case RENDERPATH_GL20:
1946         case RENDERPATH_D3D9:
1947         case RENDERPATH_D3D10:
1948         case RENDERPATH_D3D11:
1949         case RENDERPATH_SOFT:
1950         case RENDERPATH_GLES2:
1951                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1952                 break;
1953         case RENDERPATH_GL13:
1954         case RENDERPATH_GL11:
1955                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1956                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1957                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1958                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1959                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1960                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1961                 else
1962                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1963                 break;
1964         }
1965
1966         CHECKGLERROR
1967 #if 0
1968         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1969         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1970         r_shadow_drawbuffer = drawbuffer;
1971         r_shadow_readbuffer = readbuffer;
1972 #endif
1973         r_shadow_cullface_front = r_refdef.view.cullface_front;
1974         r_shadow_cullface_back = r_refdef.view.cullface_back;
1975 }
1976
1977 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1978 {
1979         rsurface.rtlight = rtlight;
1980 }
1981
1982 void R_Shadow_RenderMode_Reset(void)
1983 {
1984         R_Mesh_ResetRenderTargets();
1985         R_SetViewport(&r_refdef.view.viewport);
1986         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1987         R_Mesh_ResetTextureState();
1988         GL_DepthRange(0, 1);
1989         GL_DepthTest(true);
1990         GL_DepthMask(false);
1991         GL_DepthFunc(GL_LEQUAL);
1992         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1993         r_refdef.view.cullface_front = r_shadow_cullface_front;
1994         r_refdef.view.cullface_back = r_shadow_cullface_back;
1995         GL_CullFace(r_refdef.view.cullface_back);
1996         GL_Color(1, 1, 1, 1);
1997         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1998         GL_BlendFunc(GL_ONE, GL_ZERO);
1999         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2000         r_shadow_usingshadowmap2d = false;
2001         r_shadow_usingshadowmaportho = false;
2002         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2003 }
2004
2005 void R_Shadow_ClearStencil(void)
2006 {
2007         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2008         r_refdef.stats.lights_clears++;
2009 }
2010
2011 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2012 {
2013         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2014         if (r_shadow_rendermode == mode)
2015                 return;
2016         R_Shadow_RenderMode_Reset();
2017         GL_DepthFunc(GL_LESS);
2018         GL_ColorMask(0, 0, 0, 0);
2019         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2020         GL_CullFace(GL_NONE);
2021         R_SetupShader_DepthOrShadow();
2022         r_shadow_rendermode = mode;
2023         switch(mode)
2024         {
2025         default:
2026                 break;
2027         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2028         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2029                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2030                 break;
2031         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2032         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2033                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2034                 break;
2035         }
2036 }
2037
2038 static void R_Shadow_MakeVSDCT(void)
2039 {
2040         // maps to a 2x3 texture rectangle with normalized coordinates
2041         // +-
2042         // XX
2043         // YY
2044         // ZZ
2045         // stores abs(dir.xy), offset.xy/2.5
2046         unsigned char data[4*6] =
2047         {
2048                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2049                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2050                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2051                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2052                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2053                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2054         };
2055         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2056 }
2057
2058 static void R_Shadow_MakeShadowMap(int side, int size)
2059 {
2060         switch (r_shadow_shadowmode)
2061         {
2062         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2063                 if (r_shadow_shadowmap2dtexture) return;
2064                 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);
2065                 r_shadow_shadowmap2dcolortexture = NULL;
2066                 switch(vid.renderpath)
2067                 {
2068 #ifdef SUPPORTD3D
2069                 case RENDERPATH_D3D9:
2070                         r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2071                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2072                         break;
2073 #endif
2074                 default:
2075                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2076                         break;
2077                 }
2078                 break;
2079         default:
2080                 return;
2081         }
2082
2083         // render depth into the fbo, do not render color at all
2084         // validate the fbo now
2085         if (qglDrawBuffer)
2086         {
2087                 int status;
2088                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2089                 qglReadBuffer(GL_NONE);CHECKGLERROR
2090                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2091                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2092                 {
2093                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2094                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2095                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2096                 }
2097         }
2098 }
2099
2100 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2101 {
2102         float nearclip, farclip, bias;
2103         r_viewport_t viewport;
2104         int flipped;
2105         GLuint fbo = 0;
2106         float clearcolor[4];
2107         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2108         farclip = 1.0f;
2109         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2110         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2111         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2112         r_shadow_shadowmapside = side;
2113         r_shadow_shadowmapsize = size;
2114
2115         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2116         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2117         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2118         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2119
2120         // complex unrolled cube approach (more flexible)
2121         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2122                 R_Shadow_MakeVSDCT();
2123         if (!r_shadow_shadowmap2dtexture)
2124                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2125         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2126         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2127         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2128         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2129
2130         R_Mesh_ResetTextureState();
2131         R_Mesh_ResetRenderTargets();
2132         R_Shadow_RenderMode_Reset();
2133         if (fbo)
2134         {
2135                 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2136                 R_SetupShader_DepthOrShadow();
2137         }
2138         else
2139                 R_SetupShader_ShowDepth();
2140         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2141         GL_DepthMask(true);
2142         GL_DepthTest(true);
2143
2144 init_done:
2145         R_SetViewport(&viewport);
2146         flipped = (side & 1) ^ (side >> 2);
2147         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2148         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2149         switch(vid.renderpath)
2150         {
2151         case RENDERPATH_GL11:
2152         case RENDERPATH_GL13:
2153         case RENDERPATH_GL20:
2154         case RENDERPATH_SOFT:
2155         case RENDERPATH_GLES2:
2156                 GL_CullFace(r_refdef.view.cullface_back);
2157                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2158                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2159                 {
2160                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2161                         int x1 = clear & 0x15 ? 0 : size;
2162                         int x2 = clear & 0x2A ? 2 * size : size;
2163                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2164                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2165                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2166                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2167                 }
2168                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2169                 break;
2170         case RENDERPATH_D3D9:
2171         case RENDERPATH_D3D10:
2172         case RENDERPATH_D3D11:
2173                 Vector4Set(clearcolor, 1,1,1,1);
2174                 // completely different meaning than in OpenGL path
2175                 r_shadow_shadowmap_parameters[1] = 0;
2176                 r_shadow_shadowmap_parameters[3] = -bias;
2177                 // we invert the cull mode because we flip the projection matrix
2178                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2179                 GL_CullFace(r_refdef.view.cullface_front);
2180                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2181                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2182                 if (r_shadow_shadowmapsampler)
2183                 {
2184                         GL_ColorMask(0,0,0,0);
2185                         if (clear)
2186                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2187                 }
2188                 else
2189                 {
2190                         GL_ColorMask(1,1,1,1);
2191                         if (clear)
2192                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2193                 }
2194                 break;
2195         }
2196 }
2197
2198 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2199 {
2200         R_Mesh_ResetTextureState();
2201         R_Mesh_ResetRenderTargets();
2202         if (transparent)
2203         {
2204                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2205                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2206                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2207                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2208         }
2209         R_Shadow_RenderMode_Reset();
2210         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2211         if (!transparent)
2212                 GL_DepthFunc(GL_EQUAL);
2213         // do global setup needed for the chosen lighting mode
2214         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2215                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2216         r_shadow_usingshadowmap2d = shadowmapping;
2217         r_shadow_rendermode = r_shadow_lightingrendermode;
2218         // only draw light where this geometry was already rendered AND the
2219         // stencil is 128 (values other than this mean shadow)
2220         if (stenciltest)
2221                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2222         else
2223                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2224 }
2225
2226 static const unsigned short bboxelements[36] =
2227 {
2228         5, 1, 3, 5, 3, 7,
2229         6, 2, 0, 6, 0, 4,
2230         7, 3, 2, 7, 2, 6,
2231         4, 0, 1, 4, 1, 5,
2232         4, 5, 7, 4, 7, 6,
2233         1, 0, 2, 1, 2, 3,
2234 };
2235
2236 static const float bboxpoints[8][3] =
2237 {
2238         {-1,-1,-1},
2239         { 1,-1,-1},
2240         {-1, 1,-1},
2241         { 1, 1,-1},
2242         {-1,-1, 1},
2243         { 1,-1, 1},
2244         {-1, 1, 1},
2245         { 1, 1, 1},
2246 };
2247
2248 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2249 {
2250         int i;
2251         float vertex3f[8*3];
2252         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2253 // do global setup needed for the chosen lighting mode
2254         R_Shadow_RenderMode_Reset();
2255         r_shadow_rendermode = r_shadow_lightingrendermode;
2256         R_EntityMatrix(&identitymatrix);
2257         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2258         // only draw light where this geometry was already rendered AND the
2259         // stencil is 128 (values other than this mean shadow)
2260         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2261         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2262
2263         r_shadow_usingshadowmap2d = shadowmapping;
2264
2265         // render the lighting
2266         R_SetupShader_DeferredLight(rsurface.rtlight);
2267         for (i = 0;i < 8;i++)
2268                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2269         GL_ColorMask(1,1,1,1);
2270         GL_DepthMask(false);
2271         GL_DepthRange(0, 1);
2272         GL_PolygonOffset(0, 0);
2273         GL_DepthTest(true);
2274         GL_DepthFunc(GL_GREATER);
2275         GL_CullFace(r_refdef.view.cullface_back);
2276         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2277         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2278 }
2279
2280 static void R_Shadow_UpdateBounceGridTexture(void)
2281 {
2282 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2283         dlight_t *light;
2284         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2285         int bouncecount;
2286         int c[3];
2287         int hitsupercontentsmask;
2288         int maxbounce;
2289         int numpixels;
2290         int pixelindex;
2291         int resolution[3];
2292         int shootparticles;
2293         int shotparticles;
2294         int tex[3];
2295         trace_t cliptrace;
2296         unsigned char *pixel;
2297         unsigned char *pixels;
2298         unsigned short *highpixel;
2299         unsigned short *highpixels;
2300         unsigned int lightindex;
2301         unsigned int range;
2302         unsigned int range1;
2303         unsigned int range2;
2304         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2305         vec3_t shotcolor;
2306         vec3_t baseshotcolor;
2307         vec3_t clipend;
2308         vec3_t clipstart;
2309         vec3_t clipdiff;
2310         vec3_t ispacing;
2311         vec3_t maxs;
2312         vec3_t mins;
2313         vec3_t size;
2314         vec3_t spacing;
2315         vec3_t lightcolor;
2316         vec_t radius;
2317         vec_t s;
2318         vec_t lightintensity;
2319         float m[16];
2320         qboolean isstatic = r_shadow_bouncegrid_updateinterval.value > 1.0f;
2321         rtlight_t *rtlight;
2322         if (!r_shadow_bouncegrid.integer || !vid.support.ext_texture_3d)
2323         {
2324                 if (r_shadow_bouncegridtexture)
2325                 {
2326                         R_FreeTexture(r_shadow_bouncegridtexture);
2327                         r_shadow_bouncegridtexture = NULL;
2328                 }
2329                 if (r_shadow_bouncegridpixels)
2330                         Mem_Free(r_shadow_bouncegridpixels);
2331                 r_shadow_bouncegridpixels = NULL;
2332                 if (r_shadow_bouncegridhighpixels)
2333                         Mem_Free(r_shadow_bouncegridhighpixels);
2334                 r_shadow_bouncegridhighpixels = NULL;
2335                 r_shadow_bouncegridnumpixels = 0;
2336                 return;
2337         }
2338         if (r_refdef.scene.worldmodel && isstatic)
2339         {
2340                 VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
2341                 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2342                 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2343                 VectorSubtract(maxs, mins, size);
2344                 resolution[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2345                 resolution[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2346                 resolution[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2347                 resolution[0] = min(resolution[0], bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d));
2348                 resolution[1] = min(resolution[1], bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d));
2349                 resolution[2] = min(resolution[2], bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
2350                 spacing[0] = size[0] / resolution[0];
2351                 spacing[1] = size[1] / resolution[1];
2352                 spacing[2] = size[2] / resolution[2];
2353                 ispacing[0] = 1.0f / spacing[0];
2354                 ispacing[1] = 1.0f / spacing[1];
2355                 ispacing[2] = 1.0f / spacing[2];
2356         }
2357         else
2358         {
2359                 VectorSet(resolution, bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
2360                 VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
2361                 VectorMultiply(resolution, spacing, size);
2362                 ispacing[0] = 1.0f / spacing[0];
2363                 ispacing[1] = 1.0f / spacing[1];
2364                 ispacing[2] = 1.0f / spacing[2];
2365                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2366                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2367                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2368                 VectorAdd(mins, size, maxs);
2369         }
2370         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2371         if (r_shadow_bouncegridtexture && realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value && resolution[0] == r_shadow_bouncegridresolution[0] && resolution[1] == r_shadow_bouncegridresolution[1] && resolution[2] == r_shadow_bouncegridresolution[2])
2372                 return;
2373         // we're going to update the bouncegrid, update the matrix...
2374         memset(m, 0, sizeof(m));
2375         m[0] = 1.0f / size[0];
2376         m[3] = -mins[0] * m[0];
2377         m[5] = 1.0f / size[1];
2378         m[7] = -mins[1] * m[5];
2379         m[10] = 1.0f / size[2];
2380         m[11] = -mins[2] * m[10];
2381         m[15] = 1.0f;
2382         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2383         numpixels = resolution[0]*resolution[1]*resolution[2];
2384         // reallocate pixels for this update if needed...
2385         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2386         {
2387                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2388                 r_shadow_bouncegridhighpixels = (unsigned short *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(unsigned short[4]));
2389         }
2390         r_shadow_bouncegridnumpixels = numpixels;
2391         pixels = r_shadow_bouncegridpixels;
2392         highpixels = r_shadow_bouncegridhighpixels;
2393         memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
2394         memset(highpixels, 0, numpixels * sizeof(unsigned short[3]));
2395         // figure out what we want to interact with
2396         if (r_shadow_bouncegrid_hitmodels.integer)
2397                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
2398         else
2399                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
2400         maxbounce = bound(1, r_shadow_bouncegrid_maxbounce.integer, 16);
2401         // iterate world rtlights
2402         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2403         range1 = isstatic ? 0 : r_refdef.scene.numlights;
2404         range2 = range + range1;
2405         for (lightindex = 0;lightindex < range2;lightindex++)
2406         {
2407                 if (isstatic)
2408                 {
2409                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2410                         if (!light || !(light->flags & flag))
2411                                 continue;
2412                         rtlight = &light->rtlight;
2413                         // when static, we skip styled lights because they tend to change...
2414                         if (rtlight->style > 0)
2415                                 continue;
2416                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2417                 }
2418                 else
2419                 {
2420                         if (lightindex < range)
2421                         {
2422                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2423                                 rtlight = &light->rtlight;
2424                         }
2425                         else
2426                                 rtlight = r_refdef.scene.lights[lightindex - range];
2427                         // draw only visible lights (major speedup)
2428                         if (!rtlight->draw)
2429                                 continue;
2430                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2431                 }
2432                 if (!VectorLength2(lightcolor))
2433                         continue;
2434                 // shoot particles from this light
2435                 // use a calculation for the number of particles that will not
2436                 // vary with lightstyle, otherwise we get randomized particle
2437                 // distribution, the seeded random is only consistent for a
2438                 // consistent number of particles on this light...
2439                 radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
2440                 s = rtlight->radius / bound(1.0f, r_shadow_bouncegrid_particlespacing.value, 1048576.0f);
2441                 lightintensity = VectorLength(rtlight->color) * rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale;
2442                 if (lightindex >= range)
2443                         lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
2444                 shootparticles = (int)bound(0, lightintensity * s *s, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2445                 if (!shootparticles)
2446                         continue;
2447                 s = 65535.0f * r_shadow_bouncegrid_particleintensity.value / shootparticles;
2448                 VectorScale(lightcolor, s, baseshotcolor);
2449                 if (VectorLength2(baseshotcolor) < 3.0f)
2450                         break;
2451                 r_refdef.stats.bouncegrid_lights++;
2452                 r_refdef.stats.bouncegrid_particles += shootparticles;
2453                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2454                 {
2455                         if (r_shadow_bouncegrid_stablerandom.integer > 0)
2456                                 seed = lightindex * 11937 + shotparticles;
2457                         VectorCopy(baseshotcolor, shotcolor);
2458                         VectorCopy(rtlight->shadoworigin, clipstart);
2459                         if (r_shadow_bouncegrid_stablerandom.integer < 0)
2460                                 VectorRandom(clipend);
2461                         else
2462                                 VectorCheeseRandom(clipend);
2463                         VectorMA(clipstart, radius, clipend, clipend);
2464                         for (bouncecount = 0;;bouncecount++)
2465                         {
2466                                 r_refdef.stats.bouncegrid_traces++;
2467                                 cliptrace = CL_TraceLine(clipstart, clipend, r_shadow_bouncegrid_hitmodels.integer ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true);
2468                                 //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
2469                                 if (cliptrace.fraction >= 1.0f)
2470                                         break;
2471                                 r_refdef.stats.bouncegrid_hits++;
2472                                 if (bouncecount > 0)
2473                                 {
2474                                         r_refdef.stats.bouncegrid_splats++;
2475                                         // figure out which texture pixel this is in
2476                                         tex[0] = (int)((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
2477                                         tex[1] = (int)((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
2478                                         tex[2] = (int)((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
2479                                         if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 1 && tex[1] < resolution[1] - 1 && tex[2] < resolution[2] - 1)
2480                                         {
2481                                                 // it is within bounds...
2482                                                 pixelindex = ((tex[2]*resolution[1]+tex[1])*resolution[0]+tex[0]);
2483                                                 pixel = pixels + 4 * pixelindex;
2484                                                 highpixel = highpixels + 3 * pixelindex;
2485                                                 // add to the high precision pixel color
2486                                                 c[0] = highpixel[0] + (int)shotcolor[2];
2487                                                 c[1] = highpixel[1] + (int)shotcolor[1];
2488                                                 c[2] = highpixel[2] + (int)shotcolor[0];
2489                                                 highpixel[0] = (unsigned short)min(c[0], 65535);
2490                                                 highpixel[1] = (unsigned short)min(c[1], 65535);
2491                                                 highpixel[2] = (unsigned short)min(c[2], 65535);
2492                                                 // update the low precision pixel color
2493                                                 pixel[0] = highpixel[0] >> 8;
2494                                                 pixel[1] = highpixel[1] >> 8;
2495                                                 pixel[2] = highpixel[2] >> 8;
2496                                                 pixel[3] = 255;
2497                                         }
2498                                 }
2499                                 if (bouncecount >= maxbounce)
2500                                         break;
2501                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2502                                 VectorScale(shotcolor, r_shadow_bouncegrid_particlebounceintensity.value, shotcolor);
2503                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2504                                         VectorMultiply(shotcolor, cliptrace.hittexture->currentskinframe->avgcolor, shotcolor);
2505                                 else
2506                                         VectorScale(shotcolor, 0.5f, shotcolor);
2507                                 if (VectorLength2(shotcolor) < 3.0f)
2508                                         break;
2509                                 r_refdef.stats.bouncegrid_bounces++;
2510                                 if (r_shadow_bouncegrid_bounceanglediffuse.integer)
2511                                 {
2512                                         // random direction, primarily along plane normal
2513                                         s = VectorDistance(cliptrace.endpos, clipend);
2514                                         if (r_shadow_bouncegrid_stablerandom.integer < 0)
2515                                                 VectorRandom(clipend);
2516                                         else
2517                                                 VectorCheeseRandom(clipend);
2518                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2519                                         VectorNormalize(clipend);
2520                                         VectorScale(clipend, s, clipend);
2521                                 }
2522                                 else
2523                                 {
2524                                         // reflect the remaining portion of the line across plane normal
2525                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2526                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2527                                 }
2528                                 // calculate the new line start and end
2529                                 VectorCopy(cliptrace.endpos, clipstart);
2530                                 VectorAdd(clipstart, clipend, clipend);
2531                         }
2532                 }
2533         }
2534         if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
2535                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]);
2536         else
2537         {
2538                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2539                 if (r_shadow_bouncegridtexture)
2540                         R_FreeTexture(r_shadow_bouncegridtexture);
2541                 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2], pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2542         }
2543         r_shadow_bouncegridtime = realtime;
2544 }
2545
2546 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2547 {
2548         R_Shadow_RenderMode_Reset();
2549         GL_BlendFunc(GL_ONE, GL_ONE);
2550         GL_DepthRange(0, 1);
2551         GL_DepthTest(r_showshadowvolumes.integer < 2);
2552         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2553         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2554         GL_CullFace(GL_NONE);
2555         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2556 }
2557
2558 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2559 {
2560         R_Shadow_RenderMode_Reset();
2561         GL_BlendFunc(GL_ONE, GL_ONE);
2562         GL_DepthRange(0, 1);
2563         GL_DepthTest(r_showlighting.integer < 2);
2564         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2565         if (!transparent)
2566                 GL_DepthFunc(GL_EQUAL);
2567         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2568         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2569 }
2570
2571 void R_Shadow_RenderMode_End(void)
2572 {
2573         R_Shadow_RenderMode_Reset();
2574         R_Shadow_RenderMode_ActiveLight(NULL);
2575         GL_DepthMask(true);
2576         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2577         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2578 }
2579
2580 int bboxedges[12][2] =
2581 {
2582         // top
2583         {0, 1}, // +X
2584         {0, 2}, // +Y
2585         {1, 3}, // Y, +X
2586         {2, 3}, // X, +Y
2587         // bottom
2588         {4, 5}, // +X
2589         {4, 6}, // +Y
2590         {5, 7}, // Y, +X
2591         {6, 7}, // X, +Y
2592         // verticals
2593         {0, 4}, // +Z
2594         {1, 5}, // X, +Z
2595         {2, 6}, // Y, +Z
2596         {3, 7}, // XY, +Z
2597 };
2598
2599 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2600 {
2601         if (!r_shadow_scissor.integer)
2602         {
2603                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2604                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2605                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2606                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2607                 return false;
2608         }
2609         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2610                 return true; // invisible
2611         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2612         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2613         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2614         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2615                 r_refdef.stats.lights_scissored++;
2616         return false;
2617 }
2618
2619 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2620 {
2621         int i;
2622         const float *vertex3f;
2623         const float *normal3f;
2624         float *color4f;
2625         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2626         switch (r_shadow_rendermode)
2627         {
2628         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2629         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2630                 if (VectorLength2(diffusecolor) > 0)
2631                 {
2632                         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)
2633                         {
2634                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2635                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2636                                 if ((dot = DotProduct(n, v)) < 0)
2637                                 {
2638                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2639                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2640                                 }
2641                                 else
2642                                         VectorCopy(ambientcolor, color4f);
2643                                 if (r_refdef.fogenabled)
2644                                 {
2645                                         float f;
2646                                         f = RSurf_FogVertex(vertex3f);
2647                                         VectorScale(color4f, f, color4f);
2648                                 }
2649                                 color4f[3] = 1;
2650                         }
2651                 }
2652                 else
2653                 {
2654                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2655                         {
2656                                 VectorCopy(ambientcolor, color4f);
2657                                 if (r_refdef.fogenabled)
2658                                 {
2659                                         float f;
2660                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2661                                         f = RSurf_FogVertex(vertex3f);
2662                                         VectorScale(color4f + 4*i, f, color4f);
2663                                 }
2664                                 color4f[3] = 1;
2665                         }
2666                 }
2667                 break;
2668         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2669                 if (VectorLength2(diffusecolor) > 0)
2670                 {
2671                         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)
2672                         {
2673                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2674                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2675                                 {
2676                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2677                                         if ((dot = DotProduct(n, v)) < 0)
2678                                         {
2679                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2680                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2681                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2682                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2683                                         }
2684                                         else
2685                                         {
2686                                                 color4f[0] = ambientcolor[0] * distintensity;
2687                                                 color4f[1] = ambientcolor[1] * distintensity;
2688                                                 color4f[2] = ambientcolor[2] * distintensity;
2689                                         }
2690                                         if (r_refdef.fogenabled)
2691                                         {
2692                                                 float f;
2693                                                 f = RSurf_FogVertex(vertex3f);
2694                                                 VectorScale(color4f, f, color4f);
2695                                         }
2696                                 }
2697                                 else
2698                                         VectorClear(color4f);
2699                                 color4f[3] = 1;
2700                         }
2701                 }
2702                 else
2703                 {
2704                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2705                         {
2706                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2707                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2708                                 {
2709                                         color4f[0] = ambientcolor[0] * distintensity;
2710                                         color4f[1] = ambientcolor[1] * distintensity;
2711                                         color4f[2] = ambientcolor[2] * distintensity;
2712                                         if (r_refdef.fogenabled)
2713                                         {
2714                                                 float f;
2715                                                 f = RSurf_FogVertex(vertex3f);
2716                                                 VectorScale(color4f, f, color4f);
2717                                         }
2718                                 }
2719                                 else
2720                                         VectorClear(color4f);
2721                                 color4f[3] = 1;
2722                         }
2723                 }
2724                 break;
2725         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2726                 if (VectorLength2(diffusecolor) > 0)
2727                 {
2728                         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)
2729                         {
2730                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2731                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2732                                 {
2733                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2734                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2735                                         if ((dot = DotProduct(n, v)) < 0)
2736                                         {
2737                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2738                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2739                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2740                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2741                                         }
2742                                         else
2743                                         {
2744                                                 color4f[0] = ambientcolor[0] * distintensity;
2745                                                 color4f[1] = ambientcolor[1] * distintensity;
2746                                                 color4f[2] = ambientcolor[2] * distintensity;
2747                                         }
2748                                         if (r_refdef.fogenabled)
2749                                         {
2750                                                 float f;
2751                                                 f = RSurf_FogVertex(vertex3f);
2752                                                 VectorScale(color4f, f, color4f);
2753                                         }
2754                                 }
2755                                 else
2756                                         VectorClear(color4f);
2757                                 color4f[3] = 1;
2758                         }
2759                 }
2760                 else
2761                 {
2762                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2763                         {
2764                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2765                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2766                                 {
2767                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2768                                         color4f[0] = ambientcolor[0] * distintensity;
2769                                         color4f[1] = ambientcolor[1] * distintensity;
2770                                         color4f[2] = ambientcolor[2] * distintensity;
2771                                         if (r_refdef.fogenabled)
2772                                         {
2773                                                 float f;
2774                                                 f = RSurf_FogVertex(vertex3f);
2775                                                 VectorScale(color4f, f, color4f);
2776                                         }
2777                                 }
2778                                 else
2779                                         VectorClear(color4f);
2780                                 color4f[3] = 1;
2781                         }
2782                 }
2783                 break;
2784         default:
2785                 break;
2786         }
2787 }
2788
2789 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2790 {
2791         // used to display how many times a surface is lit for level design purposes
2792         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2793         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
2794         RSurf_DrawBatch();
2795 }
2796
2797 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2798 {
2799         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2800         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
2801         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2802                 GL_DepthFunc(GL_EQUAL);
2803         RSurf_DrawBatch();
2804         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2805                 GL_DepthFunc(GL_LEQUAL);
2806 }
2807
2808 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2809 {
2810         int renders;
2811         int i;
2812         int stop;
2813         int newfirstvertex;
2814         int newlastvertex;
2815         int newnumtriangles;
2816         int *newe;
2817         const int *e;
2818         float *c;
2819         int maxtriangles = 4096;
2820         static int newelements[4096*3];
2821         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
2822         for (renders = 0;renders < 4;renders++)
2823         {
2824                 stop = true;
2825                 newfirstvertex = 0;
2826                 newlastvertex = 0;
2827                 newnumtriangles = 0;
2828                 newe = newelements;
2829                 // due to low fillrate on the cards this vertex lighting path is
2830                 // designed for, we manually cull all triangles that do not
2831                 // contain a lit vertex
2832                 // this builds batches of triangles from multiple surfaces and
2833                 // renders them at once
2834                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2835                 {
2836                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
2837                         {
2838                                 if (newnumtriangles)
2839                                 {
2840                                         newfirstvertex = min(newfirstvertex, e[0]);
2841                                         newlastvertex  = max(newlastvertex, e[0]);
2842                                 }
2843                                 else
2844                                 {
2845                                         newfirstvertex = e[0];
2846                                         newlastvertex = e[0];
2847                                 }
2848                                 newfirstvertex = min(newfirstvertex, e[1]);
2849                                 newlastvertex  = max(newlastvertex, e[1]);
2850                                 newfirstvertex = min(newfirstvertex, e[2]);
2851                                 newlastvertex  = max(newlastvertex, e[2]);
2852                                 newe[0] = e[0];
2853                                 newe[1] = e[1];
2854                                 newe[2] = e[2];
2855                                 newnumtriangles++;
2856                                 newe += 3;
2857                                 if (newnumtriangles >= maxtriangles)
2858                                 {
2859                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2860                                         newnumtriangles = 0;
2861                                         newe = newelements;
2862                                         stop = false;
2863                                 }
2864                         }
2865                 }
2866                 if (newnumtriangles >= 1)
2867                 {
2868                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2869                         stop = false;
2870                 }
2871                 // if we couldn't find any lit triangles, exit early
2872                 if (stop)
2873                         break;
2874                 // now reduce the intensity for the next overbright pass
2875                 // we have to clamp to 0 here incase the drivers have improper
2876                 // handling of negative colors
2877                 // (some old drivers even have improper handling of >1 color)
2878                 stop = true;
2879                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2880                 {
2881                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2882                         {
2883                                 c[0] = max(0, c[0] - 1);
2884                                 c[1] = max(0, c[1] - 1);
2885                                 c[2] = max(0, c[2] - 1);
2886                                 stop = false;
2887                         }
2888                         else
2889                                 VectorClear(c);
2890                 }
2891                 // another check...
2892                 if (stop)
2893                         break;
2894         }
2895 }
2896
2897 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
2898 {
2899         // OpenGL 1.1 path (anything)
2900         float ambientcolorbase[3], diffusecolorbase[3];
2901         float ambientcolorpants[3], diffusecolorpants[3];
2902         float ambientcolorshirt[3], diffusecolorshirt[3];
2903         const float *surfacecolor = rsurface.texture->dlightcolor;
2904         const float *surfacepants = rsurface.colormap_pantscolor;
2905         const float *surfaceshirt = rsurface.colormap_shirtcolor;
2906         rtexture_t *basetexture = rsurface.texture->basetexture;
2907         rtexture_t *pantstexture = rsurface.texture->pantstexture;
2908         rtexture_t *shirttexture = rsurface.texture->shirttexture;
2909         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2910         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2911         ambientscale *= 2 * r_refdef.view.colorscale;
2912         diffusescale *= 2 * r_refdef.view.colorscale;
2913         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2914         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2915         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2916         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2917         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2918         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2919         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2920         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
2921         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2922         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
2923         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2924         R_Mesh_TexBind(0, basetexture);
2925         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2926         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2927         switch(r_shadow_rendermode)
2928         {
2929         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2930                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2931                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2932                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2933                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2934                 break;
2935         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2936                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2937                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2938                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2939                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2940                 // fall through
2941         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2942                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2943                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2944                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2945                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2946                 break;
2947         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2948                 break;
2949         default:
2950                 break;
2951         }
2952         //R_Mesh_TexBind(0, basetexture);
2953         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
2954         if (dopants)
2955         {
2956                 R_Mesh_TexBind(0, pantstexture);
2957                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
2958         }
2959         if (doshirt)
2960         {
2961                 R_Mesh_TexBind(0, shirttexture);
2962                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
2963         }
2964 }
2965
2966 extern cvar_t gl_lightmaps;
2967 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2968 {
2969         float ambientscale, diffusescale, specularscale;
2970         qboolean negated;
2971         float lightcolor[3];
2972         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2973         ambientscale = rsurface.rtlight->ambientscale;
2974         diffusescale = rsurface.rtlight->diffusescale;
2975         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2976         if (!r_shadow_usenormalmap.integer)
2977         {
2978                 ambientscale += 1.0f * diffusescale;
2979                 diffusescale = 0;
2980                 specularscale = 0;
2981         }
2982         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2983                 return;
2984         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2985         if(negated)
2986         {
2987                 VectorNegate(lightcolor, lightcolor);
2988                 switch(vid.renderpath)
2989                 {
2990                 case RENDERPATH_GL11:
2991                 case RENDERPATH_GL13:
2992                 case RENDERPATH_GL20:
2993                 case RENDERPATH_GLES2:
2994                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2995                         break;
2996                 case RENDERPATH_D3D9:
2997 #ifdef SUPPORTD3D
2998                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
2999 #endif
3000                         break;
3001                 case RENDERPATH_D3D10:
3002                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3003                         break;
3004                 case RENDERPATH_D3D11:
3005                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3006                         break;
3007                 case RENDERPATH_SOFT:
3008                         DPSOFTRAST_BlendSubtract(true);
3009                         break;
3010                 }
3011         }
3012         RSurf_SetupDepthAndCulling();
3013         switch (r_shadow_rendermode)
3014         {
3015         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3016                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3017                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3018                 break;
3019         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3020                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3021                 break;
3022         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3023         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3024         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3025         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3026                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3027                 break;
3028         default:
3029                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3030                 break;
3031         }
3032         if(negated)
3033         {
3034                 switch(vid.renderpath)
3035                 {
3036                 case RENDERPATH_GL11:
3037                 case RENDERPATH_GL13:
3038                 case RENDERPATH_GL20:
3039                 case RENDERPATH_GLES2:
3040                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3041                         break;
3042                 case RENDERPATH_D3D9:
3043 #ifdef SUPPORTD3D
3044                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3045 #endif
3046                         break;
3047                 case RENDERPATH_D3D10:
3048                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3049                         break;
3050                 case RENDERPATH_D3D11:
3051                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3052                         break;
3053                 case RENDERPATH_SOFT:
3054                         DPSOFTRAST_BlendSubtract(false);
3055                         break;
3056                 }
3057         }
3058 }
3059
3060 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)
3061 {
3062         matrix4x4_t tempmatrix = *matrix;
3063         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3064
3065         // if this light has been compiled before, free the associated data
3066         R_RTLight_Uncompile(rtlight);
3067
3068         // clear it completely to avoid any lingering data
3069         memset(rtlight, 0, sizeof(*rtlight));
3070
3071         // copy the properties
3072         rtlight->matrix_lighttoworld = tempmatrix;
3073         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3074         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3075         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3076         VectorCopy(color, rtlight->color);
3077         rtlight->cubemapname[0] = 0;
3078         if (cubemapname && cubemapname[0])
3079                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3080         rtlight->shadow = shadow;
3081         rtlight->corona = corona;
3082         rtlight->style = style;
3083         rtlight->isstatic = isstatic;
3084         rtlight->coronasizescale = coronasizescale;
3085         rtlight->ambientscale = ambientscale;
3086         rtlight->diffusescale = diffusescale;
3087         rtlight->specularscale = specularscale;
3088         rtlight->flags = flags;
3089
3090         // compute derived data
3091         //rtlight->cullradius = rtlight->radius;
3092         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3093         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3094         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3095         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3096         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3097         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3098         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3099 }
3100
3101 // compiles rtlight geometry
3102 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3103 void R_RTLight_Compile(rtlight_t *rtlight)
3104 {
3105         int i;
3106         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3107         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3108         entity_render_t *ent = r_refdef.scene.worldentity;
3109         dp_model_t *model = r_refdef.scene.worldmodel;
3110         unsigned char *data;
3111         shadowmesh_t *mesh;
3112
3113         // compile the light
3114         rtlight->compiled = true;
3115         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3116         rtlight->static_numleafs = 0;
3117         rtlight->static_numleafpvsbytes = 0;
3118         rtlight->static_leaflist = NULL;
3119         rtlight->static_leafpvs = NULL;
3120         rtlight->static_numsurfaces = 0;
3121         rtlight->static_surfacelist = NULL;
3122         rtlight->static_shadowmap_receivers = 0x3F;
3123         rtlight->static_shadowmap_casters = 0x3F;
3124         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3125         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3126         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3127         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3128         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3129         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3130
3131         if (model && model->GetLightInfo)
3132         {
3133                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3134                 r_shadow_compilingrtlight = rtlight;
3135                 R_FrameData_SetMark();
3136                 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);
3137                 R_FrameData_ReturnToMark();
3138                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3139                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3140                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3141                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3142                 rtlight->static_numsurfaces = numsurfaces;
3143                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3144                 rtlight->static_numleafs = numleafs;
3145                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3146                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3147                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3148                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3149                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3150                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3151                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3152                 if (rtlight->static_numsurfaces)
3153                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3154                 if (rtlight->static_numleafs)
3155                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3156                 if (rtlight->static_numleafpvsbytes)
3157                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3158                 if (rtlight->static_numshadowtrispvsbytes)
3159                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3160                 if (rtlight->static_numlighttrispvsbytes)
3161                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3162                 R_FrameData_SetMark();
3163                 switch (rtlight->shadowmode)
3164                 {
3165                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3166                         if (model->CompileShadowMap && rtlight->shadow)
3167                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3168                         break;
3169                 default:
3170                         if (model->CompileShadowVolume && rtlight->shadow)
3171                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3172                         break;
3173                 }
3174                 R_FrameData_ReturnToMark();
3175                 // now we're done compiling the rtlight
3176                 r_shadow_compilingrtlight = NULL;
3177         }
3178
3179
3180         // use smallest available cullradius - box radius or light radius
3181         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3182         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3183
3184         shadowzpasstris = 0;
3185         if (rtlight->static_meshchain_shadow_zpass)
3186                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3187                         shadowzpasstris += mesh->numtriangles;
3188
3189         shadowzfailtris = 0;
3190         if (rtlight->static_meshchain_shadow_zfail)
3191                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3192                         shadowzfailtris += mesh->numtriangles;
3193
3194         lighttris = 0;
3195         if (rtlight->static_numlighttrispvsbytes)
3196                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3197                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3198                                 lighttris++;
3199
3200         shadowtris = 0;
3201         if (rtlight->static_numlighttrispvsbytes)
3202                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3203                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3204                                 shadowtris++;
3205
3206         if (developer_extra.integer)
3207                 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);
3208 }
3209
3210 void R_RTLight_Uncompile(rtlight_t *rtlight)
3211 {
3212         if (rtlight->compiled)
3213         {
3214                 if (rtlight->static_meshchain_shadow_zpass)
3215                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3216                 rtlight->static_meshchain_shadow_zpass = NULL;
3217                 if (rtlight->static_meshchain_shadow_zfail)
3218                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3219                 rtlight->static_meshchain_shadow_zfail = NULL;
3220                 if (rtlight->static_meshchain_shadow_shadowmap)
3221                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3222                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3223                 // these allocations are grouped
3224                 if (rtlight->static_surfacelist)
3225                         Mem_Free(rtlight->static_surfacelist);
3226                 rtlight->static_numleafs = 0;
3227                 rtlight->static_numleafpvsbytes = 0;
3228                 rtlight->static_leaflist = NULL;
3229                 rtlight->static_leafpvs = NULL;
3230                 rtlight->static_numsurfaces = 0;
3231                 rtlight->static_surfacelist = NULL;
3232                 rtlight->static_numshadowtrispvsbytes = 0;
3233                 rtlight->static_shadowtrispvs = NULL;
3234                 rtlight->static_numlighttrispvsbytes = 0;
3235                 rtlight->static_lighttrispvs = NULL;
3236                 rtlight->compiled = false;
3237         }
3238 }
3239
3240 void R_Shadow_UncompileWorldLights(void)
3241 {
3242         size_t lightindex;
3243         dlight_t *light;
3244         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3245         for (lightindex = 0;lightindex < range;lightindex++)
3246         {
3247                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3248                 if (!light)
3249                         continue;
3250                 R_RTLight_Uncompile(&light->rtlight);
3251         }
3252 }
3253
3254 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3255 {
3256         int i, j;
3257         mplane_t plane;
3258         // reset the count of frustum planes
3259         // see rtlight->cached_frustumplanes definition for how much this array
3260         // can hold
3261         rtlight->cached_numfrustumplanes = 0;
3262
3263         // haven't implemented a culling path for ortho rendering
3264         if (!r_refdef.view.useperspective)
3265         {
3266                 // check if the light is on screen and copy the 4 planes if it is
3267                 for (i = 0;i < 4;i++)
3268                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3269                                 break;
3270                 if (i == 4)
3271                         for (i = 0;i < 4;i++)
3272                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3273                 return;
3274         }
3275
3276 #if 1
3277         // generate a deformed frustum that includes the light origin, this is
3278         // used to cull shadow casting surfaces that can not possibly cast a
3279         // shadow onto the visible light-receiving surfaces, which can be a
3280         // performance gain
3281         //
3282         // if the light origin is onscreen the result will be 4 planes exactly
3283         // if the light origin is offscreen on only one axis the result will
3284         // be exactly 5 planes (split-side case)
3285         // if the light origin is offscreen on two axes the result will be
3286         // exactly 4 planes (stretched corner case)
3287         for (i = 0;i < 4;i++)
3288         {
3289                 // quickly reject standard frustum planes that put the light
3290                 // origin outside the frustum
3291                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3292                         continue;
3293                 // copy the plane
3294                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3295         }
3296         // if all the standard frustum planes were accepted, the light is onscreen
3297         // otherwise we need to generate some more planes below...
3298         if (rtlight->cached_numfrustumplanes < 4)
3299         {
3300                 // at least one of the stock frustum planes failed, so we need to
3301                 // create one or two custom planes to enclose the light origin
3302                 for (i = 0;i < 4;i++)
3303                 {
3304                         // create a plane using the view origin and light origin, and a
3305                         // single point from the frustum corner set
3306                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3307                         VectorNormalize(plane.normal);
3308                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3309                         // see if this plane is backwards and flip it if so
3310                         for (j = 0;j < 4;j++)
3311                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3312                                         break;
3313                         if (j < 4)
3314                         {
3315                                 VectorNegate(plane.normal, plane.normal);
3316                                 plane.dist *= -1;
3317                                 // flipped plane, test again to see if it is now valid
3318                                 for (j = 0;j < 4;j++)
3319                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3320                                                 break;
3321                                 // if the plane is still not valid, then it is dividing the
3322                                 // frustum and has to be rejected
3323                                 if (j < 4)
3324                                         continue;
3325                         }
3326                         // we have created a valid plane, compute extra info
3327                         PlaneClassify(&plane);
3328                         // copy the plane
3329                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3330 #if 1
3331                         // if we've found 5 frustum planes then we have constructed a
3332                         // proper split-side case and do not need to keep searching for
3333                         // planes to enclose the light origin
3334                         if (rtlight->cached_numfrustumplanes == 5)
3335                                 break;
3336 #endif
3337                 }
3338         }
3339 #endif
3340
3341 #if 0
3342         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3343         {
3344                 plane = rtlight->cached_frustumplanes[i];
3345                 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));
3346         }
3347 #endif
3348
3349 #if 0
3350         // now add the light-space box planes if the light box is rotated, as any
3351         // caster outside the oriented light box is irrelevant (even if it passed
3352         // the worldspace light box, which is axial)
3353         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3354         {
3355                 for (i = 0;i < 6;i++)
3356                 {
3357                         vec3_t v;
3358                         VectorClear(v);
3359                         v[i >> 1] = (i & 1) ? -1 : 1;
3360                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3361                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3362                         plane.dist = VectorNormalizeLength(plane.normal);
3363                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3364                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3365                 }
3366         }
3367 #endif
3368
3369 #if 0
3370         // add the world-space reduced box planes
3371         for (i = 0;i < 6;i++)
3372         {
3373                 VectorClear(plane.normal);
3374                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3375                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3376                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3377         }
3378 #endif
3379
3380 #if 0
3381         {
3382         int j, oldnum;
3383         vec3_t points[8];
3384         vec_t bestdist;
3385         // reduce all plane distances to tightly fit the rtlight cull box, which
3386         // is in worldspace
3387         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3388         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3389         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3390         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3391         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3392         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3393         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3394         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3395         oldnum = rtlight->cached_numfrustumplanes;
3396         rtlight->cached_numfrustumplanes = 0;
3397         for (j = 0;j < oldnum;j++)
3398         {
3399                 // find the nearest point on the box to this plane
3400                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3401                 for (i = 1;i < 8;i++)
3402                 {
3403                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3404                         if (bestdist > dist)
3405                                 bestdist = dist;
3406                 }
3407                 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);
3408                 // if the nearest point is near or behind the plane, we want this
3409                 // plane, otherwise the plane is useless as it won't cull anything
3410                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3411                 {
3412                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3413                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3414                 }
3415         }
3416         }
3417 #endif
3418 }
3419
3420 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3421 {
3422         shadowmesh_t *mesh;
3423
3424         RSurf_ActiveWorldEntity();
3425
3426         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3427         {
3428                 CHECKGLERROR
3429                 GL_CullFace(GL_NONE);
3430                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3431                 for (;mesh;mesh = mesh->next)
3432                 {
3433                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3434                                 continue;
3435                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3436                         if (mesh->vertex3fbuffer)
3437                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3438                         else
3439                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3440                         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);
3441                 }
3442                 CHECKGLERROR
3443         }
3444         else if (r_refdef.scene.worldentity->model)
3445                 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);
3446
3447         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3448 }
3449
3450 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3451 {
3452         qboolean zpass = false;
3453         shadowmesh_t *mesh;
3454         int t, tend;
3455         int surfacelistindex;
3456         msurface_t *surface;
3457
3458         // if triangle neighbors are disabled, shadowvolumes are disabled
3459         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3460                 return;
3461
3462         RSurf_ActiveWorldEntity();
3463
3464         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3465         {
3466                 CHECKGLERROR
3467                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3468                 {
3469                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3470                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3471                 }
3472                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3473                 for (;mesh;mesh = mesh->next)
3474                 {
3475                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3476                         if (mesh->vertex3fbuffer)
3477                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3478                         else
3479                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3480                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3481                         {
3482                                 // increment stencil if frontface is infront of depthbuffer
3483                                 GL_CullFace(r_refdef.view.cullface_back);
3484                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3485                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3486                                 // decrement stencil if backface is infront of depthbuffer
3487                                 GL_CullFace(r_refdef.view.cullface_front);
3488                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3489                         }
3490                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3491                         {
3492                                 // decrement stencil if backface is behind depthbuffer
3493                                 GL_CullFace(r_refdef.view.cullface_front);
3494                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3495                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3496                                 // increment stencil if frontface is behind depthbuffer
3497                                 GL_CullFace(r_refdef.view.cullface_back);
3498                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3499                         }
3500                         R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3501                 }
3502                 CHECKGLERROR
3503         }
3504         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3505         {
3506                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3507                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3508                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3509                 {
3510                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3511                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3512                                 if (CHECKPVSBIT(trispvs, t))
3513                                         shadowmarklist[numshadowmark++] = t;
3514                 }
3515                 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);
3516         }
3517         else if (numsurfaces)
3518         {
3519                 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);
3520         }
3521
3522         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3523 }
3524
3525 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3526 {
3527         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3528         vec_t relativeshadowradius;
3529         RSurf_ActiveModelEntity(ent, false, false, false);
3530         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3531         // we need to re-init the shader for each entity because the matrix changed
3532         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3533         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3534         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3535         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3536         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3537         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3538         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3539         switch (r_shadow_rendermode)
3540         {
3541         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3542                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3543                 break;
3544         default:
3545                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3546                 break;
3547         }
3548         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3549 }
3550
3551 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3552 {
3553         // set up properties for rendering light onto this entity
3554         RSurf_ActiveModelEntity(ent, true, true, false);
3555         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3556         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3557         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3558         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3559 }
3560
3561 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3562 {
3563         if (!r_refdef.scene.worldmodel->DrawLight)
3564                 return;
3565
3566         // set up properties for rendering light onto this entity
3567         RSurf_ActiveWorldEntity();
3568         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3569         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3570         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3571         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3572
3573         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3574
3575         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3576 }
3577
3578 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3579 {
3580         dp_model_t *model = ent->model;
3581         if (!model->DrawLight)
3582                 return;
3583
3584         R_Shadow_SetupEntityLight(ent);
3585
3586         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3587
3588         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3589 }
3590
3591 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3592 {
3593         int i;
3594         float f;
3595         int numleafs, numsurfaces;
3596         int *leaflist, *surfacelist;
3597         unsigned char *leafpvs;
3598         unsigned char *shadowtrispvs;
3599         unsigned char *lighttrispvs;
3600         //unsigned char *surfacesides;
3601         int numlightentities;
3602         int numlightentities_noselfshadow;
3603         int numshadowentities;
3604         int numshadowentities_noselfshadow;
3605         static entity_render_t *lightentities[MAX_EDICTS];
3606         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3607         static entity_render_t *shadowentities[MAX_EDICTS];
3608         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3609         qboolean nolight;
3610
3611         rtlight->draw = false;
3612
3613         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3614         // skip lights that are basically invisible (color 0 0 0)
3615         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3616
3617         // loading is done before visibility checks because loading should happen
3618         // all at once at the start of a level, not when it stalls gameplay.
3619         // (especially important to benchmarks)
3620         // compile light
3621         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3622         {
3623                 if (rtlight->compiled)
3624                         R_RTLight_Uncompile(rtlight);
3625                 R_RTLight_Compile(rtlight);
3626         }
3627
3628         // load cubemap
3629         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3630
3631         // look up the light style value at this time
3632         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3633         VectorScale(rtlight->color, f, rtlight->currentcolor);
3634         /*
3635         if (rtlight->selected)
3636         {
3637                 f = 2 + sin(realtime * M_PI * 4.0);
3638                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3639         }
3640         */
3641
3642         // if lightstyle is currently off, don't draw the light
3643         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3644                 return;
3645
3646         // skip processing on corona-only lights
3647         if (nolight)
3648                 return;
3649
3650         // if the light box is offscreen, skip it
3651         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3652                 return;
3653
3654         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3655         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3656
3657         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3658
3659         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3660         {
3661                 // compiled light, world available and can receive realtime lighting
3662                 // retrieve leaf information
3663                 numleafs = rtlight->static_numleafs;
3664                 leaflist = rtlight->static_leaflist;
3665                 leafpvs = rtlight->static_leafpvs;
3666                 numsurfaces = rtlight->static_numsurfaces;
3667                 surfacelist = rtlight->static_surfacelist;
3668                 //surfacesides = NULL;
3669                 shadowtrispvs = rtlight->static_shadowtrispvs;
3670                 lighttrispvs = rtlight->static_lighttrispvs;
3671         }
3672         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3673         {
3674                 // dynamic light, world available and can receive realtime lighting
3675                 // calculate lit surfaces and leafs
3676                 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);
3677                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3678                 leaflist = r_shadow_buffer_leaflist;
3679                 leafpvs = r_shadow_buffer_leafpvs;
3680                 surfacelist = r_shadow_buffer_surfacelist;
3681                 //surfacesides = r_shadow_buffer_surfacesides;
3682                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3683                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3684                 // if the reduced leaf bounds are offscreen, skip it
3685                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3686                         return;
3687         }
3688         else
3689         {
3690                 // no world
3691                 numleafs = 0;
3692                 leaflist = NULL;
3693                 leafpvs = NULL;
3694                 numsurfaces = 0;
3695                 surfacelist = NULL;
3696                 //surfacesides = NULL;
3697                 shadowtrispvs = NULL;
3698                 lighttrispvs = NULL;
3699         }
3700         // check if light is illuminating any visible leafs
3701         if (numleafs)
3702         {
3703                 for (i = 0;i < numleafs;i++)
3704                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3705                                 break;
3706                 if (i == numleafs)
3707                         return;
3708         }
3709
3710         // make a list of lit entities and shadow casting entities
3711         numlightentities = 0;
3712         numlightentities_noselfshadow = 0;
3713         numshadowentities = 0;
3714         numshadowentities_noselfshadow = 0;
3715
3716         // add dynamic entities that are lit by the light
3717         for (i = 0;i < r_refdef.scene.numentities;i++)
3718         {
3719                 dp_model_t *model;
3720                 entity_render_t *ent = r_refdef.scene.entities[i];
3721                 vec3_t org;
3722                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3723                         continue;
3724                 // skip the object entirely if it is not within the valid
3725                 // shadow-casting region (which includes the lit region)
3726                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3727                         continue;
3728                 if (!(model = ent->model))
3729                         continue;
3730                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3731                 {
3732                         // this entity wants to receive light, is visible, and is
3733                         // inside the light box
3734                         // TODO: check if the surfaces in the model can receive light
3735                         // so now check if it's in a leaf seen by the light
3736                         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))
3737                                 continue;
3738                         if (ent->flags & RENDER_NOSELFSHADOW)
3739                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3740                         else
3741                                 lightentities[numlightentities++] = ent;
3742                         // since it is lit, it probably also casts a shadow...
3743                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3744                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3745                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3746                         {
3747                                 // note: exterior models without the RENDER_NOSELFSHADOW
3748                                 // flag still create a RENDER_NOSELFSHADOW shadow but
3749                                 // are lit normally, this means that they are
3750                                 // self-shadowing but do not shadow other
3751                                 // RENDER_NOSELFSHADOW entities such as the gun
3752                                 // (very weird, but keeps the player shadow off the gun)
3753                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3754                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3755                                 else
3756                                         shadowentities[numshadowentities++] = ent;
3757                         }
3758                 }
3759                 else if (ent->flags & RENDER_SHADOW)
3760                 {
3761                         // this entity is not receiving light, but may still need to
3762                         // cast a shadow...
3763                         // TODO: check if the surfaces in the model can cast shadow
3764                         // now check if it is in a leaf seen by the light
3765                         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))
3766                                 continue;
3767                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3768                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3769                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3770                         {
3771                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3772                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3773                                 else
3774                                         shadowentities[numshadowentities++] = ent;
3775                         }
3776                 }
3777         }
3778
3779         // return if there's nothing at all to light
3780         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3781                 return;
3782
3783         // count this light in the r_speeds
3784         r_refdef.stats.lights++;
3785
3786         // flag it as worth drawing later
3787         rtlight->draw = true;
3788
3789         // cache all the animated entities that cast a shadow but are not visible
3790         for (i = 0;i < numshadowentities;i++)
3791                 if (!shadowentities[i]->animcache_vertex3f)
3792                         R_AnimCache_GetEntity(shadowentities[i], false, false);
3793         for (i = 0;i < numshadowentities_noselfshadow;i++)
3794                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3795                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3796
3797         // allocate some temporary memory for rendering this light later in the frame
3798         // reusable buffers need to be copied, static data can be used as-is
3799         rtlight->cached_numlightentities               = numlightentities;
3800         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
3801         rtlight->cached_numshadowentities              = numshadowentities;
3802         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3803         rtlight->cached_numsurfaces                    = numsurfaces;
3804         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3805         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3806         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3807         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3808         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3809         {
3810                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3811                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3812                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3813                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3814                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3815         }
3816         else
3817         {
3818                 // compiled light data
3819                 rtlight->cached_shadowtrispvs = shadowtrispvs;
3820                 rtlight->cached_lighttrispvs = lighttrispvs;
3821                 rtlight->cached_surfacelist = surfacelist;
3822         }
3823 }
3824
3825 void R_Shadow_DrawLight(rtlight_t *rtlight)
3826 {
3827         int i;
3828         int numsurfaces;
3829         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3830         int numlightentities;
3831         int numlightentities_noselfshadow;
3832         int numshadowentities;
3833         int numshadowentities_noselfshadow;
3834         entity_render_t **lightentities;
3835         entity_render_t **lightentities_noselfshadow;
3836         entity_render_t **shadowentities;
3837         entity_render_t **shadowentities_noselfshadow;
3838         int *surfacelist;
3839         static unsigned char entitysides[MAX_EDICTS];
3840         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3841         vec3_t nearestpoint;
3842         vec_t distance;
3843         qboolean castshadows;
3844         int lodlinear;
3845
3846         // check if we cached this light this frame (meaning it is worth drawing)
3847         if (!rtlight->draw)
3848                 return;
3849
3850         numlightentities = rtlight->cached_numlightentities;
3851         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3852         numshadowentities = rtlight->cached_numshadowentities;
3853         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3854         numsurfaces = rtlight->cached_numsurfaces;
3855         lightentities = rtlight->cached_lightentities;
3856         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3857         shadowentities = rtlight->cached_shadowentities;
3858         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3859         shadowtrispvs = rtlight->cached_shadowtrispvs;
3860         lighttrispvs = rtlight->cached_lighttrispvs;
3861         surfacelist = rtlight->cached_surfacelist;
3862
3863         // set up a scissor rectangle for this light
3864         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3865                 return;
3866
3867         // don't let sound skip if going slow
3868         if (r_refdef.scene.extraupdate)
3869                 S_ExtraUpdate ();
3870
3871         // make this the active rtlight for rendering purposes
3872         R_Shadow_RenderMode_ActiveLight(rtlight);
3873
3874         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3875         {
3876                 // optionally draw visible shape of the shadow volumes
3877                 // for performance analysis by level designers
3878                 R_Shadow_RenderMode_VisibleShadowVolumes();
3879                 if (numsurfaces)
3880                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3881                 for (i = 0;i < numshadowentities;i++)
3882                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3883                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3884                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3885                 R_Shadow_RenderMode_VisibleLighting(false, false);
3886         }
3887
3888         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3889         {
3890                 // optionally draw the illuminated areas
3891                 // for performance analysis by level designers
3892                 R_Shadow_RenderMode_VisibleLighting(false, false);
3893                 if (numsurfaces)
3894                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3895                 for (i = 0;i < numlightentities;i++)
3896                         R_Shadow_DrawEntityLight(lightentities[i]);
3897                 for (i = 0;i < numlightentities_noselfshadow;i++)
3898                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3899         }
3900
3901         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3902
3903         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3904         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3905         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3906         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3907
3908         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3909         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3910         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3911
3912         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3913         {
3914                 float borderbias;
3915                 int side;
3916                 int size;
3917                 int castermask = 0;
3918                 int receivermask = 0;
3919                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3920                 Matrix4x4_Abs(&radiustolight);
3921
3922                 r_shadow_shadowmaplod = 0;
3923                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3924                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3925                                 r_shadow_shadowmaplod = i;
3926
3927                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3928                         
3929                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3930
3931                 surfacesides = NULL;
3932                 if (numsurfaces)
3933                 {
3934                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3935                         {
3936                                 castermask = rtlight->static_shadowmap_casters;
3937                                 receivermask = rtlight->static_shadowmap_receivers;
3938                         }
3939                         else
3940                         {
3941                                 surfacesides = r_shadow_buffer_surfacesides;
3942                                 for(i = 0;i < numsurfaces;i++)
3943                                 {
3944                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3945                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
3946                                         castermask |= surfacesides[i];
3947                                         receivermask |= surfacesides[i];
3948                                 }
3949                         }
3950                 }
3951                 if (receivermask < 0x3F) 
3952                 {
3953                         for (i = 0;i < numlightentities;i++)
3954                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3955                         if (receivermask < 0x3F)
3956                                 for(i = 0; i < numlightentities_noselfshadow;i++)
3957                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3958                 }
3959
3960                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3961
3962                 if (receivermask)
3963                 {
3964                         for (i = 0;i < numshadowentities;i++)
3965                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3966                         for (i = 0;i < numshadowentities_noselfshadow;i++)
3967                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
3968                 }
3969
3970                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3971
3972                 // render shadow casters into 6 sided depth texture
3973                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3974                 {
3975                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3976                         if (! (castermask & (1 << side))) continue;
3977                         if (numsurfaces)
3978                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3979                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3980                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
3981                 }
3982
3983                 if (numlightentities_noselfshadow)
3984                 {
3985                         // render lighting using the depth texture as shadowmap
3986                         // draw lighting in the unmasked areas
3987                         R_Shadow_RenderMode_Lighting(false, false, true);
3988                         for (i = 0;i < numlightentities_noselfshadow;i++)
3989                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3990                 }
3991
3992                 // render shadow casters into 6 sided depth texture
3993                 if (numshadowentities_noselfshadow)
3994                 {
3995                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3996                         {
3997                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3998                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3999                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4000                         }
4001                 }
4002
4003                 // render lighting using the depth texture as shadowmap
4004                 // draw lighting in the unmasked areas
4005                 R_Shadow_RenderMode_Lighting(false, false, true);
4006                 // draw lighting in the unmasked areas
4007                 if (numsurfaces)
4008                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4009                 for (i = 0;i < numlightentities;i++)
4010                         R_Shadow_DrawEntityLight(lightentities[i]);
4011         }
4012         else if (castshadows && vid.stencil)
4013         {
4014                 // draw stencil shadow volumes to mask off pixels that are in shadow
4015                 // so that they won't receive lighting
4016                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4017                 R_Shadow_ClearStencil();
4018
4019                 if (numsurfaces)
4020                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4021                 for (i = 0;i < numshadowentities;i++)
4022                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4023
4024                 // draw lighting in the unmasked areas
4025                 R_Shadow_RenderMode_Lighting(true, false, false);
4026                 for (i = 0;i < numlightentities_noselfshadow;i++)
4027                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4028
4029                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4030                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4031
4032                 // draw lighting in the unmasked areas
4033                 R_Shadow_RenderMode_Lighting(true, false, false);
4034                 if (numsurfaces)
4035                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4036                 for (i = 0;i < numlightentities;i++)
4037                         R_Shadow_DrawEntityLight(lightentities[i]);
4038         }
4039         else
4040         {
4041                 // draw lighting in the unmasked areas
4042                 R_Shadow_RenderMode_Lighting(false, false, false);
4043                 if (numsurfaces)
4044                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4045                 for (i = 0;i < numlightentities;i++)
4046                         R_Shadow_DrawEntityLight(lightentities[i]);
4047                 for (i = 0;i < numlightentities_noselfshadow;i++)
4048                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4049         }
4050
4051         if (r_shadow_usingdeferredprepass)
4052         {
4053                 // when rendering deferred lighting, we simply rasterize the box
4054                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4055                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4056                 else if (castshadows && vid.stencil)
4057                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4058                 else
4059                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4060         }
4061 }
4062
4063 static void R_Shadow_FreeDeferred(void)
4064 {
4065         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4066         r_shadow_prepassgeometryfbo = 0;
4067
4068         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4069         r_shadow_prepasslightingdiffusespecularfbo = 0;
4070
4071         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4072         r_shadow_prepasslightingdiffusefbo = 0;
4073
4074         if (r_shadow_prepassgeometrydepthtexture)
4075                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4076         r_shadow_prepassgeometrydepthtexture = NULL;
4077
4078         if (r_shadow_prepassgeometrydepthcolortexture)
4079                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4080         r_shadow_prepassgeometrydepthcolortexture = NULL;
4081
4082         if (r_shadow_prepassgeometrynormalmaptexture)
4083                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4084         r_shadow_prepassgeometrynormalmaptexture = NULL;
4085
4086         if (r_shadow_prepasslightingdiffusetexture)
4087                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4088         r_shadow_prepasslightingdiffusetexture = NULL;
4089
4090         if (r_shadow_prepasslightingspeculartexture)
4091                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4092         r_shadow_prepasslightingspeculartexture = NULL;
4093 }
4094
4095 void R_Shadow_DrawPrepass(void)
4096 {
4097         int i;
4098         int flag;
4099         int lnum;
4100         size_t lightindex;
4101         dlight_t *light;
4102         size_t range;
4103         entity_render_t *ent;
4104         float clearcolor[4];
4105
4106         R_Mesh_ResetTextureState();
4107         GL_DepthMask(true);
4108         GL_ColorMask(1,1,1,1);
4109         GL_BlendFunc(GL_ONE, GL_ZERO);
4110         GL_Color(1,1,1,1);
4111         GL_DepthTest(true);
4112         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4113         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4114         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4115         if (r_timereport_active)
4116                 R_TimeReport("prepasscleargeom");
4117
4118         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4119                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4120         if (r_timereport_active)
4121                 R_TimeReport("prepassworld");
4122
4123         for (i = 0;i < r_refdef.scene.numentities;i++)
4124         {
4125                 if (!r_refdef.viewcache.entityvisible[i])
4126                         continue;
4127                 ent = r_refdef.scene.entities[i];
4128                 if (ent->model && ent->model->DrawPrepass != NULL)
4129                         ent->model->DrawPrepass(ent);
4130         }
4131
4132         if (r_timereport_active)
4133                 R_TimeReport("prepassmodels");
4134
4135         GL_DepthMask(false);
4136         GL_ColorMask(1,1,1,1);
4137         GL_Color(1,1,1,1);
4138         GL_DepthTest(true);
4139         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4140         Vector4Set(clearcolor, 0, 0, 0, 0);
4141         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4142         if (r_timereport_active)
4143                 R_TimeReport("prepassclearlit");
4144
4145         R_Shadow_RenderMode_Begin();
4146
4147         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4148         if (r_shadow_debuglight.integer >= 0)
4149         {
4150                 lightindex = r_shadow_debuglight.integer;
4151                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4152                 if (light && (light->flags & flag) && light->rtlight.draw)
4153                         R_Shadow_DrawLight(&light->rtlight);
4154         }
4155         else
4156         {
4157                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4158                 for (lightindex = 0;lightindex < range;lightindex++)
4159                 {
4160                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4161                         if (light && (light->flags & flag) && light->rtlight.draw)
4162                                 R_Shadow_DrawLight(&light->rtlight);
4163                 }
4164         }
4165         if (r_refdef.scene.rtdlight)
4166                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4167                         if (r_refdef.scene.lights[lnum]->draw)
4168                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4169
4170         R_Mesh_ResetRenderTargets();
4171
4172         R_Shadow_RenderMode_End();
4173
4174         if (r_timereport_active)
4175                 R_TimeReport("prepasslights");
4176 }
4177
4178 void R_Shadow_DrawLightSprites(void);
4179 void R_Shadow_PrepareLights(void)
4180 {
4181         int flag;
4182         int lnum;
4183         size_t lightindex;
4184         dlight_t *light;
4185         size_t range;
4186         float f;
4187         GLenum status;
4188
4189         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4190                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4191                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4192                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4193                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4194                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4195                 R_Shadow_FreeShadowMaps();
4196
4197         r_shadow_usingshadowmaportho = false;
4198
4199         switch (vid.renderpath)
4200         {
4201         case RENDERPATH_GL20:
4202         case RENDERPATH_D3D9:
4203         case RENDERPATH_D3D10:
4204         case RENDERPATH_D3D11:
4205         case RENDERPATH_SOFT:
4206         case RENDERPATH_GLES2:
4207                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4208                 {
4209                         r_shadow_usingdeferredprepass = false;
4210                         if (r_shadow_prepass_width)
4211                                 R_Shadow_FreeDeferred();
4212                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4213                         break;
4214                 }
4215
4216                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4217                 {
4218                         R_Shadow_FreeDeferred();
4219
4220                         r_shadow_usingdeferredprepass = true;
4221                         r_shadow_prepass_width = vid.width;
4222                         r_shadow_prepass_height = vid.height;
4223                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4224                         switch (vid.renderpath)
4225                         {
4226                         case RENDERPATH_D3D9:
4227                                 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4228                                 break;
4229                         default:
4230                                 break;
4231                         }
4232                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4233                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4234                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4235
4236                         // set up the geometry pass fbo (depth + normalmap)
4237                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4238                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4239                         // render depth into one texture and normalmap into the other
4240                         if (qglDrawBuffersARB)
4241                         {
4242                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4243                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4244                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4245                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4246                                 {
4247                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4248                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4249                                         r_shadow_usingdeferredprepass = false;
4250                                 }
4251                         }
4252
4253                         // set up the lighting pass fbo (diffuse + specular)
4254                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4255                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4256                         // render diffuse into one texture and specular into another,
4257                         // with depth and normalmap bound as textures,
4258                         // with depth bound as attachment as well
4259                         if (qglDrawBuffersARB)
4260                         {
4261                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4262                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4263                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4264                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4265                                 {
4266                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4267                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4268                                         r_shadow_usingdeferredprepass = false;
4269                                 }
4270                         }
4271
4272                         // set up the lighting pass fbo (diffuse)
4273                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4274                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4275                         // render diffuse into one texture,
4276                         // with depth and normalmap bound as textures,
4277                         // with depth bound as attachment as well
4278                         if (qglDrawBuffersARB)
4279                         {
4280                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4281                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4282                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4283                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4284                                 {
4285                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4286                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4287                                         r_shadow_usingdeferredprepass = false;
4288                                 }
4289                         }
4290                 }
4291                 break;
4292         case RENDERPATH_GL13:
4293         case RENDERPATH_GL11:
4294                 r_shadow_usingdeferredprepass = false;
4295                 break;
4296         }
4297
4298         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);
4299
4300         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4301         if (r_shadow_debuglight.integer >= 0)
4302         {
4303                 lightindex = r_shadow_debuglight.integer;
4304                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4305                 if (light && (light->flags & flag))
4306                         R_Shadow_PrepareLight(&light->rtlight);
4307         }
4308         else
4309         {
4310                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4311                 for (lightindex = 0;lightindex < range;lightindex++)
4312                 {
4313                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4314                         if (light && (light->flags & flag))
4315                                 R_Shadow_PrepareLight(&light->rtlight);
4316                 }
4317         }
4318         if (r_refdef.scene.rtdlight)
4319         {
4320                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4321                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4322         }
4323         else if(gl_flashblend.integer)
4324         {
4325                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4326                 {
4327                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4328                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4329                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4330                 }
4331         }
4332
4333         if (r_editlights.integer)
4334                 R_Shadow_DrawLightSprites();
4335
4336         R_Shadow_UpdateBounceGridTexture();
4337 }
4338
4339 void R_Shadow_DrawLights(void)
4340 {
4341         int flag;
4342         int lnum;
4343         size_t lightindex;
4344         dlight_t *light;
4345         size_t range;
4346
4347         R_Shadow_RenderMode_Begin();
4348
4349         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4350         if (r_shadow_debuglight.integer >= 0)
4351         {
4352                 lightindex = r_shadow_debuglight.integer;
4353                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4354                 if (light && (light->flags & flag))
4355                         R_Shadow_DrawLight(&light->rtlight);
4356         }
4357         else
4358         {
4359                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4360                 for (lightindex = 0;lightindex < range;lightindex++)
4361                 {
4362                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4363                         if (light && (light->flags & flag))
4364                                 R_Shadow_DrawLight(&light->rtlight);
4365                 }
4366         }
4367         if (r_refdef.scene.rtdlight)
4368                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4369                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4370
4371         R_Shadow_RenderMode_End();
4372 }
4373
4374 extern const float r_screenvertex3f[12];
4375 extern void R_SetupView(qboolean allowwaterclippingplane);
4376 extern void R_ResetViewRendering3D(void);
4377 extern void R_ResetViewRendering2D(void);
4378 extern cvar_t r_shadows;
4379 extern cvar_t r_shadows_darken;
4380 extern cvar_t r_shadows_drawafterrtlighting;
4381 extern cvar_t r_shadows_castfrombmodels;
4382 extern cvar_t r_shadows_throwdistance;
4383 extern cvar_t r_shadows_throwdirection;
4384 extern cvar_t r_shadows_focus;
4385 extern cvar_t r_shadows_shadowmapscale;
4386
4387 void R_Shadow_PrepareModelShadows(void)
4388 {
4389         int i;
4390         float scale, size, radius, dot1, dot2;
4391         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4392         entity_render_t *ent;
4393
4394         if (!r_refdef.scene.numentities)
4395                 return;
4396
4397         switch (r_shadow_shadowmode)
4398         {
4399         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4400                 if (r_shadows.integer >= 2) 
4401                         break;
4402                 // fall through
4403         case R_SHADOW_SHADOWMODE_STENCIL:
4404                 for (i = 0;i < r_refdef.scene.numentities;i++)
4405                 {
4406                         ent = r_refdef.scene.entities[i];
4407                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4408                                 R_AnimCache_GetEntity(ent, false, false);
4409                 }
4410                 return;
4411         default:
4412                 return;
4413         }
4414
4415         size = 2*r_shadow_shadowmapmaxsize;
4416         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4417         radius = 0.5f * size / scale;
4418
4419         Math_atov(r_shadows_throwdirection.string, shadowdir);
4420         VectorNormalize(shadowdir);
4421         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4422         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4423         if (fabs(dot1) <= fabs(dot2))
4424                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4425         else
4426                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4427         VectorNormalize(shadowforward);
4428         CrossProduct(shadowdir, shadowforward, shadowright);
4429         Math_atov(r_shadows_focus.string, shadowfocus);
4430         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4431         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4432         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4433         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4434         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4435                 dot1 = 1;
4436         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4437
4438         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4439         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4440         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4441         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4442         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4443         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4444
4445         for (i = 0;i < r_refdef.scene.numentities;i++)
4446         {
4447                 ent = r_refdef.scene.entities[i];
4448                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4449                         continue;
4450                 // cast shadows from anything of the map (submodels are optional)
4451                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4452                         R_AnimCache_GetEntity(ent, false, false);
4453         }
4454 }
4455
4456 void R_DrawModelShadowMaps(void)
4457 {
4458         int i;
4459         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4460         entity_render_t *ent;
4461         vec3_t relativelightorigin;
4462         vec3_t relativelightdirection, relativeforward, relativeright;
4463         vec3_t relativeshadowmins, relativeshadowmaxs;
4464         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4465         float m[12];
4466         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4467         r_viewport_t viewport;
4468         GLuint fbo = 0;
4469         float clearcolor[4];
4470
4471         if (!r_refdef.scene.numentities)
4472                 return;
4473
4474         switch (r_shadow_shadowmode)
4475         {
4476         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4477                 break;
4478         default:
4479                 return;
4480         }
4481
4482         R_ResetViewRendering3D();
4483         R_Shadow_RenderMode_Begin();
4484         R_Shadow_RenderMode_ActiveLight(NULL);
4485
4486         switch (r_shadow_shadowmode)
4487         {
4488         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4489                 if (!r_shadow_shadowmap2dtexture)
4490                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4491                 fbo = r_shadow_fbo2d;
4492                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4493                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4494                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4495                 break;
4496         default:
4497                 break;
4498         }
4499
4500         size = 2*r_shadow_shadowmapmaxsize;
4501         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4502         radius = 0.5f / scale;
4503         nearclip = -r_shadows_throwdistance.value;
4504         farclip = r_shadows_throwdistance.value;
4505         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4506
4507         r_shadow_shadowmap_parameters[0] = size;
4508         r_shadow_shadowmap_parameters[1] = size;
4509         r_shadow_shadowmap_parameters[2] = 1.0;
4510         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4511
4512         Math_atov(r_shadows_throwdirection.string, shadowdir);
4513         VectorNormalize(shadowdir);
4514         Math_atov(r_shadows_focus.string, shadowfocus);
4515         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4516         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4517         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4518         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4519         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4520         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4521         if (fabs(dot1) <= fabs(dot2)) 
4522                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4523         else
4524                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4525         VectorNormalize(shadowforward);
4526         VectorM(scale, shadowforward, &m[0]);
4527         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4528                 dot1 = 1;
4529         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4530         CrossProduct(shadowdir, shadowforward, shadowright);
4531         VectorM(scale, shadowright, &m[4]);
4532         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4533         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4534         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4535         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4536         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4537         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4538
4539         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4540
4541         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4542         R_SetupShader_DepthOrShadow();
4543         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4544         GL_DepthMask(true);
4545         GL_DepthTest(true);
4546         R_SetViewport(&viewport);
4547         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4548         Vector4Set(clearcolor, 1,1,1,1);
4549         // in D3D9 we have to render to a color texture shadowmap
4550         // in GL we render directly to a depth texture only
4551         if (r_shadow_shadowmap2dtexture)
4552                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4553         else
4554                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4555         // render into a slightly restricted region so that the borders of the
4556         // shadowmap area fade away, rather than streaking across everything
4557         // outside the usable area
4558         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4559
4560 #if 0
4561         // debugging
4562         R_Mesh_ResetRenderTargets();
4563         R_SetupShader_ShowDepth();
4564         GL_ColorMask(1,1,1,1);
4565         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4566 #endif
4567
4568         for (i = 0;i < r_refdef.scene.numentities;i++)
4569         {
4570                 ent = r_refdef.scene.entities[i];
4571
4572                 // cast shadows from anything of the map (submodels are optional)
4573                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4574                 {
4575                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4576                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4577                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4578                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4579                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4580                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4581                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4582                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4583                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4584                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4585                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4586                         RSurf_ActiveModelEntity(ent, false, false, false);
4587                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4588                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4589                 }
4590         }
4591
4592 #if 0
4593         if (r_test.integer)
4594         {
4595                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4596                 CHECKGLERROR
4597                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4598                 CHECKGLERROR
4599                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4600                 Cvar_SetValueQuick(&r_test, 0);
4601                 Z_Free(rawpixels);
4602         }
4603 #endif
4604
4605         R_Shadow_RenderMode_End();
4606
4607         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4608         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4609         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4610         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4611         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4612         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4613
4614         switch (vid.renderpath)
4615         {
4616         case RENDERPATH_GL11:
4617         case RENDERPATH_GL13:
4618         case RENDERPATH_GL20:
4619         case RENDERPATH_SOFT:
4620         case RENDERPATH_GLES2:
4621                 break;
4622         case RENDERPATH_D3D9:
4623         case RENDERPATH_D3D10:
4624         case RENDERPATH_D3D11:
4625 #ifdef OPENGL_ORIENTATION
4626                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4627                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4628                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4629                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4630 #else
4631                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4632                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4633                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4634                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4635 #endif
4636                 break;
4637         }
4638
4639         r_shadow_usingshadowmaportho = true;
4640         switch (r_shadow_shadowmode)
4641         {
4642         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4643                 r_shadow_usingshadowmap2d = true;
4644                 break;
4645         default:
4646                 break;
4647         }
4648 }
4649
4650 void R_DrawModelShadows(void)
4651 {
4652         int i;
4653         float relativethrowdistance;
4654         entity_render_t *ent;
4655         vec3_t relativelightorigin;
4656         vec3_t relativelightdirection;
4657         vec3_t relativeshadowmins, relativeshadowmaxs;
4658         vec3_t tmp, shadowdir;
4659
4660         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4661                 return;
4662
4663         R_ResetViewRendering3D();
4664         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4665         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4666         R_Shadow_RenderMode_Begin();
4667         R_Shadow_RenderMode_ActiveLight(NULL);
4668         r_shadow_lightscissor[0] = r_refdef.view.x;
4669         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4670         r_shadow_lightscissor[2] = r_refdef.view.width;
4671         r_shadow_lightscissor[3] = r_refdef.view.height;
4672         R_Shadow_RenderMode_StencilShadowVolumes(false);
4673
4674         // get shadow dir
4675         if (r_shadows.integer == 2)
4676         {
4677                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4678                 VectorNormalize(shadowdir);
4679         }
4680
4681         R_Shadow_ClearStencil();
4682
4683         for (i = 0;i < r_refdef.scene.numentities;i++)
4684         {
4685                 ent = r_refdef.scene.entities[i];
4686
4687                 // cast shadows from anything of the map (submodels are optional)
4688                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4689                 {
4690                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4691                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4692                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4693                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4694                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4695                         else
4696                         {
4697                                 if(ent->entitynumber != 0)
4698                                 {
4699                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4700                                         {
4701                                                 // FIXME handle this
4702                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4703                                         }
4704                                         else
4705                                         {
4706                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4707                                                 int entnum, entnum2, recursion;
4708                                                 entnum = entnum2 = ent->entitynumber;
4709                                                 for(recursion = 32; recursion > 0; --recursion)
4710                                                 {
4711                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
4712                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4713                                                                 entnum = entnum2;
4714                                                         else
4715                                                                 break;
4716                                                 }
4717                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4718                                                 {
4719                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4720                                                         // transform into modelspace of OUR entity
4721                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4722                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4723                                                 }
4724                                                 else
4725                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4726                                         }
4727                                 }
4728                                 else
4729                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4730                         }
4731
4732                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4733                         RSurf_ActiveModelEntity(ent, false, false, false);
4734                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4735                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4736                 }
4737         }
4738
4739         // not really the right mode, but this will disable any silly stencil features
4740         R_Shadow_RenderMode_End();
4741
4742         // set up ortho view for rendering this pass
4743         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4744         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4745         //GL_ScissorTest(true);
4746         //R_EntityMatrix(&identitymatrix);
4747         //R_Mesh_ResetTextureState();
4748         R_ResetViewRendering2D();
4749
4750         // set up a darkening blend on shadowed areas
4751         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4752         //GL_DepthRange(0, 1);
4753         //GL_DepthTest(false);
4754         //GL_DepthMask(false);
4755         //GL_PolygonOffset(0, 0);CHECKGLERROR
4756         GL_Color(0, 0, 0, r_shadows_darken.value);
4757         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4758         //GL_DepthFunc(GL_ALWAYS);
4759         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
4760
4761         // apply the blend to the shadowed areas
4762         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
4763         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4764         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4765
4766         // restore the viewport
4767         R_SetViewport(&r_refdef.view.viewport);
4768
4769         // restore other state to normal
4770         //R_Shadow_RenderMode_End();
4771 }
4772
4773 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4774 {
4775         float zdist;
4776         vec3_t centerorigin;
4777         float vertex3f[12];
4778         // if it's too close, skip it
4779         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4780                 return;
4781         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4782         if (zdist < 32)
4783                 return;
4784         if (usequery && r_numqueries + 2 <= r_maxqueries)
4785         {
4786                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4787                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4788                 // 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
4789                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4790
4791                 switch(vid.renderpath)
4792                 {
4793                 case RENDERPATH_GL20:
4794                 case RENDERPATH_GL13:
4795                 case RENDERPATH_GL11:
4796                 case RENDERPATH_GLES2:
4797                         CHECKGLERROR
4798                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
4799                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4800                         GL_DepthFunc(GL_ALWAYS);
4801                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4802                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
4803                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4804                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4805                         GL_DepthFunc(GL_LEQUAL);
4806                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4807                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4808                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
4809                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4810                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4811                         CHECKGLERROR
4812                         break;
4813                 case RENDERPATH_D3D9:
4814                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4815                         break;
4816                 case RENDERPATH_D3D10:
4817                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4818                         break;
4819                 case RENDERPATH_D3D11:
4820                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4821                         break;
4822                 case RENDERPATH_SOFT:
4823                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4824                         break;
4825                 }
4826         }
4827         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4828 }
4829
4830 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4831
4832 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4833 {
4834         vec3_t color;
4835         GLint allpixels = 0, visiblepixels = 0;
4836         // now we have to check the query result
4837         if (rtlight->corona_queryindex_visiblepixels)
4838         {
4839                 switch(vid.renderpath)
4840                 {
4841                 case RENDERPATH_GL20:
4842                 case RENDERPATH_GL13:
4843                 case RENDERPATH_GL11:
4844                 case RENDERPATH_GLES2:
4845                         CHECKGLERROR
4846                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4847                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4848                         CHECKGLERROR
4849                         break;
4850                 case RENDERPATH_D3D9:
4851                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4852                         break;
4853                 case RENDERPATH_D3D10:
4854                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4855                         break;
4856                 case RENDERPATH_D3D11:
4857                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4858                         break;
4859                 case RENDERPATH_SOFT:
4860                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4861                         break;
4862                 }
4863                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4864                 if (visiblepixels < 1 || allpixels < 1)
4865                         return;
4866                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4867                 cscale *= rtlight->corona_visibility;
4868         }
4869         else
4870         {
4871                 // FIXME: these traces should scan all render entities instead of cl.world
4872                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4873                         return;
4874         }
4875         VectorScale(rtlight->currentcolor, cscale, color);
4876         if (VectorLength(color) > (1.0f / 256.0f))
4877         {
4878                 float vertex3f[12];
4879                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4880                 if(negated)
4881                 {
4882                         VectorNegate(color, color);
4883                         switch(vid.renderpath)
4884                         {
4885                         case RENDERPATH_GL11:
4886                         case RENDERPATH_GL13:
4887                         case RENDERPATH_GL20:
4888                         case RENDERPATH_GLES2:
4889                                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4890                                 break;
4891                         case RENDERPATH_D3D9:
4892 #ifdef SUPPORTD3D
4893                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4894 #endif
4895                                 break;
4896                         case RENDERPATH_D3D10:
4897                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4898                                 break;
4899                         case RENDERPATH_D3D11:
4900                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4901                                 break;
4902                         case RENDERPATH_SOFT:
4903                                 DPSOFTRAST_BlendSubtract(true);
4904                                 break;
4905                         }
4906                 }
4907                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4908                 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);
4909                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4910                 if(negated)
4911                 {
4912                         switch(vid.renderpath)
4913                         {
4914                         case RENDERPATH_GL11:
4915                         case RENDERPATH_GL13:
4916                         case RENDERPATH_GL20:
4917                         case RENDERPATH_GLES2:
4918                                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4919                                 break;
4920                         case RENDERPATH_D3D9:
4921 #ifdef SUPPORTD3D
4922                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4923 #endif
4924                                 break;
4925                         case RENDERPATH_D3D10:
4926                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4927                                 break;
4928                         case RENDERPATH_D3D11:
4929                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4930                                 break;
4931                         case RENDERPATH_SOFT:
4932                                 DPSOFTRAST_BlendSubtract(false);
4933                                 break;
4934                         }
4935                 }
4936         }
4937 }
4938
4939 void R_Shadow_DrawCoronas(void)
4940 {
4941         int i, flag;
4942         qboolean usequery = false;
4943         size_t lightindex;
4944         dlight_t *light;
4945         rtlight_t *rtlight;
4946         size_t range;
4947         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4948                 return;
4949         if (r_waterstate.renderingscene)
4950                 return;
4951         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4952         R_EntityMatrix(&identitymatrix);
4953
4954         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4955
4956         // check occlusion of coronas
4957         // use GL_ARB_occlusion_query if available
4958         // otherwise use raytraces
4959         r_numqueries = 0;
4960         switch (vid.renderpath)
4961         {
4962         case RENDERPATH_GL11:
4963         case RENDERPATH_GL13:
4964         case RENDERPATH_GL20:
4965         case RENDERPATH_GLES2:
4966                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4967                 if (usequery)
4968                 {
4969                         GL_ColorMask(0,0,0,0);
4970                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4971                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4972                         {
4973                                 i = r_maxqueries;
4974                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4975                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4976                                 CHECKGLERROR
4977                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4978                                 CHECKGLERROR
4979                         }
4980                         RSurf_ActiveWorldEntity();
4981                         GL_BlendFunc(GL_ONE, GL_ZERO);
4982                         GL_CullFace(GL_NONE);
4983                         GL_DepthMask(false);
4984                         GL_DepthRange(0, 1);
4985                         GL_PolygonOffset(0, 0);
4986                         GL_DepthTest(true);
4987                         R_Mesh_ResetTextureState();
4988                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4989                 }
4990                 break;
4991         case RENDERPATH_D3D9:
4992                 usequery = false;
4993                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4994                 break;
4995         case RENDERPATH_D3D10:
4996                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4997                 break;
4998         case RENDERPATH_D3D11:
4999                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5000                 break;
5001         case RENDERPATH_SOFT:
5002                 usequery = false;
5003                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5004                 break;
5005         }
5006         for (lightindex = 0;lightindex < range;lightindex++)
5007         {
5008                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5009                 if (!light)
5010                         continue;
5011                 rtlight = &light->rtlight;
5012                 rtlight->corona_visibility = 0;
5013                 rtlight->corona_queryindex_visiblepixels = 0;
5014                 rtlight->corona_queryindex_allpixels = 0;
5015                 if (!(rtlight->flags & flag))
5016                         continue;
5017                 if (rtlight->corona <= 0)
5018                         continue;
5019                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5020                         continue;
5021                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5022         }
5023         for (i = 0;i < r_refdef.scene.numlights;i++)
5024         {
5025                 rtlight = r_refdef.scene.lights[i];
5026                 rtlight->corona_visibility = 0;
5027                 rtlight->corona_queryindex_visiblepixels = 0;
5028                 rtlight->corona_queryindex_allpixels = 0;
5029                 if (!(rtlight->flags & flag))
5030                         continue;
5031                 if (rtlight->corona <= 0)
5032                         continue;
5033                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5034         }
5035         if (usequery)
5036                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5037
5038         // now draw the coronas using the query data for intensity info
5039         for (lightindex = 0;lightindex < range;lightindex++)
5040         {
5041                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5042                 if (!light)
5043                         continue;
5044                 rtlight = &light->rtlight;
5045                 if (rtlight->corona_visibility <= 0)
5046                         continue;
5047                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5048         }
5049         for (i = 0;i < r_refdef.scene.numlights;i++)
5050         {
5051                 rtlight = r_refdef.scene.lights[i];
5052                 if (rtlight->corona_visibility <= 0)
5053                         continue;
5054                 if (gl_flashblend.integer)
5055                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5056                 else
5057                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5058         }
5059 }
5060
5061
5062
5063 dlight_t *R_Shadow_NewWorldLight(void)
5064 {
5065         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5066 }
5067
5068 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)
5069 {
5070         matrix4x4_t matrix;
5071         // validate parameters
5072         if (style < 0 || style >= MAX_LIGHTSTYLES)
5073         {
5074                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5075                 style = 0;
5076         }
5077         if (!cubemapname)
5078                 cubemapname = "";
5079
5080         // copy to light properties
5081         VectorCopy(origin, light->origin);
5082         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5083         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5084         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5085         /*
5086         light->color[0] = max(color[0], 0);
5087         light->color[1] = max(color[1], 0);
5088         light->color[2] = max(color[2], 0);
5089         */
5090         light->color[0] = color[0];
5091         light->color[1] = color[1];
5092         light->color[2] = color[2];
5093         light->radius = max(radius, 0);
5094         light->style = style;
5095         light->shadow = shadowenable;
5096         light->corona = corona;
5097         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5098         light->coronasizescale = coronasizescale;
5099         light->ambientscale = ambientscale;
5100         light->diffusescale = diffusescale;
5101         light->specularscale = specularscale;
5102         light->flags = flags;
5103
5104         // update renderable light data
5105         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5106         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);
5107 }
5108
5109 void R_Shadow_FreeWorldLight(dlight_t *light)
5110 {
5111         if (r_shadow_selectedlight == light)
5112                 r_shadow_selectedlight = NULL;
5113         R_RTLight_Uncompile(&light->rtlight);
5114         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5115 }
5116
5117 void R_Shadow_ClearWorldLights(void)
5118 {
5119         size_t lightindex;
5120         dlight_t *light;
5121         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5122         for (lightindex = 0;lightindex < range;lightindex++)
5123         {
5124                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5125                 if (light)
5126                         R_Shadow_FreeWorldLight(light);
5127         }
5128         r_shadow_selectedlight = NULL;
5129 }
5130
5131 void R_Shadow_SelectLight(dlight_t *light)
5132 {
5133         if (r_shadow_selectedlight)
5134                 r_shadow_selectedlight->selected = false;
5135         r_shadow_selectedlight = light;
5136         if (r_shadow_selectedlight)
5137                 r_shadow_selectedlight->selected = true;
5138 }
5139
5140 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5141 {
5142         // this is never batched (there can be only one)
5143         float vertex3f[12];
5144         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5145         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5146         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5147 }
5148
5149 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5150 {
5151         float intensity;
5152         float s;
5153         vec3_t spritecolor;
5154         skinframe_t *skinframe;
5155         float vertex3f[12];
5156
5157         // this is never batched (due to the ent parameter changing every time)
5158         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5159         const dlight_t *light = (dlight_t *)ent;
5160         s = EDLIGHTSPRSIZE;
5161
5162         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5163
5164         intensity = 0.5f;
5165         VectorScale(light->color, intensity, spritecolor);
5166         if (VectorLength(spritecolor) < 0.1732f)
5167                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5168         if (VectorLength(spritecolor) > 1.0f)
5169                 VectorNormalize(spritecolor);
5170
5171         // draw light sprite
5172         if (light->cubemapname[0] && !light->shadow)
5173                 skinframe = r_editlights_sprcubemapnoshadowlight;
5174         else if (light->cubemapname[0])
5175                 skinframe = r_editlights_sprcubemaplight;
5176         else if (!light->shadow)
5177                 skinframe = r_editlights_sprnoshadowlight;
5178         else
5179                 skinframe = r_editlights_sprlight;
5180
5181         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);
5182         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5183
5184         // draw selection sprite if light is selected
5185         if (light->selected)
5186         {
5187                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5188                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5189                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5190         }
5191 }
5192
5193 void R_Shadow_DrawLightSprites(void)
5194 {
5195         size_t lightindex;
5196         dlight_t *light;
5197         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5198         for (lightindex = 0;lightindex < range;lightindex++)
5199         {
5200                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5201                 if (light)
5202                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5203         }
5204         if (!r_editlights_lockcursor)
5205                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5206 }
5207
5208 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5209 {
5210         unsigned int range;
5211         dlight_t *light;
5212         rtlight_t *rtlight;
5213         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5214         if (lightindex >= range)
5215                 return -1;
5216         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5217         if (!light)
5218                 return 0;
5219         rtlight = &light->rtlight;
5220         //if (!(rtlight->flags & flag))
5221         //      return 0;
5222         VectorCopy(rtlight->shadoworigin, origin);
5223         *radius = rtlight->radius;
5224         VectorCopy(rtlight->color, color);
5225         return 1;
5226 }
5227
5228 void R_Shadow_SelectLightInView(void)
5229 {
5230         float bestrating, rating, temp[3];
5231         dlight_t *best;
5232         size_t lightindex;
5233         dlight_t *light;
5234         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5235         best = NULL;
5236         bestrating = 0;
5237
5238         if (r_editlights_lockcursor)
5239                 return;
5240         for (lightindex = 0;lightindex < range;lightindex++)
5241         {
5242                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5243                 if (!light)
5244                         continue;
5245                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5246                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5247                 if (rating >= 0.95)
5248                 {
5249                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5250                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
5251                         {
5252                                 bestrating = rating;
5253                                 best = light;
5254                         }
5255                 }
5256         }
5257         R_Shadow_SelectLight(best);
5258 }
5259
5260 void R_Shadow_LoadWorldLights(void)
5261 {
5262         int n, a, style, shadow, flags;
5263         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5264         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5265         if (cl.worldmodel == NULL)
5266         {
5267                 Con_Print("No map loaded.\n");
5268                 return;
5269         }
5270         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5271         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5272         if (lightsstring)
5273         {
5274                 s = lightsstring;
5275                 n = 0;
5276                 while (*s)
5277                 {
5278                         t = s;
5279                         /*
5280                         shadow = true;
5281                         for (;COM_Parse(t, true) && strcmp(
5282                         if (COM_Parse(t, true))
5283                         {
5284                                 if (com_token[0] == '!')
5285                                 {
5286                                         shadow = false;
5287                                         origin[0] = atof(com_token+1);
5288                                 }
5289                                 else
5290                                         origin[0] = atof(com_token);
5291                                 if (Com_Parse(t
5292                         }
5293                         */
5294                         t = s;
5295                         while (*s && *s != '\n' && *s != '\r')
5296                                 s++;
5297                         if (!*s)
5298                                 break;
5299                         tempchar = *s;
5300                         shadow = true;
5301                         // check for modifier flags
5302                         if (*t == '!')
5303                         {
5304                                 shadow = false;
5305                                 t++;
5306                         }
5307                         *s = 0;
5308 #if _MSC_VER >= 1400
5309 #define sscanf sscanf_s
5310 #endif
5311                         cubemapname[sizeof(cubemapname)-1] = 0;
5312 #if MAX_QPATH != 128
5313 #error update this code if MAX_QPATH changes
5314 #endif
5315                         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
5316 #if _MSC_VER >= 1400
5317 , sizeof(cubemapname)
5318 #endif
5319 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5320                         *s = tempchar;
5321                         if (a < 18)
5322                                 flags = LIGHTFLAG_REALTIMEMODE;
5323                         if (a < 17)
5324                                 specularscale = 1;
5325                         if (a < 16)
5326                                 diffusescale = 1;
5327                         if (a < 15)
5328                                 ambientscale = 0;
5329                         if (a < 14)
5330                                 coronasizescale = 0.25f;
5331                         if (a < 13)
5332                                 VectorClear(angles);
5333                         if (a < 10)
5334                                 corona = 0;
5335                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5336                                 cubemapname[0] = 0;
5337                         // remove quotes on cubemapname
5338                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5339                         {
5340                                 size_t namelen;
5341                                 namelen = strlen(cubemapname) - 2;
5342                                 memmove(cubemapname, cubemapname + 1, namelen);
5343                                 cubemapname[namelen] = '\0';
5344                         }
5345                         if (a < 8)
5346                         {
5347                                 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);
5348                                 break;
5349                         }
5350                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5351                         if (*s == '\r')
5352                                 s++;
5353                         if (*s == '\n')
5354                                 s++;
5355                         n++;
5356                 }
5357                 if (*s)
5358                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5359                 Mem_Free(lightsstring);
5360         }
5361 }
5362
5363 void R_Shadow_SaveWorldLights(void)
5364 {
5365         size_t lightindex;
5366         dlight_t *light;
5367         size_t bufchars, bufmaxchars;
5368         char *buf, *oldbuf;
5369         char name[MAX_QPATH];
5370         char line[MAX_INPUTLINE];
5371         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5372         // I hate lines which are 3 times my screen size :( --blub
5373         if (!range)
5374                 return;
5375         if (cl.worldmodel == NULL)
5376         {
5377                 Con_Print("No map loaded.\n");
5378                 return;
5379         }
5380         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5381         bufchars = bufmaxchars = 0;
5382         buf = NULL;
5383         for (lightindex = 0;lightindex < range;lightindex++)
5384         {
5385                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5386                 if (!light)
5387                         continue;
5388                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5389                         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);
5390                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5391                         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]);
5392                 else
5393                         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);
5394                 if (bufchars + strlen(line) > bufmaxchars)
5395                 {
5396                         bufmaxchars = bufchars + strlen(line) + 2048;
5397                         oldbuf = buf;
5398                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5399                         if (oldbuf)
5400                         {
5401                                 if (bufchars)
5402                                         memcpy(buf, oldbuf, bufchars);
5403                                 Mem_Free(oldbuf);
5404                         }
5405                 }
5406                 if (strlen(line))
5407                 {
5408                         memcpy(buf + bufchars, line, strlen(line));
5409                         bufchars += strlen(line);
5410                 }
5411         }
5412         if (bufchars)
5413                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5414         if (buf)
5415                 Mem_Free(buf);
5416 }
5417
5418 void R_Shadow_LoadLightsFile(void)
5419 {
5420         int n, a, style;
5421         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5422         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5423         if (cl.worldmodel == NULL)
5424         {
5425                 Con_Print("No map loaded.\n");
5426                 return;
5427         }
5428         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5429         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5430         if (lightsstring)
5431         {
5432                 s = lightsstring;
5433                 n = 0;
5434                 while (*s)
5435                 {
5436                         t = s;
5437                         while (*s && *s != '\n' && *s != '\r')
5438                                 s++;
5439                         if (!*s)
5440                                 break;
5441                         tempchar = *s;
5442                         *s = 0;
5443                         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);
5444                         *s = tempchar;
5445                         if (a < 14)
5446                         {
5447                                 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);
5448                                 break;
5449                         }
5450                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5451                         radius = bound(15, radius, 4096);
5452                         VectorScale(color, (2.0f / (8388608.0f)), color);
5453                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5454                         if (*s == '\r')
5455                                 s++;
5456                         if (*s == '\n')
5457                                 s++;
5458                         n++;
5459                 }
5460                 if (*s)
5461                         Con_Printf("invalid lights file \"%s\"\n", name);
5462                 Mem_Free(lightsstring);
5463         }
5464 }
5465
5466 // tyrlite/hmap2 light types in the delay field
5467 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5468
5469 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5470 {
5471         int entnum;
5472         int style;
5473         int islight;
5474         int skin;
5475         int pflags;
5476         //int effects;
5477         int type;
5478         int n;
5479         char *entfiledata;
5480         const char *data;
5481         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5482         char key[256], value[MAX_INPUTLINE];
5483
5484         if (cl.worldmodel == NULL)
5485         {
5486                 Con_Print("No map loaded.\n");
5487                 return;
5488         }
5489         // try to load a .ent file first
5490         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5491         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5492         // and if that is not found, fall back to the bsp file entity string
5493         if (!data)
5494                 data = cl.worldmodel->brush.entities;
5495         if (!data)
5496                 return;
5497         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5498         {
5499                 type = LIGHTTYPE_MINUSX;
5500                 origin[0] = origin[1] = origin[2] = 0;
5501                 originhack[0] = originhack[1] = originhack[2] = 0;
5502                 angles[0] = angles[1] = angles[2] = 0;
5503                 color[0] = color[1] = color[2] = 1;
5504                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5505                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5506                 fadescale = 1;
5507                 lightscale = 1;
5508                 style = 0;
5509                 skin = 0;
5510                 pflags = 0;
5511                 //effects = 0;
5512                 islight = false;
5513                 while (1)
5514                 {
5515                         if (!COM_ParseToken_Simple(&data, false, false))
5516                                 break; // error
5517                         if (com_token[0] == '}')
5518                                 break; // end of entity
5519                         if (com_token[0] == '_')
5520                                 strlcpy(key, com_token + 1, sizeof(key));
5521                         else
5522                                 strlcpy(key, com_token, sizeof(key));
5523                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5524                                 key[strlen(key)-1] = 0;
5525                         if (!COM_ParseToken_Simple(&data, false, false))
5526                                 break; // error
5527                         strlcpy(value, com_token, sizeof(value));
5528
5529                         // now that we have the key pair worked out...
5530                         if (!strcmp("light", key))
5531                         {
5532                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5533                                 if (n == 1)
5534                                 {
5535                                         // quake
5536                                         light[0] = vec[0] * (1.0f / 256.0f);
5537                                         light[1] = vec[0] * (1.0f / 256.0f);
5538                                         light[2] = vec[0] * (1.0f / 256.0f);
5539                                         light[3] = vec[0];
5540                                 }
5541                                 else if (n == 4)
5542                                 {
5543                                         // halflife
5544                                         light[0] = vec[0] * (1.0f / 255.0f);
5545                                         light[1] = vec[1] * (1.0f / 255.0f);
5546                                         light[2] = vec[2] * (1.0f / 255.0f);
5547                                         light[3] = vec[3];
5548                                 }
5549                         }
5550                         else if (!strcmp("delay", key))
5551                                 type = atoi(value);
5552                         else if (!strcmp("origin", key))
5553                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5554                         else if (!strcmp("angle", key))
5555                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5556                         else if (!strcmp("angles", key))
5557                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5558                         else if (!strcmp("color", key))
5559                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5560                         else if (!strcmp("wait", key))
5561                                 fadescale = atof(value);
5562                         else if (!strcmp("classname", key))
5563                         {
5564                                 if (!strncmp(value, "light", 5))
5565                                 {
5566                                         islight = true;
5567                                         if (!strcmp(value, "light_fluoro"))
5568                                         {
5569                                                 originhack[0] = 0;
5570                                                 originhack[1] = 0;
5571                                                 originhack[2] = 0;
5572                                                 overridecolor[0] = 1;
5573                                                 overridecolor[1] = 1;
5574                                                 overridecolor[2] = 1;
5575                                         }
5576                                         if (!strcmp(value, "light_fluorospark"))
5577                                         {
5578                                                 originhack[0] = 0;
5579                                                 originhack[1] = 0;
5580                                                 originhack[2] = 0;
5581                                                 overridecolor[0] = 1;
5582                                                 overridecolor[1] = 1;
5583                                                 overridecolor[2] = 1;
5584                                         }
5585                                         if (!strcmp(value, "light_globe"))
5586                                         {
5587                                                 originhack[0] = 0;
5588                                                 originhack[1] = 0;
5589                                                 originhack[2] = 0;
5590                                                 overridecolor[0] = 1;
5591                                                 overridecolor[1] = 0.8;
5592                                                 overridecolor[2] = 0.4;
5593                                         }
5594                                         if (!strcmp(value, "light_flame_large_yellow"))
5595                                         {
5596                                                 originhack[0] = 0;
5597                                                 originhack[1] = 0;
5598                                                 originhack[2] = 0;
5599                                                 overridecolor[0] = 1;
5600                                                 overridecolor[1] = 0.5;
5601                                                 overridecolor[2] = 0.1;
5602                                         }
5603                                         if (!strcmp(value, "light_flame_small_yellow"))
5604                                         {
5605                                                 originhack[0] = 0;
5606                                                 originhack[1] = 0;
5607                                                 originhack[2] = 0;
5608                                                 overridecolor[0] = 1;
5609                                                 overridecolor[1] = 0.5;
5610                                                 overridecolor[2] = 0.1;
5611                                         }
5612                                         if (!strcmp(value, "light_torch_small_white"))
5613                                         {
5614                                                 originhack[0] = 0;
5615                                                 originhack[1] = 0;
5616                                                 originhack[2] = 0;
5617                                                 overridecolor[0] = 1;
5618                                                 overridecolor[1] = 0.5;
5619                                                 overridecolor[2] = 0.1;
5620                                         }
5621                                         if (!strcmp(value, "light_torch_small_walltorch"))
5622                                         {
5623                                                 originhack[0] = 0;
5624                                                 originhack[1] = 0;
5625                                                 originhack[2] = 0;
5626                                                 overridecolor[0] = 1;
5627                                                 overridecolor[1] = 0.5;
5628                                                 overridecolor[2] = 0.1;
5629                                         }
5630                                 }
5631                         }
5632                         else if (!strcmp("style", key))
5633                                 style = atoi(value);
5634                         else if (!strcmp("skin", key))
5635                                 skin = (int)atof(value);
5636                         else if (!strcmp("pflags", key))
5637                                 pflags = (int)atof(value);
5638                         //else if (!strcmp("effects", key))
5639                         //      effects = (int)atof(value);
5640                         else if (cl.worldmodel->type == mod_brushq3)
5641                         {
5642                                 if (!strcmp("scale", key))
5643                                         lightscale = atof(value);
5644                                 if (!strcmp("fade", key))
5645                                         fadescale = atof(value);
5646                         }
5647                 }
5648                 if (!islight)
5649                         continue;
5650                 if (lightscale <= 0)
5651                         lightscale = 1;
5652                 if (fadescale <= 0)
5653                         fadescale = 1;
5654                 if (color[0] == color[1] && color[0] == color[2])
5655                 {
5656                         color[0] *= overridecolor[0];
5657                         color[1] *= overridecolor[1];
5658                         color[2] *= overridecolor[2];
5659                 }
5660                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5661                 color[0] = color[0] * light[0];
5662                 color[1] = color[1] * light[1];
5663                 color[2] = color[2] * light[2];
5664                 switch (type)
5665                 {
5666                 case LIGHTTYPE_MINUSX:
5667                         break;
5668                 case LIGHTTYPE_RECIPX:
5669                         radius *= 2;
5670                         VectorScale(color, (1.0f / 16.0f), color);
5671                         break;
5672                 case LIGHTTYPE_RECIPXX:
5673                         radius *= 2;
5674                         VectorScale(color, (1.0f / 16.0f), color);
5675                         break;
5676                 default:
5677                 case LIGHTTYPE_NONE:
5678                         break;
5679                 case LIGHTTYPE_SUN:
5680                         break;
5681                 case LIGHTTYPE_MINUSXX:
5682                         break;
5683                 }
5684                 VectorAdd(origin, originhack, origin);
5685                 if (radius >= 1)
5686                         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);
5687         }
5688         if (entfiledata)
5689                 Mem_Free(entfiledata);
5690 }
5691
5692
5693 void R_Shadow_SetCursorLocationForView(void)
5694 {
5695         vec_t dist, push;
5696         vec3_t dest, endpos;
5697         trace_t trace;
5698         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5699         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5700         if (trace.fraction < 1)
5701         {
5702                 dist = trace.fraction * r_editlights_cursordistance.value;
5703                 push = r_editlights_cursorpushback.value;
5704                 if (push > dist)
5705                         push = dist;
5706                 push = -push;
5707                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5708                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5709         }
5710         else
5711         {
5712                 VectorClear( endpos );
5713         }
5714         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5715         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5716         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5717 }
5718
5719 void R_Shadow_UpdateWorldLightSelection(void)
5720 {
5721         if (r_editlights.integer)
5722         {
5723                 R_Shadow_SetCursorLocationForView();
5724                 R_Shadow_SelectLightInView();
5725         }
5726         else
5727                 R_Shadow_SelectLight(NULL);
5728 }
5729
5730 void R_Shadow_EditLights_Clear_f(void)
5731 {
5732         R_Shadow_ClearWorldLights();
5733 }
5734
5735 void R_Shadow_EditLights_Reload_f(void)
5736 {
5737         if (!cl.worldmodel)
5738                 return;
5739         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5740         R_Shadow_ClearWorldLights();
5741         R_Shadow_LoadWorldLights();
5742         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5743         {
5744                 R_Shadow_LoadLightsFile();
5745                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5746                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5747         }
5748 }
5749
5750 void R_Shadow_EditLights_Save_f(void)
5751 {
5752         if (!cl.worldmodel)
5753                 return;
5754         R_Shadow_SaveWorldLights();
5755 }
5756
5757 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5758 {
5759         R_Shadow_ClearWorldLights();
5760         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5761 }
5762
5763 void R_Shadow_EditLights_ImportLightsFile_f(void)
5764 {
5765         R_Shadow_ClearWorldLights();
5766         R_Shadow_LoadLightsFile();
5767 }
5768
5769 void R_Shadow_EditLights_Spawn_f(void)
5770 {
5771         vec3_t color;
5772         if (!r_editlights.integer)
5773         {
5774                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5775                 return;
5776         }
5777         if (Cmd_Argc() != 1)
5778         {
5779                 Con_Print("r_editlights_spawn does not take parameters\n");
5780                 return;
5781         }
5782         color[0] = color[1] = color[2] = 1;
5783         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5784 }
5785
5786 void R_Shadow_EditLights_Edit_f(void)
5787 {
5788         vec3_t origin, angles, color;
5789         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5790         int style, shadows, flags, normalmode, realtimemode;
5791         char cubemapname[MAX_INPUTLINE];
5792         if (!r_editlights.integer)
5793         {
5794                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5795                 return;
5796         }
5797         if (!r_shadow_selectedlight)
5798         {
5799                 Con_Print("No selected light.\n");
5800                 return;
5801         }
5802         VectorCopy(r_shadow_selectedlight->origin, origin);
5803         VectorCopy(r_shadow_selectedlight->angles, angles);
5804         VectorCopy(r_shadow_selectedlight->color, color);
5805         radius = r_shadow_selectedlight->radius;
5806         style = r_shadow_selectedlight->style;
5807         if (r_shadow_selectedlight->cubemapname)
5808                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5809         else
5810                 cubemapname[0] = 0;
5811         shadows = r_shadow_selectedlight->shadow;
5812         corona = r_shadow_selectedlight->corona;
5813         coronasizescale = r_shadow_selectedlight->coronasizescale;
5814         ambientscale = r_shadow_selectedlight->ambientscale;
5815         diffusescale = r_shadow_selectedlight->diffusescale;
5816         specularscale = r_shadow_selectedlight->specularscale;
5817         flags = r_shadow_selectedlight->flags;
5818         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5819         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5820         if (!strcmp(Cmd_Argv(1), "origin"))
5821         {
5822                 if (Cmd_Argc() != 5)
5823                 {
5824                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5825                         return;
5826                 }
5827                 origin[0] = atof(Cmd_Argv(2));
5828                 origin[1] = atof(Cmd_Argv(3));
5829                 origin[2] = atof(Cmd_Argv(4));
5830         }
5831         else if (!strcmp(Cmd_Argv(1), "originx"))
5832         {
5833                 if (Cmd_Argc() != 3)
5834                 {
5835                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5836                         return;
5837                 }
5838                 origin[0] = atof(Cmd_Argv(2));
5839         }
5840         else if (!strcmp(Cmd_Argv(1), "originy"))
5841         {
5842                 if (Cmd_Argc() != 3)
5843                 {
5844                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5845                         return;
5846                 }
5847                 origin[1] = atof(Cmd_Argv(2));
5848         }
5849         else if (!strcmp(Cmd_Argv(1), "originz"))
5850         {
5851                 if (Cmd_Argc() != 3)
5852                 {
5853                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5854                         return;
5855                 }
5856                 origin[2] = atof(Cmd_Argv(2));
5857         }
5858         else if (!strcmp(Cmd_Argv(1), "move"))
5859         {
5860                 if (Cmd_Argc() != 5)
5861                 {
5862                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5863                         return;
5864                 }
5865                 origin[0] += atof(Cmd_Argv(2));
5866                 origin[1] += atof(Cmd_Argv(3));
5867                 origin[2] += atof(Cmd_Argv(4));
5868         }
5869         else if (!strcmp(Cmd_Argv(1), "movex"))
5870         {
5871                 if (Cmd_Argc() != 3)
5872                 {
5873                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5874                         return;
5875                 }
5876                 origin[0] += atof(Cmd_Argv(2));
5877         }
5878         else if (!strcmp(Cmd_Argv(1), "movey"))
5879         {
5880                 if (Cmd_Argc() != 3)
5881                 {
5882                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5883                         return;
5884                 }
5885                 origin[1] += atof(Cmd_Argv(2));
5886         }
5887         else if (!strcmp(Cmd_Argv(1), "movez"))
5888         {
5889                 if (Cmd_Argc() != 3)
5890                 {
5891                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5892                         return;
5893                 }
5894                 origin[2] += atof(Cmd_Argv(2));
5895         }
5896         else if (!strcmp(Cmd_Argv(1), "angles"))
5897         {
5898                 if (Cmd_Argc() != 5)
5899                 {
5900                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5901                         return;
5902                 }
5903                 angles[0] = atof(Cmd_Argv(2));
5904                 angles[1] = atof(Cmd_Argv(3));
5905                 angles[2] = atof(Cmd_Argv(4));
5906         }
5907         else if (!strcmp(Cmd_Argv(1), "anglesx"))
5908         {
5909                 if (Cmd_Argc() != 3)
5910                 {
5911                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5912                         return;
5913                 }
5914                 angles[0] = atof(Cmd_Argv(2));
5915         }
5916         else if (!strcmp(Cmd_Argv(1), "anglesy"))
5917         {
5918                 if (Cmd_Argc() != 3)
5919                 {
5920                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5921                         return;
5922                 }
5923                 angles[1] = atof(Cmd_Argv(2));
5924         }
5925         else if (!strcmp(Cmd_Argv(1), "anglesz"))
5926         {
5927                 if (Cmd_Argc() != 3)
5928                 {
5929                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5930                         return;
5931                 }
5932                 angles[2] = atof(Cmd_Argv(2));
5933         }
5934         else if (!strcmp(Cmd_Argv(1), "color"))
5935         {
5936                 if (Cmd_Argc() != 5)
5937                 {
5938                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5939                         return;
5940                 }
5941                 color[0] = atof(Cmd_Argv(2));
5942                 color[1] = atof(Cmd_Argv(3));
5943                 color[2] = atof(Cmd_Argv(4));
5944         }
5945         else if (!strcmp(Cmd_Argv(1), "radius"))
5946         {
5947                 if (Cmd_Argc() != 3)
5948                 {
5949                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5950                         return;
5951                 }
5952                 radius = atof(Cmd_Argv(2));
5953         }
5954         else if (!strcmp(Cmd_Argv(1), "colorscale"))
5955         {
5956                 if (Cmd_Argc() == 3)
5957                 {
5958                         double scale = atof(Cmd_Argv(2));
5959                         color[0] *= scale;
5960                         color[1] *= scale;
5961                         color[2] *= scale;
5962                 }
5963                 else
5964                 {
5965                         if (Cmd_Argc() != 5)
5966                         {
5967                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
5968                                 return;
5969                         }
5970                         color[0] *= atof(Cmd_Argv(2));
5971                         color[1] *= atof(Cmd_Argv(3));
5972                         color[2] *= atof(Cmd_Argv(4));
5973                 }
5974         }
5975         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5976         {
5977                 if (Cmd_Argc() != 3)
5978                 {
5979                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5980                         return;
5981                 }
5982                 radius *= atof(Cmd_Argv(2));
5983         }
5984         else if (!strcmp(Cmd_Argv(1), "style"))
5985         {
5986                 if (Cmd_Argc() != 3)
5987                 {
5988                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5989                         return;
5990                 }
5991                 style = atoi(Cmd_Argv(2));
5992         }
5993         else if (!strcmp(Cmd_Argv(1), "cubemap"))
5994         {
5995                 if (Cmd_Argc() > 3)
5996                 {
5997                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5998                         return;
5999                 }
6000                 if (Cmd_Argc() == 3)
6001                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6002                 else
6003                         cubemapname[0] = 0;
6004         }
6005         else if (!strcmp(Cmd_Argv(1), "shadows"))
6006         {
6007                 if (Cmd_Argc() != 3)
6008                 {
6009                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6010                         return;
6011                 }
6012                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6013         }
6014         else if (!strcmp(Cmd_Argv(1), "corona"))
6015         {
6016                 if (Cmd_Argc() != 3)
6017                 {
6018                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6019                         return;
6020                 }
6021                 corona = atof(Cmd_Argv(2));
6022         }
6023         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6024         {
6025                 if (Cmd_Argc() != 3)
6026                 {
6027                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6028                         return;
6029                 }
6030                 coronasizescale = atof(Cmd_Argv(2));
6031         }
6032         else if (!strcmp(Cmd_Argv(1), "ambient"))
6033         {
6034                 if (Cmd_Argc() != 3)
6035                 {
6036                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6037                         return;
6038                 }
6039                 ambientscale = atof(Cmd_Argv(2));
6040         }
6041         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6042         {
6043                 if (Cmd_Argc() != 3)
6044                 {
6045                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6046                         return;
6047                 }
6048                 diffusescale = atof(Cmd_Argv(2));
6049         }
6050         else if (!strcmp(Cmd_Argv(1), "specular"))
6051         {
6052                 if (Cmd_Argc() != 3)
6053                 {
6054                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6055                         return;
6056                 }
6057                 specularscale = atof(Cmd_Argv(2));
6058         }
6059         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6060         {
6061                 if (Cmd_Argc() != 3)
6062                 {
6063                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6064                         return;
6065                 }
6066                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6067         }
6068         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6069         {
6070                 if (Cmd_Argc() != 3)
6071                 {
6072                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6073                         return;
6074                 }
6075                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6076         }
6077         else
6078         {
6079                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6080                 Con_Print("Selected light's properties:\n");
6081                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6082                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6083                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6084                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6085                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6086                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6087                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6088                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6089                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6090                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6091                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6092                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6093                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6094                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6095                 return;
6096         }
6097         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6098         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6099 }
6100
6101 void R_Shadow_EditLights_EditAll_f(void)
6102 {
6103         size_t lightindex;
6104         dlight_t *light, *oldselected;
6105         size_t range;
6106
6107         if (!r_editlights.integer)
6108         {
6109                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6110                 return;
6111         }
6112
6113         oldselected = r_shadow_selectedlight;
6114         // EditLights doesn't seem to have a "remove" command or something so:
6115         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6116         for (lightindex = 0;lightindex < range;lightindex++)
6117         {
6118                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6119                 if (!light)
6120                         continue;
6121                 R_Shadow_SelectLight(light);
6122                 R_Shadow_EditLights_Edit_f();
6123         }
6124         // return to old selected (to not mess editing once selection is locked)
6125         R_Shadow_SelectLight(oldselected);
6126 }
6127
6128 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6129 {
6130         int lightnumber, lightcount;
6131         size_t lightindex, range;
6132         dlight_t *light;
6133         float x, y;
6134         char temp[256];
6135         if (!r_editlights.integer)
6136                 return;
6137         x = vid_conwidth.value - 240;
6138         y = 5;
6139         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6140         lightnumber = -1;
6141         lightcount = 0;
6142         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6143         for (lightindex = 0;lightindex < range;lightindex++)
6144         {
6145                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6146                 if (!light)
6147                         continue;
6148                 if (light == r_shadow_selectedlight)
6149                         lightnumber = lightindex;
6150                 lightcount++;
6151         }
6152         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;
6153         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;
6154         y += 8;
6155         if (r_shadow_selectedlight == NULL)
6156                 return;
6157         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;
6158         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;
6159         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;
6160         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;
6161         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;
6162         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;
6163         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;
6164         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;
6165         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;
6166         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;
6167         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;
6168         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;
6169         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;
6170         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;
6171         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;
6172 }
6173
6174 void R_Shadow_EditLights_ToggleShadow_f(void)
6175 {
6176         if (!r_editlights.integer)
6177         {
6178                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6179                 return;
6180         }
6181         if (!r_shadow_selectedlight)
6182         {
6183                 Con_Print("No selected light.\n");
6184                 return;
6185         }
6186         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);
6187 }
6188
6189 void R_Shadow_EditLights_ToggleCorona_f(void)
6190 {
6191         if (!r_editlights.integer)
6192         {
6193                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6194                 return;
6195         }
6196         if (!r_shadow_selectedlight)
6197         {
6198                 Con_Print("No selected light.\n");
6199                 return;
6200         }
6201         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);
6202 }
6203
6204 void R_Shadow_EditLights_Remove_f(void)
6205 {
6206         if (!r_editlights.integer)
6207         {
6208                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6209                 return;
6210         }
6211         if (!r_shadow_selectedlight)
6212         {
6213                 Con_Print("No selected light.\n");
6214                 return;
6215         }
6216         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6217         r_shadow_selectedlight = NULL;
6218 }
6219
6220 void R_Shadow_EditLights_Help_f(void)
6221 {
6222         Con_Print(
6223 "Documentation on r_editlights system:\n"
6224 "Settings:\n"
6225 "r_editlights : enable/disable editing mode\n"
6226 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6227 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6228 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6229 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6230 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6231 "Commands:\n"
6232 "r_editlights_help : this help\n"
6233 "r_editlights_clear : remove all lights\n"
6234 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6235 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6236 "r_editlights_save : save to .rtlights file\n"
6237 "r_editlights_spawn : create a light with default settings\n"
6238 "r_editlights_edit command : edit selected light - more documentation below\n"
6239 "r_editlights_remove : remove selected light\n"
6240 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6241 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6242 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6243 "Edit commands:\n"
6244 "origin x y z : set light location\n"
6245 "originx x: set x component of light location\n"
6246 "originy y: set y component of light location\n"
6247 "originz z: set z component of light location\n"
6248 "move x y z : adjust light location\n"
6249 "movex x: adjust x component of light location\n"
6250 "movey y: adjust y component of light location\n"
6251 "movez z: adjust z component of light location\n"
6252 "angles x y z : set light angles\n"
6253 "anglesx x: set x component of light angles\n"
6254 "anglesy y: set y component of light angles\n"
6255 "anglesz z: set z component of light angles\n"
6256 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6257 "radius radius : set radius (size) of light\n"
6258 "colorscale grey : multiply color of light (1 does nothing)\n"
6259 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6260 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6261 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6262 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6263 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6264 "shadows 1/0 : turn on/off shadows\n"
6265 "corona n : set corona intensity\n"
6266 "coronasize n : set corona size (0-1)\n"
6267 "ambient n : set ambient intensity (0-1)\n"
6268 "diffuse n : set diffuse intensity (0-1)\n"
6269 "specular n : set specular intensity (0-1)\n"
6270 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6271 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6272 "<nothing> : print light properties to console\n"
6273         );
6274 }
6275
6276 void R_Shadow_EditLights_CopyInfo_f(void)
6277 {
6278         if (!r_editlights.integer)
6279         {
6280                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6281                 return;
6282         }
6283         if (!r_shadow_selectedlight)
6284         {
6285                 Con_Print("No selected light.\n");
6286                 return;
6287         }
6288         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6289         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6290         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6291         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6292         if (r_shadow_selectedlight->cubemapname)
6293                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6294         else
6295                 r_shadow_bufferlight.cubemapname[0] = 0;
6296         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6297         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6298         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6299         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6300         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6301         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6302         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6303 }
6304
6305 void R_Shadow_EditLights_PasteInfo_f(void)
6306 {
6307         if (!r_editlights.integer)
6308         {
6309                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6310                 return;
6311         }
6312         if (!r_shadow_selectedlight)
6313         {
6314                 Con_Print("No selected light.\n");
6315                 return;
6316         }
6317         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);
6318 }
6319
6320 void R_Shadow_EditLights_Lock_f(void)
6321 {
6322         if (!r_editlights.integer)
6323         {
6324                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6325                 return;
6326         }
6327         if (r_editlights_lockcursor)
6328         {
6329                 r_editlights_lockcursor = false;
6330                 return;
6331         }
6332         if (!r_shadow_selectedlight)
6333         {
6334                 Con_Print("No selected light to lock on.\n");
6335                 return;
6336         }
6337         r_editlights_lockcursor = true;
6338 }
6339
6340 void R_Shadow_EditLights_Init(void)
6341 {
6342         Cvar_RegisterVariable(&r_editlights);
6343         Cvar_RegisterVariable(&r_editlights_cursordistance);
6344         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6345         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6346         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6347         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6348         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6349         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6350         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)");
6351         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6352         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6353         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6354         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)");
6355         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6356         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6357         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6358         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6359         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6360         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6361         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)");
6362         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6363 }
6364
6365
6366
6367 /*
6368 =============================================================================
6369
6370 LIGHT SAMPLING
6371
6372 =============================================================================
6373 */
6374
6375 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6376 {
6377         int i, numlights, flag;
6378         rtlight_t *light;
6379         dlight_t *dlight;
6380         float relativepoint[3];
6381         float color[3];
6382         float dir[3];
6383         float dist;
6384         float dist2;
6385         float intensity;
6386         float sample[5*3];
6387         float lightradius2;
6388
6389         if (r_fullbright.integer)
6390         {
6391                 VectorSet(ambient, 1, 1, 1);
6392                 VectorClear(diffuse);
6393                 VectorClear(lightdir);
6394                 return;
6395         }
6396
6397         if (flags & LP_LIGHTMAP)
6398         {
6399                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6400                 VectorClear(diffuse);
6401                 VectorClear(lightdir);
6402                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6403                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6404                 return;
6405         }
6406
6407         memset(sample, 0, sizeof(sample));
6408         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6409
6410         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6411         {
6412                 vec3_t tempambient;
6413                 VectorClear(tempambient);
6414                 VectorClear(color);
6415                 VectorClear(relativepoint);
6416                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6417                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6418                 VectorScale(color, r_refdef.lightmapintensity, color);
6419                 VectorAdd(sample, tempambient, sample);
6420                 VectorMA(sample    , 0.5f            , color, sample    );
6421                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6422                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6423                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6424                 // calculate a weighted average light direction as well
6425                 intensity = VectorLength(color);
6426                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6427         }
6428
6429         if (flags & LP_RTWORLD)
6430         {
6431                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6432                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6433                 for (i = 0; i < numlights; i++)
6434                 {
6435                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6436                         if (!dlight)
6437                                 continue;
6438                         light = &dlight->rtlight;
6439                         if (!(light->flags & flag))
6440                                 continue;
6441                         // sample
6442                         lightradius2 = light->radius * light->radius;
6443                         VectorSubtract(light->shadoworigin, p, relativepoint);
6444                         dist2 = VectorLength2(relativepoint);
6445                         if (dist2 >= lightradius2)
6446                                 continue;
6447                         dist = sqrt(dist2) / light->radius;
6448                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6449                         if (intensity <= 0.0f)
6450                                 continue;
6451                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
6452                                 continue;
6453                         // scale down intensity to add to both ambient and diffuse
6454                         //intensity *= 0.5f;
6455                         VectorNormalize(relativepoint);
6456                         VectorScale(light->currentcolor, intensity, color);
6457                         VectorMA(sample    , 0.5f            , color, sample    );
6458                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6459                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6460                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6461                         // calculate a weighted average light direction as well
6462                         intensity *= VectorLength(color);
6463                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6464                 }
6465         }
6466
6467         if (flags & LP_DYNLIGHT)
6468         {
6469                 // sample dlights
6470                 for (i = 0;i < r_refdef.scene.numlights;i++)
6471                 {
6472                         light = r_refdef.scene.lights[i];
6473                         // sample
6474                         lightradius2 = light->radius * light->radius;
6475                         VectorSubtract(light->shadoworigin, p, relativepoint);
6476                         dist2 = VectorLength2(relativepoint);
6477                         if (dist2 >= lightradius2)
6478                                 continue;
6479                         dist = sqrt(dist2) / light->radius;
6480                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6481                         if (intensity <= 0.0f)
6482                                 continue;
6483                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
6484                                 continue;
6485                         // scale down intensity to add to both ambient and diffuse
6486                         //intensity *= 0.5f;
6487                         VectorNormalize(relativepoint);
6488                         VectorScale(light->currentcolor, intensity, color);
6489                         VectorMA(sample    , 0.5f            , color, sample    );
6490                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6491                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6492                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6493                         // calculate a weighted average light direction as well
6494                         intensity *= VectorLength(color);
6495                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6496                 }
6497         }
6498
6499         // calculate the direction we'll use to reduce the sample to a directional light source
6500         VectorCopy(sample + 12, dir);
6501         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6502         VectorNormalize(dir);
6503         // extract the diffuse color along the chosen direction and scale it
6504         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6505         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6506         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6507         // subtract some of diffuse from ambient
6508         VectorMA(sample, -0.333f, diffuse, ambient);
6509         // store the normalized lightdir
6510         VectorCopy(dir, lightdir);
6511 }