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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142 #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", "4", "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", "1", "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, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
323 cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
324 cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
325 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"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 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"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
337 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
338 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
341 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 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"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 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"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
359
360 typedef struct r_shadow_bouncegrid_settings_s
361 {
362         qboolean staticmode;
363         qboolean bounceanglediffuse;
364         qboolean directionalshading;
365         qboolean includedirectlighting;
366         float dlightparticlemultiplier;
367         qboolean hitmodels;
368         float lightradiusscale;
369         int maxbounce;
370         float particlebounceintensity;
371         float particleintensity;
372         int photons;
373         float spacing[3];
374         int stablerandom;
375         float airstepmax;
376         float airstepsize;
377 }
378 r_shadow_bouncegrid_settings_t;
379
380 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
381 rtexture_t *r_shadow_bouncegridtexture;
382 matrix4x4_t r_shadow_bouncegridmatrix;
383 vec_t r_shadow_bouncegridintensity;
384 qboolean r_shadow_bouncegriddirectional;
385 static double r_shadow_bouncegridtime;
386 static int r_shadow_bouncegridresolution[3];
387 static int r_shadow_bouncegridnumpixels;
388 static unsigned char *r_shadow_bouncegridpixels;
389 static float *r_shadow_bouncegridhighpixels;
390
391 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
392 #define ATTENTABLESIZE 256
393 // 1D gradient, 2D circle and 3D sphere attenuation textures
394 #define ATTEN1DSIZE 32
395 #define ATTEN2DSIZE 64
396 #define ATTEN3DSIZE 32
397
398 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
399 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
400 static float r_shadow_attentable[ATTENTABLESIZE+1];
401
402 rtlight_t *r_shadow_compilingrtlight;
403 static memexpandablearray_t r_shadow_worldlightsarray;
404 dlight_t *r_shadow_selectedlight;
405 dlight_t r_shadow_bufferlight;
406 vec3_t r_editlights_cursorlocation;
407 qboolean r_editlights_lockcursor;
408
409 extern int con_vislines;
410
411 void R_Shadow_UncompileWorldLights(void);
412 void R_Shadow_ClearWorldLights(void);
413 void R_Shadow_SaveWorldLights(void);
414 void R_Shadow_LoadWorldLights(void);
415 void R_Shadow_LoadLightsFile(void);
416 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
417 void R_Shadow_EditLights_Reload_f(void);
418 void R_Shadow_ValidateCvars(void);
419 static void R_Shadow_MakeTextures(void);
420
421 #define EDLIGHTSPRSIZE                  8
422 skinframe_t *r_editlights_sprcursor;
423 skinframe_t *r_editlights_sprlight;
424 skinframe_t *r_editlights_sprnoshadowlight;
425 skinframe_t *r_editlights_sprcubemaplight;
426 skinframe_t *r_editlights_sprcubemapnoshadowlight;
427 skinframe_t *r_editlights_sprselection;
428
429 void R_Shadow_SetShadowMode(void)
430 {
431         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
432         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
433         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
434         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
435         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
436         r_shadow_shadowmaplod = -1;
437         r_shadow_shadowmapsize = 0;
438         r_shadow_shadowmapsampler = false;
439         r_shadow_shadowmappcf = 0;
440         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
441         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
442         {
443                 switch(vid.renderpath)
444                 {
445                 case RENDERPATH_GL20:
446                         if(r_shadow_shadowmapfilterquality < 0)
447                         {
448                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
449                                         r_shadow_shadowmappcf = 1;
450                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
451                                 {
452                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
453                                         r_shadow_shadowmappcf = 1;
454                                 }
455                                 else if(strstr(gl_vendor, "ATI")) 
456                                         r_shadow_shadowmappcf = 1;
457                                 else 
458                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
459                         }
460                         else 
461                         {
462                                 switch (r_shadow_shadowmapfilterquality)
463                                 {
464                                 case 1:
465                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
466                                         break;
467                                 case 2:
468                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
469                                         r_shadow_shadowmappcf = 1;
470                                         break;
471                                 case 3:
472                                         r_shadow_shadowmappcf = 1;
473                                         break;
474                                 case 4:
475                                         r_shadow_shadowmappcf = 2;
476                                         break;
477                                 }
478                         }
479                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
480                         break;
481                 case RENDERPATH_D3D9:
482                 case RENDERPATH_D3D10:
483                 case RENDERPATH_D3D11:
484                 case RENDERPATH_SOFT:
485                         r_shadow_shadowmapsampler = false;
486                         r_shadow_shadowmappcf = 1;
487                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
488                         break;
489                 case RENDERPATH_GL11:
490                 case RENDERPATH_GL13:
491                 case RENDERPATH_GLES1:
492                 case RENDERPATH_GLES2:
493                         break;
494                 }
495         }
496 }
497
498 qboolean R_Shadow_ShadowMappingEnabled(void)
499 {
500         switch (r_shadow_shadowmode)
501         {
502         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
503                 return true;
504         default:
505                 return false;
506         }
507 }
508
509 void R_Shadow_FreeShadowMaps(void)
510 {
511         R_Shadow_SetShadowMode();
512
513         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
514
515         r_shadow_fbo2d = 0;
516
517         if (r_shadow_shadowmap2dtexture)
518                 R_FreeTexture(r_shadow_shadowmap2dtexture);
519         r_shadow_shadowmap2dtexture = NULL;
520
521         if (r_shadow_shadowmap2dcolortexture)
522                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
523         r_shadow_shadowmap2dcolortexture = NULL;
524
525         if (r_shadow_shadowmapvsdcttexture)
526                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
527         r_shadow_shadowmapvsdcttexture = NULL;
528 }
529
530 void r_shadow_start(void)
531 {
532         // allocate vertex processing arrays
533         r_shadow_bouncegridpixels = NULL;
534         r_shadow_bouncegridhighpixels = NULL;
535         r_shadow_bouncegridnumpixels = 0;
536         r_shadow_bouncegridtexture = NULL;
537         r_shadow_bouncegriddirectional = false;
538         r_shadow_attenuationgradienttexture = NULL;
539         r_shadow_attenuation2dtexture = NULL;
540         r_shadow_attenuation3dtexture = NULL;
541         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
542         r_shadow_shadowmap2dtexture = NULL;
543         r_shadow_shadowmap2dcolortexture = NULL;
544         r_shadow_shadowmapvsdcttexture = NULL;
545         r_shadow_shadowmapmaxsize = 0;
546         r_shadow_shadowmapsize = 0;
547         r_shadow_shadowmaplod = 0;
548         r_shadow_shadowmapfilterquality = -1;
549         r_shadow_shadowmapdepthbits = 0;
550         r_shadow_shadowmapvsdct = false;
551         r_shadow_shadowmapsampler = false;
552         r_shadow_shadowmappcf = 0;
553         r_shadow_fbo2d = 0;
554
555         R_Shadow_FreeShadowMaps();
556
557         r_shadow_texturepool = NULL;
558         r_shadow_filters_texturepool = NULL;
559         R_Shadow_ValidateCvars();
560         R_Shadow_MakeTextures();
561         maxshadowtriangles = 0;
562         shadowelements = NULL;
563         maxshadowvertices = 0;
564         shadowvertex3f = NULL;
565         maxvertexupdate = 0;
566         vertexupdate = NULL;
567         vertexremap = NULL;
568         vertexupdatenum = 0;
569         maxshadowmark = 0;
570         numshadowmark = 0;
571         shadowmark = NULL;
572         shadowmarklist = NULL;
573         shadowmarkcount = 0;
574         maxshadowsides = 0;
575         numshadowsides = 0;
576         shadowsides = NULL;
577         shadowsideslist = NULL;
578         r_shadow_buffer_numleafpvsbytes = 0;
579         r_shadow_buffer_visitingleafpvs = NULL;
580         r_shadow_buffer_leafpvs = NULL;
581         r_shadow_buffer_leaflist = NULL;
582         r_shadow_buffer_numsurfacepvsbytes = 0;
583         r_shadow_buffer_surfacepvs = NULL;
584         r_shadow_buffer_surfacelist = NULL;
585         r_shadow_buffer_surfacesides = NULL;
586         r_shadow_buffer_numshadowtrispvsbytes = 0;
587         r_shadow_buffer_shadowtrispvs = NULL;
588         r_shadow_buffer_numlighttrispvsbytes = 0;
589         r_shadow_buffer_lighttrispvs = NULL;
590
591         r_shadow_usingdeferredprepass = false;
592         r_shadow_prepass_width = r_shadow_prepass_height = 0;
593 }
594
595 static void R_Shadow_FreeDeferred(void);
596 void r_shadow_shutdown(void)
597 {
598         CHECKGLERROR
599         R_Shadow_UncompileWorldLights();
600
601         R_Shadow_FreeShadowMaps();
602
603         r_shadow_usingdeferredprepass = false;
604         if (r_shadow_prepass_width)
605                 R_Shadow_FreeDeferred();
606         r_shadow_prepass_width = r_shadow_prepass_height = 0;
607
608         CHECKGLERROR
609         r_shadow_bouncegridtexture = NULL;
610         r_shadow_bouncegridpixels = NULL;
611         r_shadow_bouncegridhighpixels = NULL;
612         r_shadow_bouncegridnumpixels = 0;
613         r_shadow_bouncegriddirectional = false;
614         r_shadow_attenuationgradienttexture = NULL;
615         r_shadow_attenuation2dtexture = NULL;
616         r_shadow_attenuation3dtexture = NULL;
617         R_FreeTexturePool(&r_shadow_texturepool);
618         R_FreeTexturePool(&r_shadow_filters_texturepool);
619         maxshadowtriangles = 0;
620         if (shadowelements)
621                 Mem_Free(shadowelements);
622         shadowelements = NULL;
623         if (shadowvertex3f)
624                 Mem_Free(shadowvertex3f);
625         shadowvertex3f = NULL;
626         maxvertexupdate = 0;
627         if (vertexupdate)
628                 Mem_Free(vertexupdate);
629         vertexupdate = NULL;
630         if (vertexremap)
631                 Mem_Free(vertexremap);
632         vertexremap = NULL;
633         vertexupdatenum = 0;
634         maxshadowmark = 0;
635         numshadowmark = 0;
636         if (shadowmark)
637                 Mem_Free(shadowmark);
638         shadowmark = NULL;
639         if (shadowmarklist)
640                 Mem_Free(shadowmarklist);
641         shadowmarklist = NULL;
642         shadowmarkcount = 0;
643         maxshadowsides = 0;
644         numshadowsides = 0;
645         if (shadowsides)
646                 Mem_Free(shadowsides);
647         shadowsides = NULL;
648         if (shadowsideslist)
649                 Mem_Free(shadowsideslist);
650         shadowsideslist = NULL;
651         r_shadow_buffer_numleafpvsbytes = 0;
652         if (r_shadow_buffer_visitingleafpvs)
653                 Mem_Free(r_shadow_buffer_visitingleafpvs);
654         r_shadow_buffer_visitingleafpvs = NULL;
655         if (r_shadow_buffer_leafpvs)
656                 Mem_Free(r_shadow_buffer_leafpvs);
657         r_shadow_buffer_leafpvs = NULL;
658         if (r_shadow_buffer_leaflist)
659                 Mem_Free(r_shadow_buffer_leaflist);
660         r_shadow_buffer_leaflist = NULL;
661         r_shadow_buffer_numsurfacepvsbytes = 0;
662         if (r_shadow_buffer_surfacepvs)
663                 Mem_Free(r_shadow_buffer_surfacepvs);
664         r_shadow_buffer_surfacepvs = NULL;
665         if (r_shadow_buffer_surfacelist)
666                 Mem_Free(r_shadow_buffer_surfacelist);
667         r_shadow_buffer_surfacelist = NULL;
668         if (r_shadow_buffer_surfacesides)
669                 Mem_Free(r_shadow_buffer_surfacesides);
670         r_shadow_buffer_surfacesides = NULL;
671         r_shadow_buffer_numshadowtrispvsbytes = 0;
672         if (r_shadow_buffer_shadowtrispvs)
673                 Mem_Free(r_shadow_buffer_shadowtrispvs);
674         r_shadow_buffer_numlighttrispvsbytes = 0;
675         if (r_shadow_buffer_lighttrispvs)
676                 Mem_Free(r_shadow_buffer_lighttrispvs);
677 }
678
679 void r_shadow_newmap(void)
680 {
681         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
682         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
683         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
684         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
685         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
686         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
687         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
688         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
689         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
690                 R_Shadow_EditLights_Reload_f();
691 }
692
693 void R_Shadow_Init(void)
694 {
695         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
696         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
697         Cvar_RegisterVariable(&r_shadow_usebihculling);
698         Cvar_RegisterVariable(&r_shadow_usenormalmap);
699         Cvar_RegisterVariable(&r_shadow_debuglight);
700         Cvar_RegisterVariable(&r_shadow_deferred);
701         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
702 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
703         Cvar_RegisterVariable(&r_shadow_gloss);
704         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
705         Cvar_RegisterVariable(&r_shadow_glossintensity);
706         Cvar_RegisterVariable(&r_shadow_glossexponent);
707         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
708         Cvar_RegisterVariable(&r_shadow_glossexact);
709         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
710         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
711         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
712         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
713         Cvar_RegisterVariable(&r_shadow_projectdistance);
714         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
715         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
716         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
717         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
718         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
719         Cvar_RegisterVariable(&r_shadow_realtime_world);
720         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
721         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
722         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
723         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
724         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
725         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
726         Cvar_RegisterVariable(&r_shadow_scissor);
727         Cvar_RegisterVariable(&r_shadow_shadowmapping);
728         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
729         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
730         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
731         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
732         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
733         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
734 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
735 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
736         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
737         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
738         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
739         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
740         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
741         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
742         Cvar_RegisterVariable(&r_shadow_polygonfactor);
743         Cvar_RegisterVariable(&r_shadow_polygonoffset);
744         Cvar_RegisterVariable(&r_shadow_texture3d);
745         Cvar_RegisterVariable(&r_shadow_bouncegrid);
746         Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax);
747         Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize);
748         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
749         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
750         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
751         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
752         Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
753         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
754         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
755         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
756         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
757         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
758         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
759         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
760         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
761         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
762         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
763         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
764         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
765         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
766         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
767         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
768         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
769         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
770         Cvar_RegisterVariable(&r_coronas);
771         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
772         Cvar_RegisterVariable(&r_coronas_occlusionquery);
773         Cvar_RegisterVariable(&gl_flashblend);
774         Cvar_RegisterVariable(&gl_ext_separatestencil);
775         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
776         R_Shadow_EditLights_Init();
777         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
778         maxshadowtriangles = 0;
779         shadowelements = NULL;
780         maxshadowvertices = 0;
781         shadowvertex3f = NULL;
782         maxvertexupdate = 0;
783         vertexupdate = NULL;
784         vertexremap = NULL;
785         vertexupdatenum = 0;
786         maxshadowmark = 0;
787         numshadowmark = 0;
788         shadowmark = NULL;
789         shadowmarklist = NULL;
790         shadowmarkcount = 0;
791         maxshadowsides = 0;
792         numshadowsides = 0;
793         shadowsides = NULL;
794         shadowsideslist = NULL;
795         r_shadow_buffer_numleafpvsbytes = 0;
796         r_shadow_buffer_visitingleafpvs = NULL;
797         r_shadow_buffer_leafpvs = NULL;
798         r_shadow_buffer_leaflist = NULL;
799         r_shadow_buffer_numsurfacepvsbytes = 0;
800         r_shadow_buffer_surfacepvs = NULL;
801         r_shadow_buffer_surfacelist = NULL;
802         r_shadow_buffer_surfacesides = NULL;
803         r_shadow_buffer_shadowtrispvs = NULL;
804         r_shadow_buffer_lighttrispvs = NULL;
805         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
806 }
807
808 matrix4x4_t matrix_attenuationxyz =
809 {
810         {
811                 {0.5, 0.0, 0.0, 0.5},
812                 {0.0, 0.5, 0.0, 0.5},
813                 {0.0, 0.0, 0.5, 0.5},
814                 {0.0, 0.0, 0.0, 1.0}
815         }
816 };
817
818 matrix4x4_t matrix_attenuationz =
819 {
820         {
821                 {0.0, 0.0, 0.5, 0.5},
822                 {0.0, 0.0, 0.0, 0.5},
823                 {0.0, 0.0, 0.0, 0.5},
824                 {0.0, 0.0, 0.0, 1.0}
825         }
826 };
827
828 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
829 {
830         numvertices = ((numvertices + 255) & ~255) * vertscale;
831         numtriangles = ((numtriangles + 255) & ~255) * triscale;
832         // make sure shadowelements is big enough for this volume
833         if (maxshadowtriangles < numtriangles)
834         {
835                 maxshadowtriangles = numtriangles;
836                 if (shadowelements)
837                         Mem_Free(shadowelements);
838                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
839         }
840         // make sure shadowvertex3f is big enough for this volume
841         if (maxshadowvertices < numvertices)
842         {
843                 maxshadowvertices = numvertices;
844                 if (shadowvertex3f)
845                         Mem_Free(shadowvertex3f);
846                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
847         }
848 }
849
850 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
851 {
852         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
853         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
854         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
855         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
856         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
857         {
858                 if (r_shadow_buffer_visitingleafpvs)
859                         Mem_Free(r_shadow_buffer_visitingleafpvs);
860                 if (r_shadow_buffer_leafpvs)
861                         Mem_Free(r_shadow_buffer_leafpvs);
862                 if (r_shadow_buffer_leaflist)
863                         Mem_Free(r_shadow_buffer_leaflist);
864                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
865                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
866                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
867                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
868         }
869         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
870         {
871                 if (r_shadow_buffer_surfacepvs)
872                         Mem_Free(r_shadow_buffer_surfacepvs);
873                 if (r_shadow_buffer_surfacelist)
874                         Mem_Free(r_shadow_buffer_surfacelist);
875                 if (r_shadow_buffer_surfacesides)
876                         Mem_Free(r_shadow_buffer_surfacesides);
877                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
878                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
879                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
880                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
881         }
882         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
883         {
884                 if (r_shadow_buffer_shadowtrispvs)
885                         Mem_Free(r_shadow_buffer_shadowtrispvs);
886                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
887                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
888         }
889         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
890         {
891                 if (r_shadow_buffer_lighttrispvs)
892                         Mem_Free(r_shadow_buffer_lighttrispvs);
893                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
894                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
895         }
896 }
897
898 void R_Shadow_PrepareShadowMark(int numtris)
899 {
900         // make sure shadowmark is big enough for this volume
901         if (maxshadowmark < numtris)
902         {
903                 maxshadowmark = numtris;
904                 if (shadowmark)
905                         Mem_Free(shadowmark);
906                 if (shadowmarklist)
907                         Mem_Free(shadowmarklist);
908                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
909                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
910                 shadowmarkcount = 0;
911         }
912         shadowmarkcount++;
913         // if shadowmarkcount wrapped we clear the array and adjust accordingly
914         if (shadowmarkcount == 0)
915         {
916                 shadowmarkcount = 1;
917                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
918         }
919         numshadowmark = 0;
920 }
921
922 void R_Shadow_PrepareShadowSides(int numtris)
923 {
924     if (maxshadowsides < numtris)
925     {
926         maxshadowsides = numtris;
927         if (shadowsides)
928                         Mem_Free(shadowsides);
929                 if (shadowsideslist)
930                         Mem_Free(shadowsideslist);
931                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
932                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
933         }
934         numshadowsides = 0;
935 }
936
937 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)
938 {
939         int i, j;
940         int outtriangles = 0, outvertices = 0;
941         const int *element;
942         const float *vertex;
943         float ratio, direction[3], projectvector[3];
944
945         if (projectdirection)
946                 VectorScale(projectdirection, projectdistance, projectvector);
947         else
948                 VectorClear(projectvector);
949
950         // create the vertices
951         if (projectdirection)
952         {
953                 for (i = 0;i < numshadowmarktris;i++)
954                 {
955                         element = inelement3i + shadowmarktris[i] * 3;
956                         for (j = 0;j < 3;j++)
957                         {
958                                 if (vertexupdate[element[j]] != vertexupdatenum)
959                                 {
960                                         vertexupdate[element[j]] = vertexupdatenum;
961                                         vertexremap[element[j]] = outvertices;
962                                         vertex = invertex3f + element[j] * 3;
963                                         // project one copy of the vertex according to projectvector
964                                         VectorCopy(vertex, outvertex3f);
965                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
966                                         outvertex3f += 6;
967                                         outvertices += 2;
968                                 }
969                         }
970                 }
971         }
972         else
973         {
974                 for (i = 0;i < numshadowmarktris;i++)
975                 {
976                         element = inelement3i + shadowmarktris[i] * 3;
977                         for (j = 0;j < 3;j++)
978                         {
979                                 if (vertexupdate[element[j]] != vertexupdatenum)
980                                 {
981                                         vertexupdate[element[j]] = vertexupdatenum;
982                                         vertexremap[element[j]] = outvertices;
983                                         vertex = invertex3f + element[j] * 3;
984                                         // project one copy of the vertex to the sphere radius of the light
985                                         // (FIXME: would projecting it to the light box be better?)
986                                         VectorSubtract(vertex, projectorigin, direction);
987                                         ratio = projectdistance / VectorLength(direction);
988                                         VectorCopy(vertex, outvertex3f);
989                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
990                                         outvertex3f += 6;
991                                         outvertices += 2;
992                                 }
993                         }
994                 }
995         }
996
997         if (r_shadow_frontsidecasting.integer)
998         {
999                 for (i = 0;i < numshadowmarktris;i++)
1000                 {
1001                         int remappedelement[3];
1002                         int markindex;
1003                         const int *neighbortriangle;
1004
1005                         markindex = shadowmarktris[i] * 3;
1006                         element = inelement3i + markindex;
1007                         neighbortriangle = inneighbor3i + markindex;
1008                         // output the front and back triangles
1009                         outelement3i[0] = vertexremap[element[0]];
1010                         outelement3i[1] = vertexremap[element[1]];
1011                         outelement3i[2] = vertexremap[element[2]];
1012                         outelement3i[3] = vertexremap[element[2]] + 1;
1013                         outelement3i[4] = vertexremap[element[1]] + 1;
1014                         outelement3i[5] = vertexremap[element[0]] + 1;
1015
1016                         outelement3i += 6;
1017                         outtriangles += 2;
1018                         // output the sides (facing outward from this triangle)
1019                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1020                         {
1021                                 remappedelement[0] = vertexremap[element[0]];
1022                                 remappedelement[1] = vertexremap[element[1]];
1023                                 outelement3i[0] = remappedelement[1];
1024                                 outelement3i[1] = remappedelement[0];
1025                                 outelement3i[2] = remappedelement[0] + 1;
1026                                 outelement3i[3] = remappedelement[1];
1027                                 outelement3i[4] = remappedelement[0] + 1;
1028                                 outelement3i[5] = remappedelement[1] + 1;
1029
1030                                 outelement3i += 6;
1031                                 outtriangles += 2;
1032                         }
1033                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1034                         {
1035                                 remappedelement[1] = vertexremap[element[1]];
1036                                 remappedelement[2] = vertexremap[element[2]];
1037                                 outelement3i[0] = remappedelement[2];
1038                                 outelement3i[1] = remappedelement[1];
1039                                 outelement3i[2] = remappedelement[1] + 1;
1040                                 outelement3i[3] = remappedelement[2];
1041                                 outelement3i[4] = remappedelement[1] + 1;
1042                                 outelement3i[5] = remappedelement[2] + 1;
1043
1044                                 outelement3i += 6;
1045                                 outtriangles += 2;
1046                         }
1047                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1048                         {
1049                                 remappedelement[0] = vertexremap[element[0]];
1050                                 remappedelement[2] = vertexremap[element[2]];
1051                                 outelement3i[0] = remappedelement[0];
1052                                 outelement3i[1] = remappedelement[2];
1053                                 outelement3i[2] = remappedelement[2] + 1;
1054                                 outelement3i[3] = remappedelement[0];
1055                                 outelement3i[4] = remappedelement[2] + 1;
1056                                 outelement3i[5] = remappedelement[0] + 1;
1057
1058                                 outelement3i += 6;
1059                                 outtriangles += 2;
1060                         }
1061                 }
1062         }
1063         else
1064         {
1065                 for (i = 0;i < numshadowmarktris;i++)
1066                 {
1067                         int remappedelement[3];
1068                         int markindex;
1069                         const int *neighbortriangle;
1070
1071                         markindex = shadowmarktris[i] * 3;
1072                         element = inelement3i + markindex;
1073                         neighbortriangle = inneighbor3i + markindex;
1074                         // output the front and back triangles
1075                         outelement3i[0] = vertexremap[element[2]];
1076                         outelement3i[1] = vertexremap[element[1]];
1077                         outelement3i[2] = vertexremap[element[0]];
1078                         outelement3i[3] = vertexremap[element[0]] + 1;
1079                         outelement3i[4] = vertexremap[element[1]] + 1;
1080                         outelement3i[5] = vertexremap[element[2]] + 1;
1081
1082                         outelement3i += 6;
1083                         outtriangles += 2;
1084                         // output the sides (facing outward from this triangle)
1085                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1086                         {
1087                                 remappedelement[0] = vertexremap[element[0]];
1088                                 remappedelement[1] = vertexremap[element[1]];
1089                                 outelement3i[0] = remappedelement[0];
1090                                 outelement3i[1] = remappedelement[1];
1091                                 outelement3i[2] = remappedelement[1] + 1;
1092                                 outelement3i[3] = remappedelement[0];
1093                                 outelement3i[4] = remappedelement[1] + 1;
1094                                 outelement3i[5] = remappedelement[0] + 1;
1095
1096                                 outelement3i += 6;
1097                                 outtriangles += 2;
1098                         }
1099                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1100                         {
1101                                 remappedelement[1] = vertexremap[element[1]];
1102                                 remappedelement[2] = vertexremap[element[2]];
1103                                 outelement3i[0] = remappedelement[1];
1104                                 outelement3i[1] = remappedelement[2];
1105                                 outelement3i[2] = remappedelement[2] + 1;
1106                                 outelement3i[3] = remappedelement[1];
1107                                 outelement3i[4] = remappedelement[2] + 1;
1108                                 outelement3i[5] = remappedelement[1] + 1;
1109
1110                                 outelement3i += 6;
1111                                 outtriangles += 2;
1112                         }
1113                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1114                         {
1115                                 remappedelement[0] = vertexremap[element[0]];
1116                                 remappedelement[2] = vertexremap[element[2]];
1117                                 outelement3i[0] = remappedelement[2];
1118                                 outelement3i[1] = remappedelement[0];
1119                                 outelement3i[2] = remappedelement[0] + 1;
1120                                 outelement3i[3] = remappedelement[2];
1121                                 outelement3i[4] = remappedelement[0] + 1;
1122                                 outelement3i[5] = remappedelement[2] + 1;
1123
1124                                 outelement3i += 6;
1125                                 outtriangles += 2;
1126                         }
1127                 }
1128         }
1129         if (outnumvertices)
1130                 *outnumvertices = outvertices;
1131         return outtriangles;
1132 }
1133
1134 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)
1135 {
1136         int i, j, k;
1137         int outtriangles = 0, outvertices = 0;
1138         const int *element;
1139         const float *vertex;
1140         float ratio, direction[3], projectvector[3];
1141         qboolean side[4];
1142
1143         if (projectdirection)
1144                 VectorScale(projectdirection, projectdistance, projectvector);
1145         else
1146                 VectorClear(projectvector);
1147
1148         for (i = 0;i < numshadowmarktris;i++)
1149         {
1150                 int remappedelement[3];
1151                 int markindex;
1152                 const int *neighbortriangle;
1153
1154                 markindex = shadowmarktris[i] * 3;
1155                 neighbortriangle = inneighbor3i + markindex;
1156                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1157                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1158                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1159                 if (side[0] + side[1] + side[2] == 0)
1160                         continue;
1161
1162                 side[3] = side[0];
1163                 element = inelement3i + markindex;
1164
1165                 // create the vertices
1166                 for (j = 0;j < 3;j++)
1167                 {
1168                         if (side[j] + side[j+1] == 0)
1169                                 continue;
1170                         k = element[j];
1171                         if (vertexupdate[k] != vertexupdatenum)
1172                         {
1173                                 vertexupdate[k] = vertexupdatenum;
1174                                 vertexremap[k] = outvertices;
1175                                 vertex = invertex3f + k * 3;
1176                                 VectorCopy(vertex, outvertex3f);
1177                                 if (projectdirection)
1178                                 {
1179                                         // project one copy of the vertex according to projectvector
1180                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1181                                 }
1182                                 else
1183                                 {
1184                                         // project one copy of the vertex to the sphere radius of the light
1185                                         // (FIXME: would projecting it to the light box be better?)
1186                                         VectorSubtract(vertex, projectorigin, direction);
1187                                         ratio = projectdistance / VectorLength(direction);
1188                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1189                                 }
1190                                 outvertex3f += 6;
1191                                 outvertices += 2;
1192                         }
1193                 }
1194
1195                 // output the sides (facing outward from this triangle)
1196                 if (!side[0])
1197                 {
1198                         remappedelement[0] = vertexremap[element[0]];
1199                         remappedelement[1] = vertexremap[element[1]];
1200                         outelement3i[0] = remappedelement[1];
1201                         outelement3i[1] = remappedelement[0];
1202                         outelement3i[2] = remappedelement[0] + 1;
1203                         outelement3i[3] = remappedelement[1];
1204                         outelement3i[4] = remappedelement[0] + 1;
1205                         outelement3i[5] = remappedelement[1] + 1;
1206
1207                         outelement3i += 6;
1208                         outtriangles += 2;
1209                 }
1210                 if (!side[1])
1211                 {
1212                         remappedelement[1] = vertexremap[element[1]];
1213                         remappedelement[2] = vertexremap[element[2]];
1214                         outelement3i[0] = remappedelement[2];
1215                         outelement3i[1] = remappedelement[1];
1216                         outelement3i[2] = remappedelement[1] + 1;
1217                         outelement3i[3] = remappedelement[2];
1218                         outelement3i[4] = remappedelement[1] + 1;
1219                         outelement3i[5] = remappedelement[2] + 1;
1220
1221                         outelement3i += 6;
1222                         outtriangles += 2;
1223                 }
1224                 if (!side[2])
1225                 {
1226                         remappedelement[0] = vertexremap[element[0]];
1227                         remappedelement[2] = vertexremap[element[2]];
1228                         outelement3i[0] = remappedelement[0];
1229                         outelement3i[1] = remappedelement[2];
1230                         outelement3i[2] = remappedelement[2] + 1;
1231                         outelement3i[3] = remappedelement[0];
1232                         outelement3i[4] = remappedelement[2] + 1;
1233                         outelement3i[5] = remappedelement[0] + 1;
1234
1235                         outelement3i += 6;
1236                         outtriangles += 2;
1237                 }
1238         }
1239         if (outnumvertices)
1240                 *outnumvertices = outvertices;
1241         return outtriangles;
1242 }
1243
1244 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)
1245 {
1246         int t, tend;
1247         const int *e;
1248         const float *v[3];
1249         float normal[3];
1250         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1251                 return;
1252         tend = firsttriangle + numtris;
1253         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1254         {
1255                 // surface box entirely inside light box, no box cull
1256                 if (projectdirection)
1257                 {
1258                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1259                         {
1260                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1261                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1262                                         shadowmarklist[numshadowmark++] = t;
1263                         }
1264                 }
1265                 else
1266                 {
1267                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1268                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1269                                         shadowmarklist[numshadowmark++] = t;
1270                 }
1271         }
1272         else
1273         {
1274                 // surface box not entirely inside light box, cull each triangle
1275                 if (projectdirection)
1276                 {
1277                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1278                         {
1279                                 v[0] = invertex3f + e[0] * 3;
1280                                 v[1] = invertex3f + e[1] * 3;
1281                                 v[2] = invertex3f + e[2] * 3;
1282                                 TriangleNormal(v[0], v[1], v[2], normal);
1283                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1284                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1285                                         shadowmarklist[numshadowmark++] = t;
1286                         }
1287                 }
1288                 else
1289                 {
1290                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1291                         {
1292                                 v[0] = invertex3f + e[0] * 3;
1293                                 v[1] = invertex3f + e[1] * 3;
1294                                 v[2] = invertex3f + e[2] * 3;
1295                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1296                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1297                                         shadowmarklist[numshadowmark++] = t;
1298                         }
1299                 }
1300         }
1301 }
1302
1303 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1304 {
1305 #if 1
1306         return false;
1307 #else
1308         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1309                 return false;
1310         // check if the shadow volume intersects the near plane
1311         //
1312         // a ray between the eye and light origin may intersect the caster,
1313         // indicating that the shadow may touch the eye location, however we must
1314         // test the near plane (a polygon), not merely the eye location, so it is
1315         // easiest to enlarge the caster bounding shape slightly for this.
1316         // TODO
1317         return true;
1318 #endif
1319 }
1320
1321 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)
1322 {
1323         int i, tris, outverts;
1324         if (projectdistance < 0.1)
1325         {
1326                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1327                 return;
1328         }
1329         if (!numverts || !nummarktris)
1330                 return;
1331         // make sure shadowelements is big enough for this volume
1332         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1333                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1334
1335         if (maxvertexupdate < numverts)
1336         {
1337                 maxvertexupdate = numverts;
1338                 if (vertexupdate)
1339                         Mem_Free(vertexupdate);
1340                 if (vertexremap)
1341                         Mem_Free(vertexremap);
1342                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1343                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1344                 vertexupdatenum = 0;
1345         }
1346         vertexupdatenum++;
1347         if (vertexupdatenum == 0)
1348         {
1349                 vertexupdatenum = 1;
1350                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1351                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1352         }
1353
1354         for (i = 0;i < nummarktris;i++)
1355                 shadowmark[marktris[i]] = shadowmarkcount;
1356
1357         if (r_shadow_compilingrtlight)
1358         {
1359                 // if we're compiling an rtlight, capture the mesh
1360                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1361                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1362                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1363                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1364         }
1365         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1366         {
1367                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1368                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1369                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1370         }
1371         else
1372         {
1373                 // decide which type of shadow to generate and set stencil mode
1374                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1375                 // generate the sides or a solid volume, depending on type
1376                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1377                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1378                 else
1379                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1381                 r_refdef.stats.lights_shadowtriangles += tris;
1382                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1383                 {
1384                         // increment stencil if frontface is infront of depthbuffer
1385                         GL_CullFace(r_refdef.view.cullface_front);
1386                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1387                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1388                         // decrement stencil if backface is infront of depthbuffer
1389                         GL_CullFace(r_refdef.view.cullface_back);
1390                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1391                 }
1392                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1393                 {
1394                         // decrement stencil if backface is behind depthbuffer
1395                         GL_CullFace(r_refdef.view.cullface_front);
1396                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1397                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1398                         // increment stencil if frontface is behind depthbuffer
1399                         GL_CullFace(r_refdef.view.cullface_back);
1400                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1401                 }
1402                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1403                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1404         }
1405 }
1406
1407 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1408 {
1409     // p1, p2, p3 are in the cubemap's local coordinate system
1410     // bias = border/(size - border)
1411         int mask = 0x3F;
1412
1413     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1414           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1415           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1416         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1417         mask &= (3<<4)
1418                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1419                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1420                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1421     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1422         mask &= (3<<4)
1423             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1424             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1425             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1426
1427     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1428     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1429     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1430     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1431         mask &= (3<<0)
1432             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1433             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1434             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1435     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1436         mask &= (3<<0)
1437             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1438             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1439             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1440
1441     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1442     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1443     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1444     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1445         mask &= (3<<2)
1446             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1447             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1448             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1449     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1450         mask &= (3<<2)
1451             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1452             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1453             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1454
1455         return mask;
1456 }
1457
1458 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1459 {
1460         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1461         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1462         int mask = 0x3F;
1463
1464         VectorSubtract(maxs, mins, radius);
1465     VectorScale(radius, 0.5f, radius);
1466     VectorAdd(mins, radius, center);
1467     Matrix4x4_Transform(worldtolight, center, lightcenter);
1468         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1469         VectorSubtract(lightcenter, lightradius, pmin);
1470         VectorAdd(lightcenter, lightradius, pmax);
1471
1472     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1473     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1474     if(ap1 > bias*an1 && ap2 > bias*an2)
1475         mask &= (3<<4)
1476             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1477             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1478     if(an1 > bias*ap1 && an2 > bias*ap2)
1479         mask &= (3<<4)
1480             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1481             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1482
1483     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1484     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1485     if(ap1 > bias*an1 && ap2 > bias*an2)
1486         mask &= (3<<0)
1487             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1488             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1489     if(an1 > bias*ap1 && an2 > bias*ap2)
1490         mask &= (3<<0)
1491             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1492             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1493
1494     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1495     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1496     if(ap1 > bias*an1 && ap2 > bias*an2)
1497         mask &= (3<<2)
1498             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1499             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1500     if(an1 > bias*ap1 && an2 > bias*ap2)
1501         mask &= (3<<2)
1502             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1503             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1504
1505     return mask;
1506 }
1507
1508 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1509
1510 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1511 {
1512     // p is in the cubemap's local coordinate system
1513     // bias = border/(size - border)
1514     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1515     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1516     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1517     int mask = 0x3F;
1518     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1519     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1520     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1521     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1522     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1523     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1524     return mask;
1525 }
1526
1527 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1528 {
1529         int i;
1530         vec3_t p, n;
1531         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1532         float scale = (size - 2*border)/size, len;
1533         float bias = border / (float)(size - border), dp, dn, ap, an;
1534         // check if cone enclosing side would cross frustum plane 
1535         scale = 2 / (scale*scale + 2);
1536         for (i = 0;i < 5;i++)
1537         {
1538                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1539                         continue;
1540                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1541                 len = scale*VectorLength2(n);
1542                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1543                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1544                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1545         }
1546         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1547         {
1548         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1549         len = scale*VectorLength(n);
1550                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1551                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1552                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1553         }
1554         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1555         // check if frustum corners/origin cross plane sides
1556 #if 1
1557     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1558     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1559     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1560     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1561     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1562     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1563     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1564     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1565     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1566     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1567     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1568     for (i = 0;i < 4;i++)
1569     {
1570         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1571         VectorSubtract(n, p, n);
1572         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1573         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1574         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1575         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1576         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1577         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1578         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1579         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1580         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1581     }
1582 #else
1583     // finite version, assumes corners are a finite distance from origin dependent on far plane
1584         for (i = 0;i < 5;i++)
1585         {
1586                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1587                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1588                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1589                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1590                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1591                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1592                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1593                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1594                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1595                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1596         }
1597 #endif
1598         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1599 }
1600
1601 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)
1602 {
1603         int t, tend;
1604         const int *e;
1605         const float *v[3];
1606         float normal[3];
1607         vec3_t p[3];
1608         float bias;
1609         int mask, surfacemask = 0;
1610         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1611                 return 0;
1612         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1613         tend = firsttriangle + numtris;
1614         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1615         {
1616                 // surface box entirely inside light box, no box cull
1617                 if (projectdirection)
1618                 {
1619                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1620                         {
1621                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1622                                 TriangleNormal(v[0], v[1], v[2], normal);
1623                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1624                                 {
1625                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1626                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1627                                         surfacemask |= mask;
1628                                         if(totals)
1629                                         {
1630                                                 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;
1631                                                 shadowsides[numshadowsides] = mask;
1632                                                 shadowsideslist[numshadowsides++] = t;
1633                                         }
1634                                 }
1635                         }
1636                 }
1637                 else
1638                 {
1639                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1640                         {
1641                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1642                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1643                                 {
1644                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1645                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1646                                         surfacemask |= mask;
1647                                         if(totals)
1648                                         {
1649                                                 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;
1650                                                 shadowsides[numshadowsides] = mask;
1651                                                 shadowsideslist[numshadowsides++] = t;
1652                                         }
1653                                 }
1654                         }
1655                 }
1656         }
1657         else
1658         {
1659                 // surface box not entirely inside light box, cull each triangle
1660                 if (projectdirection)
1661                 {
1662                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1663                         {
1664                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1665                                 TriangleNormal(v[0], v[1], v[2], normal);
1666                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1667                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1668                                 {
1669                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1670                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1671                                         surfacemask |= mask;
1672                                         if(totals)
1673                                         {
1674                                                 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;
1675                                                 shadowsides[numshadowsides] = mask;
1676                                                 shadowsideslist[numshadowsides++] = t;
1677                                         }
1678                                 }
1679                         }
1680                 }
1681                 else
1682                 {
1683                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1684                         {
1685                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1686                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1687                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1688                                 {
1689                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1690                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1691                                         surfacemask |= mask;
1692                                         if(totals)
1693                                         {
1694                                                 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;
1695                                                 shadowsides[numshadowsides] = mask;
1696                                                 shadowsideslist[numshadowsides++] = t;
1697                                         }
1698                                 }
1699                         }
1700                 }
1701         }
1702         return surfacemask;
1703 }
1704
1705 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)
1706 {
1707         int i, j, outtriangles = 0;
1708         int *outelement3i[6];
1709         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1710                 return;
1711         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1712         // make sure shadowelements is big enough for this mesh
1713         if (maxshadowtriangles < outtriangles)
1714                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1715
1716         // compute the offset and size of the separate index lists for each cubemap side
1717         outtriangles = 0;
1718         for (i = 0;i < 6;i++)
1719         {
1720                 outelement3i[i] = shadowelements + outtriangles * 3;
1721                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1722                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1723                 outtriangles += sidetotals[i];
1724         }
1725
1726         // gather up the (sparse) triangles into separate index lists for each cubemap side
1727         for (i = 0;i < numsidetris;i++)
1728         {
1729                 const int *element = elements + sidetris[i] * 3;
1730                 for (j = 0;j < 6;j++)
1731                 {
1732                         if (sides[i] & (1 << j))
1733                         {
1734                                 outelement3i[j][0] = element[0];
1735                                 outelement3i[j][1] = element[1];
1736                                 outelement3i[j][2] = element[2];
1737                                 outelement3i[j] += 3;
1738                         }
1739                 }
1740         }
1741                         
1742         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1743 }
1744
1745 static void R_Shadow_MakeTextures_MakeCorona(void)
1746 {
1747         float dx, dy;
1748         int x, y, a;
1749         unsigned char pixels[32][32][4];
1750         for (y = 0;y < 32;y++)
1751         {
1752                 dy = (y - 15.5f) * (1.0f / 16.0f);
1753                 for (x = 0;x < 32;x++)
1754                 {
1755                         dx = (x - 15.5f) * (1.0f / 16.0f);
1756                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1757                         a = bound(0, a, 255);
1758                         pixels[y][x][0] = a;
1759                         pixels[y][x][1] = a;
1760                         pixels[y][x][2] = a;
1761                         pixels[y][x][3] = 255;
1762                 }
1763         }
1764         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1765 }
1766
1767 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1768 {
1769         float dist = sqrt(x*x+y*y+z*z);
1770         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1771         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1772         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1773 }
1774
1775 static void R_Shadow_MakeTextures(void)
1776 {
1777         int x, y, z;
1778         float intensity, dist;
1779         unsigned int *data;
1780         R_Shadow_FreeShadowMaps();
1781         R_FreeTexturePool(&r_shadow_texturepool);
1782         r_shadow_texturepool = R_AllocTexturePool();
1783         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1784         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1785         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1786         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1787         for (x = 0;x <= ATTENTABLESIZE;x++)
1788         {
1789                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1790                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791                 r_shadow_attentable[x] = bound(0, intensity, 1);
1792         }
1793         // 1D gradient texture
1794         for (x = 0;x < ATTEN1DSIZE;x++)
1795                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1796         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1797         // 2D circle texture
1798         for (y = 0;y < ATTEN2DSIZE;y++)
1799                 for (x = 0;x < ATTEN2DSIZE;x++)
1800                         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);
1801         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1802         // 3D sphere texture
1803         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1804         {
1805                 for (z = 0;z < ATTEN3DSIZE;z++)
1806                         for (y = 0;y < ATTEN3DSIZE;y++)
1807                                 for (x = 0;x < ATTEN3DSIZE;x++)
1808                                         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));
1809                 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);
1810         }
1811         else
1812                 r_shadow_attenuation3dtexture = NULL;
1813         Mem_Free(data);
1814
1815         R_Shadow_MakeTextures_MakeCorona();
1816
1817         // Editor light sprites
1818         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1819         "................"
1820         ".3............3."
1821         "..5...2332...5.."
1822         "...7.3....3.7..."
1823         "....7......7...."
1824         "...3.7....7.3..."
1825         "..2...7..7...2.."
1826         "..3..........3.."
1827         "..3..........3.."
1828         "..2...7..7...2.."
1829         "...3.7....7.3..."
1830         "....7......7...."
1831         "...7.3....3.7..."
1832         "..5...2332...5.."
1833         ".3............3."
1834         "................"
1835         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1836         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1837         "................"
1838         "................"
1839         "......1111......"
1840         "....11233211...."
1841         "...1234554321..."
1842         "...1356776531..."
1843         "..124677776421.."
1844         "..135777777531.."
1845         "..135777777531.."
1846         "..124677776421.."
1847         "...1356776531..."
1848         "...1234554321..."
1849         "....11233211...."
1850         "......1111......"
1851         "................"
1852         "................"
1853         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1854         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1855         "................"
1856         "................"
1857         "......1111......"
1858         "....11233211...."
1859         "...1234554321..."
1860         "...1356226531..."
1861         "..12462..26421.."
1862         "..1352....2531.."
1863         "..1352....2531.."
1864         "..12462..26421.."
1865         "...1356226531..."
1866         "...1234554321..."
1867         "....11233211...."
1868         "......1111......"
1869         "................"
1870         "................"
1871         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1872         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1873         "................"
1874         "................"
1875         "......2772......"
1876         "....27755772...."
1877         "..277533335772.."
1878         "..753333333357.."
1879         "..777533335777.."
1880         "..735775577537.."
1881         "..733357753337.."
1882         "..733337733337.."
1883         "..753337733357.."
1884         "..277537735772.."
1885         "....27777772...."
1886         "......2772......"
1887         "................"
1888         "................"
1889         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1890         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1891         "................"
1892         "................"
1893         "......2772......"
1894         "....27722772...."
1895         "..2772....2772.."
1896         "..72........27.."
1897         "..7772....2777.."
1898         "..7.27722772.7.."
1899         "..7...2772...7.."
1900         "..7....77....7.."
1901         "..72...77...27.."
1902         "..2772.77.2772.."
1903         "....27777772...."
1904         "......2772......"
1905         "................"
1906         "................"
1907         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1908         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1909         "................"
1910         ".777752..257777."
1911         ".742........247."
1912         ".72..........27."
1913         ".7............7."
1914         ".5............5."
1915         ".2............2."
1916         "................"
1917         "................"
1918         ".2............2."
1919         ".5............5."
1920         ".7............7."
1921         ".72..........27."
1922         ".742........247."
1923         ".777752..257777."
1924         "................"
1925         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1926 }
1927
1928 void R_Shadow_ValidateCvars(void)
1929 {
1930         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1931                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1932         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1933                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1934         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1935                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1936 }
1937
1938 void R_Shadow_RenderMode_Begin(void)
1939 {
1940 #if 0
1941         GLint drawbuffer;
1942         GLint readbuffer;
1943 #endif
1944         R_Shadow_ValidateCvars();
1945
1946         if (!r_shadow_attenuation2dtexture
1947          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1948          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1949          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1950                 R_Shadow_MakeTextures();
1951
1952         CHECKGLERROR
1953         R_Mesh_ResetTextureState();
1954         GL_BlendFunc(GL_ONE, GL_ZERO);
1955         GL_DepthRange(0, 1);
1956         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1957         GL_DepthTest(true);
1958         GL_DepthMask(false);
1959         GL_Color(0, 0, 0, 1);
1960         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1961         
1962         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1963
1964         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1965         {
1966                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1967                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1968         }
1969         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1970         {
1971                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1972                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1973         }
1974         else
1975         {
1976                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1977                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1978         }
1979
1980         switch(vid.renderpath)
1981         {
1982         case RENDERPATH_GL20:
1983         case RENDERPATH_D3D9:
1984         case RENDERPATH_D3D10:
1985         case RENDERPATH_D3D11:
1986         case RENDERPATH_SOFT:
1987         case RENDERPATH_GLES2:
1988                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1989                 break;
1990         case RENDERPATH_GL11:
1991         case RENDERPATH_GL13:
1992         case RENDERPATH_GLES1:
1993                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1994                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1995                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1996                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1997                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1998                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1999                 else
2000                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2001                 break;
2002         }
2003
2004         CHECKGLERROR
2005 #if 0
2006         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2007         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2008         r_shadow_drawbuffer = drawbuffer;
2009         r_shadow_readbuffer = readbuffer;
2010 #endif
2011         r_shadow_cullface_front = r_refdef.view.cullface_front;
2012         r_shadow_cullface_back = r_refdef.view.cullface_back;
2013 }
2014
2015 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2016 {
2017         rsurface.rtlight = rtlight;
2018 }
2019
2020 void R_Shadow_RenderMode_Reset(void)
2021 {
2022         R_Mesh_SetMainRenderTargets();
2023         R_SetViewport(&r_refdef.view.viewport);
2024         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2025         R_Mesh_ResetTextureState();
2026         GL_DepthRange(0, 1);
2027         GL_DepthTest(true);
2028         GL_DepthMask(false);
2029         GL_DepthFunc(GL_LEQUAL);
2030         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2031         r_refdef.view.cullface_front = r_shadow_cullface_front;
2032         r_refdef.view.cullface_back = r_shadow_cullface_back;
2033         GL_CullFace(r_refdef.view.cullface_back);
2034         GL_Color(1, 1, 1, 1);
2035         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2036         GL_BlendFunc(GL_ONE, GL_ZERO);
2037         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
2038         r_shadow_usingshadowmap2d = false;
2039         r_shadow_usingshadowmaportho = false;
2040         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2041 }
2042
2043 void R_Shadow_ClearStencil(void)
2044 {
2045         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2046         r_refdef.stats.lights_clears++;
2047 }
2048
2049 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2050 {
2051         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2052         if (r_shadow_rendermode == mode)
2053                 return;
2054         R_Shadow_RenderMode_Reset();
2055         GL_DepthFunc(GL_LESS);
2056         GL_ColorMask(0, 0, 0, 0);
2057         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2058         GL_CullFace(GL_NONE);
2059         R_SetupShader_DepthOrShadow(false);
2060         r_shadow_rendermode = mode;
2061         switch(mode)
2062         {
2063         default:
2064                 break;
2065         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2066         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2067                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2068                 break;
2069         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2070         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2071                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2072                 break;
2073         }
2074 }
2075
2076 static void R_Shadow_MakeVSDCT(void)
2077 {
2078         // maps to a 2x3 texture rectangle with normalized coordinates
2079         // +-
2080         // XX
2081         // YY
2082         // ZZ
2083         // stores abs(dir.xy), offset.xy/2.5
2084         unsigned char data[4*6] =
2085         {
2086                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2087                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2088                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2089                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2090                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2091                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2092         };
2093         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2094 }
2095
2096 static void R_Shadow_MakeShadowMap(int side, int size)
2097 {
2098         switch (r_shadow_shadowmode)
2099         {
2100         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2101                 if (r_shadow_shadowmap2dtexture) return;
2102                 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);
2103                 r_shadow_shadowmap2dcolortexture = NULL;
2104                 switch(vid.renderpath)
2105                 {
2106 #ifdef SUPPORTD3D
2107                 case RENDERPATH_D3D9:
2108                         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);
2109                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2110                         break;
2111 #endif
2112                 default:
2113                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2114                         break;
2115                 }
2116                 break;
2117         default:
2118                 return;
2119         }
2120
2121         // render depth into the fbo, do not render color at all
2122         // validate the fbo now
2123         if (qglDrawBuffer)
2124         {
2125                 int status;
2126                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2127                 qglReadBuffer(GL_NONE);CHECKGLERROR
2128                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2129                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2130                 {
2131                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2132                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2133                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2134                 }
2135         }
2136 }
2137
2138 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2139 {
2140         float nearclip, farclip, bias;
2141         r_viewport_t viewport;
2142         int flipped;
2143         GLuint fbo = 0;
2144         float clearcolor[4];
2145         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2146         farclip = 1.0f;
2147         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2148         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2149         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2150         r_shadow_shadowmapside = side;
2151         r_shadow_shadowmapsize = size;
2152
2153         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2154         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2155         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2156         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2157
2158         // complex unrolled cube approach (more flexible)
2159         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2160                 R_Shadow_MakeVSDCT();
2161         if (!r_shadow_shadowmap2dtexture)
2162                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2163         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2164         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2165         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2166         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2167
2168         R_Mesh_ResetTextureState();
2169         R_Shadow_RenderMode_Reset();
2170         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2171         R_SetupShader_DepthOrShadow(true);
2172         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2173         GL_DepthMask(true);
2174         GL_DepthTest(true);
2175
2176 init_done:
2177         R_SetViewport(&viewport);
2178         flipped = (side & 1) ^ (side >> 2);
2179         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2180         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2181         switch(vid.renderpath)
2182         {
2183         case RENDERPATH_GL11:
2184         case RENDERPATH_GL13:
2185         case RENDERPATH_GL20:
2186         case RENDERPATH_SOFT:
2187         case RENDERPATH_GLES1:
2188         case RENDERPATH_GLES2:
2189                 GL_CullFace(r_refdef.view.cullface_back);
2190                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2191                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2192                 {
2193                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2194                         int x1 = clear & 0x15 ? 0 : size;
2195                         int x2 = clear & 0x2A ? 2 * size : size;
2196                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2197                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2198                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2199                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2200                 }
2201                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2202                 break;
2203         case RENDERPATH_D3D9:
2204         case RENDERPATH_D3D10:
2205         case RENDERPATH_D3D11:
2206                 Vector4Set(clearcolor, 1,1,1,1);
2207                 // completely different meaning than in OpenGL path
2208                 r_shadow_shadowmap_parameters[1] = 0;
2209                 r_shadow_shadowmap_parameters[3] = -bias;
2210                 // we invert the cull mode because we flip the projection matrix
2211                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2212                 GL_CullFace(r_refdef.view.cullface_front);
2213                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2214                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2215                 if (r_shadow_shadowmapsampler)
2216                 {
2217                         GL_ColorMask(0,0,0,0);
2218                         if (clear)
2219                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2220                 }
2221                 else
2222                 {
2223                         GL_ColorMask(1,1,1,1);
2224                         if (clear)
2225                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2226                 }
2227                 break;
2228         }
2229 }
2230
2231 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2232 {
2233         R_Mesh_ResetTextureState();
2234         R_Mesh_SetMainRenderTargets();
2235         if (transparent)
2236         {
2237                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2238                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2239                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2240                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2241         }
2242         R_Shadow_RenderMode_Reset();
2243         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2244         if (!transparent)
2245                 GL_DepthFunc(GL_EQUAL);
2246         // do global setup needed for the chosen lighting mode
2247         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2248                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2249         r_shadow_usingshadowmap2d = shadowmapping;
2250         r_shadow_rendermode = r_shadow_lightingrendermode;
2251         // only draw light where this geometry was already rendered AND the
2252         // stencil is 128 (values other than this mean shadow)
2253         if (stenciltest)
2254                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2255         else
2256                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2257 }
2258
2259 static const unsigned short bboxelements[36] =
2260 {
2261         5, 1, 3, 5, 3, 7,
2262         6, 2, 0, 6, 0, 4,
2263         7, 3, 2, 7, 2, 6,
2264         4, 0, 1, 4, 1, 5,
2265         4, 5, 7, 4, 7, 6,
2266         1, 0, 2, 1, 2, 3,
2267 };
2268
2269 static const float bboxpoints[8][3] =
2270 {
2271         {-1,-1,-1},
2272         { 1,-1,-1},
2273         {-1, 1,-1},
2274         { 1, 1,-1},
2275         {-1,-1, 1},
2276         { 1,-1, 1},
2277         {-1, 1, 1},
2278         { 1, 1, 1},
2279 };
2280
2281 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2282 {
2283         int i;
2284         float vertex3f[8*3];
2285         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2286 // do global setup needed for the chosen lighting mode
2287         R_Shadow_RenderMode_Reset();
2288         r_shadow_rendermode = r_shadow_lightingrendermode;
2289         R_EntityMatrix(&identitymatrix);
2290         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2291         // only draw light where this geometry was already rendered AND the
2292         // stencil is 128 (values other than this mean shadow)
2293         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2294         if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2295                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2296         else
2297                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2298
2299         r_shadow_usingshadowmap2d = shadowmapping;
2300
2301         // render the lighting
2302         R_SetupShader_DeferredLight(rsurface.rtlight);
2303         for (i = 0;i < 8;i++)
2304                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2305         GL_ColorMask(1,1,1,1);
2306         GL_DepthMask(false);
2307         GL_DepthRange(0, 1);
2308         GL_PolygonOffset(0, 0);
2309         GL_DepthTest(true);
2310         GL_DepthFunc(GL_GREATER);
2311         GL_CullFace(r_refdef.view.cullface_back);
2312         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2313         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2314 }
2315
2316 static void R_Shadow_UpdateBounceGridTexture(void)
2317 {
2318 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2319         dlight_t *light;
2320         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2321         int bouncecount;
2322         int hitsupercontentsmask;
2323         int maxbounce;
2324         int numpixels;
2325         int resolution[3];
2326         int shootparticles;
2327         int shotparticles;
2328         int photoncount;
2329         int tex[3];
2330         trace_t cliptrace;
2331         //trace_t cliptrace2;
2332         //trace_t cliptrace3;
2333         unsigned char *pixel;
2334         unsigned char *pixels;
2335         float *highpixel;
2336         float *highpixels;
2337         unsigned int lightindex;
2338         unsigned int range;
2339         unsigned int range1;
2340         unsigned int range2;
2341         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2342         vec3_t shotcolor;
2343         vec3_t baseshotcolor;
2344         vec3_t surfcolor;
2345         vec3_t clipend;
2346         vec3_t clipstart;
2347         vec3_t clipdiff;
2348         vec3_t ispacing;
2349         vec3_t maxs;
2350         vec3_t mins;
2351         vec3_t size;
2352         vec3_t spacing;
2353         vec3_t lightcolor;
2354         vec3_t steppos;
2355         vec3_t stepdelta;
2356         vec_t radius;
2357         vec_t s;
2358         vec_t lightintensity;
2359         vec_t photonscaling;
2360         vec_t photonresidual;
2361         float m[16];
2362         float texlerp[2][3];
2363         float splatcolor[32];
2364         float pixelweight[8];
2365         float w;
2366         int c[4];
2367         int pixelindex[8];
2368         int corner;
2369         int pixelsperband;
2370         int pixelband;
2371         int pixelbands;
2372         int numsteps;
2373         int step;
2374         int x, y, z;
2375         rtlight_t *rtlight;
2376         r_shadow_bouncegrid_settings_t settings;
2377         qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2378         qboolean allowdirectionalshading = false;
2379         switch(vid.renderpath)
2380         {
2381         case RENDERPATH_GL20:
2382                 allowdirectionalshading = true;
2383                 if (!vid.support.ext_texture_3d)
2384                         return;
2385                 break;
2386         case RENDERPATH_GLES2:
2387                 // for performance reasons, do not use directional shading on GLES devices
2388                 if (!vid.support.ext_texture_3d)
2389                         return;
2390                 break;
2391                 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2392         case RENDERPATH_GL11:
2393         case RENDERPATH_GL13:
2394         case RENDERPATH_GLES1:
2395         case RENDERPATH_SOFT:
2396         case RENDERPATH_D3D9:
2397         case RENDERPATH_D3D10:
2398         case RENDERPATH_D3D11:
2399                 return;
2400         }
2401
2402         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2403
2404         // see if there are really any lights to render...
2405         if (enable && r_shadow_bouncegrid_static.integer)
2406         {
2407                 enable = false;
2408                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2409                 for (lightindex = 0;lightindex < range;lightindex++)
2410                 {
2411                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2412                         if (!light || !(light->flags & flag))
2413                                 continue;
2414                         rtlight = &light->rtlight;
2415                         // when static, we skip styled lights because they tend to change...
2416                         if (rtlight->style > 0)
2417                                 continue;
2418                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2419                         if (!VectorLength2(lightcolor))
2420                                 continue;
2421                         enable = true;
2422                         break;
2423                 }
2424         }
2425
2426         if (!enable)
2427         {
2428                 if (r_shadow_bouncegridtexture)
2429                 {
2430                         R_FreeTexture(r_shadow_bouncegridtexture);
2431                         r_shadow_bouncegridtexture = NULL;
2432                 }
2433                 if (r_shadow_bouncegridpixels)
2434                         Mem_Free(r_shadow_bouncegridpixels);
2435                 r_shadow_bouncegridpixels = NULL;
2436                 if (r_shadow_bouncegridhighpixels)
2437                         Mem_Free(r_shadow_bouncegridhighpixels);
2438                 r_shadow_bouncegridhighpixels = NULL;
2439                 r_shadow_bouncegridnumpixels = 0;
2440                 r_shadow_bouncegriddirectional = false;
2441                 return;
2442         }
2443
2444         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2445         memset(&settings, 0, sizeof(settings));
2446         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2447         settings.airstepmax                    = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576);
2448         settings.airstepsize                   = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f);
2449         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2450         settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2451         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2452         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2453         settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0;
2454         settings.lightradiusscale              = r_shadow_bouncegrid_lightradiusscale.value;
2455         settings.maxbounce                     = r_shadow_bouncegrid_maxbounce.integer;
2456         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2457         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value;
2458         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2459         settings.spacing[0]                    = r_shadow_bouncegrid_spacingx.value;
2460         settings.spacing[1]                    = r_shadow_bouncegrid_spacingy.value;
2461         settings.spacing[2]                    = r_shadow_bouncegrid_spacingz.value;
2462         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2463
2464         // bound the values for sanity
2465         settings.photons = bound(1, settings.photons, 1048576);
2466         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2467         settings.maxbounce = bound(0, settings.maxbounce, 16);
2468         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2469         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2470         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2471
2472         // get the spacing values
2473         spacing[0] = settings.spacing[0];
2474         spacing[1] = settings.spacing[1];
2475         spacing[2] = settings.spacing[2];
2476         ispacing[0] = 1.0f / spacing[0];
2477         ispacing[1] = 1.0f / spacing[1];
2478         ispacing[2] = 1.0f / spacing[2];
2479
2480         // calculate texture size enclosing entire world bounds at the spacing
2481         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2482         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2483         VectorSubtract(maxs, mins, size);
2484         // now we can calculate the resolution we want
2485         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2486         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2487         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2488         // figure out the exact texture size (honoring power of 2 if required)
2489         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2490         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2491         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2492         if (vid.support.arb_texture_non_power_of_two)
2493         {
2494                 resolution[0] = c[0];
2495                 resolution[1] = c[1];
2496                 resolution[2] = c[2];
2497         }
2498         else
2499         {
2500                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2501                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2502                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2503         }
2504         size[0] = spacing[0] * resolution[0];
2505         size[1] = spacing[1] * resolution[1];
2506         size[2] = spacing[2] * resolution[2];
2507
2508         // if dynamic we may or may not want to use the world bounds
2509         // if the dynamic size is smaller than the world bounds, use it instead
2510         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2511         {
2512                 // we know the resolution we want
2513                 c[0] = r_shadow_bouncegrid_x.integer;
2514                 c[1] = r_shadow_bouncegrid_y.integer;
2515                 c[2] = r_shadow_bouncegrid_z.integer;
2516                 // now we can calculate the texture size (power of 2 if required)
2517                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2518                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2519                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2520                 if (vid.support.arb_texture_non_power_of_two)
2521                 {
2522                         resolution[0] = c[0];
2523                         resolution[1] = c[1];
2524                         resolution[2] = c[2];
2525                 }
2526                 else
2527                 {
2528                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2529                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2530                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2531                 }
2532                 size[0] = spacing[0] * resolution[0];
2533                 size[1] = spacing[1] * resolution[1];
2534                 size[2] = spacing[2] * resolution[2];
2535                 // center the rendering on the view
2536                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2537                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2538                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2539         }
2540
2541         // recalculate the maxs in case the resolution was not satisfactory
2542         VectorAdd(mins, size, maxs);
2543
2544         // if all the settings seem identical to the previous update, return
2545         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2546                 return;
2547
2548         // store the new settings
2549         r_shadow_bouncegridsettings = settings;
2550
2551         pixelbands = settings.directionalshading ? 8 : 1;
2552         pixelsperband = resolution[0]*resolution[1]*resolution[2];
2553         numpixels = pixelsperband*pixelbands;
2554
2555         // we're going to update the bouncegrid, update the matrix...
2556         memset(m, 0, sizeof(m));
2557         m[0] = 1.0f / size[0];
2558         m[3] = -mins[0] * m[0];
2559         m[5] = 1.0f / size[1];
2560         m[7] = -mins[1] * m[5];
2561         m[10] = 1.0f / size[2];
2562         m[11] = -mins[2] * m[10];
2563         m[15] = 1.0f;
2564         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2565         // reallocate pixels for this update if needed...
2566         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2567         {
2568                 if (r_shadow_bouncegridtexture)
2569                 {
2570                         R_FreeTexture(r_shadow_bouncegridtexture);
2571                         r_shadow_bouncegridtexture = NULL;
2572                 }
2573                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2574                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2575         }
2576         r_shadow_bouncegridnumpixels = numpixels;
2577         pixels = r_shadow_bouncegridpixels;
2578         highpixels = r_shadow_bouncegridhighpixels;
2579         x = pixelsperband*4;
2580         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2581         {
2582                 if (pixelband == 1)
2583                         memset(pixels + pixelband * x, 128, x);
2584                 else
2585                         memset(pixels + pixelband * x, 0, x);
2586         }
2587         memset(highpixels, 0, numpixels * sizeof(float[4]));
2588         // figure out what we want to interact with
2589         if (settings.hitmodels)
2590                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2591         else
2592                 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2593         maxbounce = settings.maxbounce;
2594         // clear variables that produce warnings otherwise
2595         memset(splatcolor, 0, sizeof(splatcolor));
2596         // iterate world rtlights
2597         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2598         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2599         range2 = range + range1;
2600         photoncount = 0;
2601         for (lightindex = 0;lightindex < range2;lightindex++)
2602         {
2603                 if (settings.staticmode)
2604                 {
2605                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2606                         if (!light || !(light->flags & flag))
2607                                 continue;
2608                         rtlight = &light->rtlight;
2609                         // when static, we skip styled lights because they tend to change...
2610                         if (rtlight->style > 0)
2611                                 continue;
2612                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2613                 }
2614                 else
2615                 {
2616                         if (lightindex < range)
2617                         {
2618                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2619                                 rtlight = &light->rtlight;
2620                         }
2621                         else
2622                                 rtlight = r_refdef.scene.lights[lightindex - range];
2623                         // draw only visible lights (major speedup)
2624                         if (!rtlight->draw)
2625                                 continue;
2626                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2627                 }
2628                 if (!VectorLength2(lightcolor))
2629                         continue;
2630                 // shoot particles from this light
2631                 // use a calculation for the number of particles that will not
2632                 // vary with lightstyle, otherwise we get randomized particle
2633                 // distribution, the seeded random is only consistent for a
2634                 // consistent number of particles on this light...
2635                 radius = rtlight->radius * settings.lightradiusscale;
2636                 s = rtlight->radius;
2637                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2638                 if (lightindex >= range)
2639                         lightintensity *= settings.dlightparticlemultiplier;
2640                 photoncount += max(0.0f, lightintensity * s * s);
2641         }
2642         photonscaling = (float)settings.photons / max(1, photoncount);
2643         photonresidual = 0.0f;
2644         for (lightindex = 0;lightindex < range2;lightindex++)
2645         {
2646                 if (settings.staticmode)
2647                 {
2648                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2649                         if (!light || !(light->flags & flag))
2650                                 continue;
2651                         rtlight = &light->rtlight;
2652                         // when static, we skip styled lights because they tend to change...
2653                         if (rtlight->style > 0)
2654                                 continue;
2655                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2656                 }
2657                 else
2658                 {
2659                         if (lightindex < range)
2660                         {
2661                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2662                                 rtlight = &light->rtlight;
2663                         }
2664                         else
2665                                 rtlight = r_refdef.scene.lights[lightindex - range];
2666                         // draw only visible lights (major speedup)
2667                         if (!rtlight->draw)
2668                                 continue;
2669                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2670                 }
2671                 if (!VectorLength2(lightcolor))
2672                         continue;
2673                 // shoot particles from this light
2674                 // use a calculation for the number of particles that will not
2675                 // vary with lightstyle, otherwise we get randomized particle
2676                 // distribution, the seeded random is only consistent for a
2677                 // consistent number of particles on this light...
2678                 radius = rtlight->radius * settings.lightradiusscale;
2679                 s = rtlight->radius;
2680                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2681                 if (lightindex >= range)
2682                         lightintensity *= settings.dlightparticlemultiplier;
2683                 photonresidual += lightintensity * s * s * photonscaling;
2684                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2685                 if (!shootparticles)
2686                         continue;
2687                 photonresidual -= shootparticles;
2688                 s = settings.particleintensity / shootparticles;
2689                 VectorScale(lightcolor, s, baseshotcolor);
2690                 if (VectorLength2(baseshotcolor) == 0.0f)
2691                         break;
2692                 r_refdef.stats.bouncegrid_lights++;
2693                 r_refdef.stats.bouncegrid_particles += shootparticles;
2694                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2695                 {
2696                         if (settings.stablerandom > 0)
2697                                 seed = lightindex * 11937 + shotparticles;
2698                         VectorCopy(baseshotcolor, shotcolor);
2699                         VectorCopy(rtlight->shadoworigin, clipstart);
2700                         if (settings.stablerandom < 0)
2701                                 VectorRandom(clipend);
2702                         else
2703                                 VectorCheeseRandom(clipend);
2704                         VectorMA(clipstart, radius, clipend, clipend);
2705                         for (bouncecount = 0;;bouncecount++)
2706                         {
2707                                 r_refdef.stats.bouncegrid_traces++;
2708                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2709                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2710                                 if (settings.staticmode)
2711                                         Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2712                                 else
2713                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2714                                 if (bouncecount > 0 || settings.includedirectlighting)
2715                                 {
2716                                         // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2717                                         // accumulate average shotcolor
2718                                         w = VectorLength(shotcolor);
2719                                         splatcolor[ 0] = shotcolor[0];
2720                                         splatcolor[ 1] = shotcolor[1];
2721                                         splatcolor[ 2] = shotcolor[2];
2722                                         splatcolor[ 3] = 0.0f;
2723                                         if (pixelbands > 1)
2724                                         {
2725                                                 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2726                                                 VectorNormalize(clipdiff);
2727                                                 // store bentnormal in case the shader has a use for it
2728                                                 splatcolor[ 4] = clipdiff[0] * w;
2729                                                 splatcolor[ 5] = clipdiff[1] * w;
2730                                                 splatcolor[ 6] = clipdiff[2] * w;
2731                                                 splatcolor[ 7] = w;
2732                                                 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2733                                                 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2734                                                 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2735                                                 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2736                                                 splatcolor[11] = 0.0f;
2737                                                 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2738                                                 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2739                                                 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2740                                                 splatcolor[15] = 0.0f;
2741                                                 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2742                                                 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2743                                                 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2744                                                 splatcolor[19] = 0.0f;
2745                                                 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2746                                                 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2747                                                 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2748                                                 splatcolor[23] = 0.0f;
2749                                                 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2750                                                 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2751                                                 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2752                                                 splatcolor[27] = 0.0f;
2753                                                 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2754                                                 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2755                                                 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2756                                                 splatcolor[31] = 0.0f;
2757                                         }
2758                                         // calculate the number of steps we need to traverse this distance
2759                                         VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2760                                         numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize);
2761                                         numsteps = bound(1, numsteps, settings.airstepmax);
2762                                         w = 1.0f / numsteps;
2763                                         VectorScale(stepdelta, w, stepdelta);
2764                                         VectorMA(clipstart, 0.5f, stepdelta, steppos);
2765                                         if (settings.airstepmax == 1)
2766                                                 VectorCopy(cliptrace.endpos, steppos);
2767                                         for (step = 0;step < numsteps;step++)
2768                                         {
2769                                                 r_refdef.stats.bouncegrid_splats++;
2770                                                 // figure out which texture pixel this is in
2771                                                 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]);
2772                                                 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]);
2773                                                 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]);
2774                                                 tex[0] = (int)floor(texlerp[1][0]);
2775                                                 tex[1] = (int)floor(texlerp[1][1]);
2776                                                 tex[2] = (int)floor(texlerp[1][2]);
2777                                                 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2778                                                 {
2779                                                         // it is within bounds...  do the real work now
2780                                                         // calculate the lerp factors
2781                                                         texlerp[1][0] -= tex[0];
2782                                                         texlerp[1][1] -= tex[1];
2783                                                         texlerp[1][2] -= tex[2];
2784                                                         texlerp[0][0] = 1.0f - texlerp[1][0];
2785                                                         texlerp[0][1] = 1.0f - texlerp[1][1];
2786                                                         texlerp[0][2] = 1.0f - texlerp[1][2];
2787                                                         // calculate individual pixel indexes and weights
2788                                                         pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2789                                                         pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2790                                                         pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2791                                                         pixelindex[3] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2792                                                         pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2793                                                         pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2794                                                         pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2795                                                         pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2796                                                         // update the 8 pixels...
2797                                                         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2798                                                         {
2799                                                                 for (corner = 0;corner < 8;corner++)
2800                                                                 {
2801                                                                         // calculate address for pixel
2802                                                                         w = pixelweight[corner];
2803                                                                         pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2804                                                                         highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2805                                                                         // add to the high precision pixel color
2806                                                                         highpixel[0] += (splatcolor[pixelband*4+0]*w);
2807                                                                         highpixel[1] += (splatcolor[pixelband*4+1]*w);
2808                                                                         highpixel[2] += (splatcolor[pixelband*4+2]*w);
2809                                                                         highpixel[3] += (splatcolor[pixelband*4+3]*w);
2810                                                                         // flag the low precision pixel as needing to be updated
2811                                                                         pixel[3] = 255;
2812                                                                         // advance to next band of coefficients
2813                                                                         //pixel += pixelsperband*4;
2814                                                                         //highpixel += pixelsperband*4;
2815                                                                 }
2816                                                         }
2817                                                 }
2818                                                 VectorAdd(steppos, stepdelta, steppos);
2819                                         }
2820                                 }
2821                                 if (cliptrace.fraction >= 1.0f)
2822                                         break;
2823                                 r_refdef.stats.bouncegrid_hits++;
2824                                 if (bouncecount >= maxbounce)
2825                                         break;
2826                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2827                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2828                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2829                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2830                                 else
2831                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2832                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2833                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2834                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2835                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2836                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2837                                 if (VectorLength2(baseshotcolor) == 0.0f)
2838                                         break;
2839                                 r_refdef.stats.bouncegrid_bounces++;
2840                                 if (settings.bounceanglediffuse)
2841                                 {
2842                                         // random direction, primarily along plane normal
2843                                         s = VectorDistance(cliptrace.endpos, clipend);
2844                                         if (settings.stablerandom < 0)
2845                                                 VectorRandom(clipend);
2846                                         else
2847                                                 VectorCheeseRandom(clipend);
2848                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2849                                         VectorNormalize(clipend);
2850                                         VectorScale(clipend, s, clipend);
2851                                 }
2852                                 else
2853                                 {
2854                                         // reflect the remaining portion of the line across plane normal
2855                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2856                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2857                                 }
2858                                 // calculate the new line start and end
2859                                 VectorCopy(cliptrace.endpos, clipstart);
2860                                 VectorAdd(clipstart, clipend, clipend);
2861                         }
2862                 }
2863         }
2864         // generate pixels array from highpixels array
2865         // skip first and last columns, rows, and layers as these are blank
2866         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2867         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2868         {
2869                 for (z = 1;z < resolution[2]-1;z++)
2870                 {
2871                         for (y = 1;y < resolution[1]-1;y++)
2872                         {
2873                                 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2874                                 {
2875                                         // only convert pixels that were hit by photons
2876                                         if (pixel[3] == 255)
2877                                         {
2878                                                 // normalize the bentnormal...
2879                                                 if (pixelband == 1)
2880                                                 {
2881                                                         VectorNormalize(highpixel);
2882                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2883                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2884                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2885                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2886                                                 }
2887                                                 else
2888                                                 {
2889                                                         c[0] = (int)(highpixel[0]*256.0f);
2890                                                         c[1] = (int)(highpixel[1]*256.0f);
2891                                                         c[2] = (int)(highpixel[2]*256.0f);
2892                                                         c[3] = (int)(highpixel[3]*256.0f);
2893                                                 }
2894                                                 pixel[2] = (unsigned char)bound(0, c[0], 255);
2895                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2896                                                 pixel[0] = (unsigned char)bound(0, c[2], 255);
2897                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2898                                         }
2899                                 }
2900                         }
2901                 }
2902         }
2903         if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2904                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2905         else
2906         {
2907                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2908                 r_shadow_bouncegriddirectional = settings.directionalshading;
2909                 if (r_shadow_bouncegridtexture)
2910                         R_FreeTexture(r_shadow_bouncegridtexture);
2911                 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2912         }
2913         r_shadow_bouncegridtime = realtime;
2914 }
2915
2916 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2917 {
2918         R_Shadow_RenderMode_Reset();
2919         GL_BlendFunc(GL_ONE, GL_ONE);
2920         GL_DepthRange(0, 1);
2921         GL_DepthTest(r_showshadowvolumes.integer < 2);
2922         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2923         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2924         GL_CullFace(GL_NONE);
2925         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2926 }
2927
2928 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2929 {
2930         R_Shadow_RenderMode_Reset();
2931         GL_BlendFunc(GL_ONE, GL_ONE);
2932         GL_DepthRange(0, 1);
2933         GL_DepthTest(r_showlighting.integer < 2);
2934         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2935         if (!transparent)
2936                 GL_DepthFunc(GL_EQUAL);
2937         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2938         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2939 }
2940
2941 void R_Shadow_RenderMode_End(void)
2942 {
2943         R_Shadow_RenderMode_Reset();
2944         R_Shadow_RenderMode_ActiveLight(NULL);
2945         GL_DepthMask(true);
2946         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2947         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2948 }
2949
2950 int bboxedges[12][2] =
2951 {
2952         // top
2953         {0, 1}, // +X
2954         {0, 2}, // +Y
2955         {1, 3}, // Y, +X
2956         {2, 3}, // X, +Y
2957         // bottom
2958         {4, 5}, // +X
2959         {4, 6}, // +Y
2960         {5, 7}, // Y, +X
2961         {6, 7}, // X, +Y
2962         // verticals
2963         {0, 4}, // +Z
2964         {1, 5}, // X, +Z
2965         {2, 6}, // Y, +Z
2966         {3, 7}, // XY, +Z
2967 };
2968
2969 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2970 {
2971         if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2972         {
2973                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2974                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2975                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2976                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2977                 return false;
2978         }
2979         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2980                 return true; // invisible
2981         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2982         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2983         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2984         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2985                 r_refdef.stats.lights_scissored++;
2986         return false;
2987 }
2988
2989 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2990 {
2991         int i;
2992         const float *vertex3f;
2993         const float *normal3f;
2994         float *color4f;
2995         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2996         switch (r_shadow_rendermode)
2997         {
2998         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2999         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3000                 if (VectorLength2(diffusecolor) > 0)
3001                 {
3002                         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)
3003                         {
3004                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3005                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3006                                 if ((dot = DotProduct(n, v)) < 0)
3007                                 {
3008                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3009                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3010                                 }
3011                                 else
3012                                         VectorCopy(ambientcolor, color4f);
3013                                 if (r_refdef.fogenabled)
3014                                 {
3015                                         float f;
3016                                         f = RSurf_FogVertex(vertex3f);
3017                                         VectorScale(color4f, f, color4f);
3018                                 }
3019                                 color4f[3] = 1;
3020                         }
3021                 }
3022                 else
3023                 {
3024                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3025                         {
3026                                 VectorCopy(ambientcolor, color4f);
3027                                 if (r_refdef.fogenabled)
3028                                 {
3029                                         float f;
3030                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3031                                         f = RSurf_FogVertex(vertex3f);
3032                                         VectorScale(color4f + 4*i, f, color4f);
3033                                 }
3034                                 color4f[3] = 1;
3035                         }
3036                 }
3037                 break;
3038         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3039                 if (VectorLength2(diffusecolor) > 0)
3040                 {
3041                         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)
3042                         {
3043                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3044                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3045                                 {
3046                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3047                                         if ((dot = DotProduct(n, v)) < 0)
3048                                         {
3049                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3050                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3051                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3052                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3053                                         }
3054                                         else
3055                                         {
3056                                                 color4f[0] = ambientcolor[0] * distintensity;
3057                                                 color4f[1] = ambientcolor[1] * distintensity;
3058                                                 color4f[2] = ambientcolor[2] * distintensity;
3059                                         }
3060                                         if (r_refdef.fogenabled)
3061                                         {
3062                                                 float f;
3063                                                 f = RSurf_FogVertex(vertex3f);
3064                                                 VectorScale(color4f, f, color4f);
3065                                         }
3066                                 }
3067                                 else
3068                                         VectorClear(color4f);
3069                                 color4f[3] = 1;
3070                         }
3071                 }
3072                 else
3073                 {
3074                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3075                         {
3076                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3077                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3078                                 {
3079                                         color4f[0] = ambientcolor[0] * distintensity;
3080                                         color4f[1] = ambientcolor[1] * distintensity;
3081                                         color4f[2] = ambientcolor[2] * distintensity;
3082                                         if (r_refdef.fogenabled)
3083                                         {
3084                                                 float f;
3085                                                 f = RSurf_FogVertex(vertex3f);
3086                                                 VectorScale(color4f, f, color4f);
3087                                         }
3088                                 }
3089                                 else
3090                                         VectorClear(color4f);
3091                                 color4f[3] = 1;
3092                         }
3093                 }
3094                 break;
3095         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3096                 if (VectorLength2(diffusecolor) > 0)
3097                 {
3098                         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)
3099                         {
3100                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3101                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3102                                 {
3103                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3104                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3105                                         if ((dot = DotProduct(n, v)) < 0)
3106                                         {
3107                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3108                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3109                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3110                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3111                                         }
3112                                         else
3113                                         {
3114                                                 color4f[0] = ambientcolor[0] * distintensity;
3115                                                 color4f[1] = ambientcolor[1] * distintensity;
3116                                                 color4f[2] = ambientcolor[2] * distintensity;
3117                                         }
3118                                         if (r_refdef.fogenabled)
3119                                         {
3120                                                 float f;
3121                                                 f = RSurf_FogVertex(vertex3f);
3122                                                 VectorScale(color4f, f, color4f);
3123                                         }
3124                                 }
3125                                 else
3126                                         VectorClear(color4f);
3127                                 color4f[3] = 1;
3128                         }
3129                 }
3130                 else
3131                 {
3132                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3133                         {
3134                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3135                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3136                                 {
3137                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3138                                         color4f[0] = ambientcolor[0] * distintensity;
3139                                         color4f[1] = ambientcolor[1] * distintensity;
3140                                         color4f[2] = ambientcolor[2] * distintensity;
3141                                         if (r_refdef.fogenabled)
3142                                         {
3143                                                 float f;
3144                                                 f = RSurf_FogVertex(vertex3f);
3145                                                 VectorScale(color4f, f, color4f);
3146                                         }
3147                                 }
3148                                 else
3149                                         VectorClear(color4f);
3150                                 color4f[3] = 1;
3151                         }
3152                 }
3153                 break;
3154         default:
3155                 break;
3156         }
3157 }
3158
3159 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3160 {
3161         // used to display how many times a surface is lit for level design purposes
3162         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3163         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3164         RSurf_DrawBatch();
3165 }
3166
3167 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3168 {
3169         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3170         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3171         RSurf_DrawBatch();
3172 }
3173
3174 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3175 {
3176         int renders;
3177         int i;
3178         int stop;
3179         int newfirstvertex;
3180         int newlastvertex;
3181         int newnumtriangles;
3182         int *newe;
3183         const int *e;
3184         float *c;
3185         int maxtriangles = 4096;
3186         static int newelements[4096*3];
3187         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3188         for (renders = 0;renders < 4;renders++)
3189         {
3190                 stop = true;
3191                 newfirstvertex = 0;
3192                 newlastvertex = 0;
3193                 newnumtriangles = 0;
3194                 newe = newelements;
3195                 // due to low fillrate on the cards this vertex lighting path is
3196                 // designed for, we manually cull all triangles that do not
3197                 // contain a lit vertex
3198                 // this builds batches of triangles from multiple surfaces and
3199                 // renders them at once
3200                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3201                 {
3202                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3203                         {
3204                                 if (newnumtriangles)
3205                                 {
3206                                         newfirstvertex = min(newfirstvertex, e[0]);
3207                                         newlastvertex  = max(newlastvertex, e[0]);
3208                                 }
3209                                 else
3210                                 {
3211                                         newfirstvertex = e[0];
3212                                         newlastvertex = e[0];
3213                                 }
3214                                 newfirstvertex = min(newfirstvertex, e[1]);
3215                                 newlastvertex  = max(newlastvertex, e[1]);
3216                                 newfirstvertex = min(newfirstvertex, e[2]);
3217                                 newlastvertex  = max(newlastvertex, e[2]);
3218                                 newe[0] = e[0];
3219                                 newe[1] = e[1];
3220                                 newe[2] = e[2];
3221                                 newnumtriangles++;
3222                                 newe += 3;
3223                                 if (newnumtriangles >= maxtriangles)
3224                                 {
3225                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3226                                         newnumtriangles = 0;
3227                                         newe = newelements;
3228                                         stop = false;
3229                                 }
3230                         }
3231                 }
3232                 if (newnumtriangles >= 1)
3233                 {
3234                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3235                         stop = false;
3236                 }
3237                 // if we couldn't find any lit triangles, exit early
3238                 if (stop)
3239                         break;
3240                 // now reduce the intensity for the next overbright pass
3241                 // we have to clamp to 0 here incase the drivers have improper
3242                 // handling of negative colors
3243                 // (some old drivers even have improper handling of >1 color)
3244                 stop = true;
3245                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3246                 {
3247                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3248                         {
3249                                 c[0] = max(0, c[0] - 1);
3250                                 c[1] = max(0, c[1] - 1);
3251                                 c[2] = max(0, c[2] - 1);
3252                                 stop = false;
3253                         }
3254                         else
3255                                 VectorClear(c);
3256                 }
3257                 // another check...
3258                 if (stop)
3259                         break;
3260         }
3261 }
3262
3263 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3264 {
3265         // OpenGL 1.1 path (anything)
3266         float ambientcolorbase[3], diffusecolorbase[3];
3267         float ambientcolorpants[3], diffusecolorpants[3];
3268         float ambientcolorshirt[3], diffusecolorshirt[3];
3269         const float *surfacecolor = rsurface.texture->dlightcolor;
3270         const float *surfacepants = rsurface.colormap_pantscolor;
3271         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3272         rtexture_t *basetexture = rsurface.texture->basetexture;
3273         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3274         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3275         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3276         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3277         ambientscale *= 2 * r_refdef.view.colorscale;
3278         diffusescale *= 2 * r_refdef.view.colorscale;
3279         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3280         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3281         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3282         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3283         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3284         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3285         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3286         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3287         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3288         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3289         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3290         R_Mesh_TexBind(0, basetexture);
3291         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3292         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3293         switch(r_shadow_rendermode)
3294         {
3295         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3296                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3297                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3298                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3299                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3300                 break;
3301         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3302                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3303                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3304                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3305                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3306                 // fall through
3307         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3308                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3309                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3310                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3311                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3312                 break;
3313         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3314                 break;
3315         default:
3316                 break;
3317         }
3318         //R_Mesh_TexBind(0, basetexture);
3319         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3320         if (dopants)
3321         {
3322                 R_Mesh_TexBind(0, pantstexture);
3323                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3324         }
3325         if (doshirt)
3326         {
3327                 R_Mesh_TexBind(0, shirttexture);
3328                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3329         }
3330 }
3331
3332 extern cvar_t gl_lightmaps;
3333 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3334 {
3335         float ambientscale, diffusescale, specularscale;
3336         qboolean negated;
3337         float lightcolor[3];
3338         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3339         ambientscale = rsurface.rtlight->ambientscale;
3340         diffusescale = rsurface.rtlight->diffusescale;
3341         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3342         if (!r_shadow_usenormalmap.integer)
3343         {
3344                 ambientscale += 1.0f * diffusescale;
3345                 diffusescale = 0;
3346                 specularscale = 0;
3347         }
3348         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3349                 return;
3350         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3351         if(negated)
3352         {
3353                 VectorNegate(lightcolor, lightcolor);
3354                 switch(vid.renderpath)
3355                 {
3356                 case RENDERPATH_GL11:
3357                 case RENDERPATH_GL13:
3358                 case RENDERPATH_GL20:
3359                 case RENDERPATH_GLES1:
3360                 case RENDERPATH_GLES2:
3361                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3362                         break;
3363                 case RENDERPATH_D3D9:
3364 #ifdef SUPPORTD3D
3365                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3366 #endif
3367                         break;
3368                 case RENDERPATH_D3D10:
3369                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3370                         break;
3371                 case RENDERPATH_D3D11:
3372                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3373                         break;
3374                 case RENDERPATH_SOFT:
3375                         DPSOFTRAST_BlendSubtract(true);
3376                         break;
3377                 }
3378         }
3379         RSurf_SetupDepthAndCulling();
3380         switch (r_shadow_rendermode)
3381         {
3382         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3383                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3384                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3385                 break;
3386         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3387                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3388                 break;
3389         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3390         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3391         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3392         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3393                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3394                 break;
3395         default:
3396                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3397                 break;
3398         }
3399         if(negated)
3400         {
3401                 switch(vid.renderpath)
3402                 {
3403                 case RENDERPATH_GL11:
3404                 case RENDERPATH_GL13:
3405                 case RENDERPATH_GL20:
3406                 case RENDERPATH_GLES1:
3407                 case RENDERPATH_GLES2:
3408                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3409                         break;
3410                 case RENDERPATH_D3D9:
3411 #ifdef SUPPORTD3D
3412                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3413 #endif
3414                         break;
3415                 case RENDERPATH_D3D10:
3416                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3417                         break;
3418                 case RENDERPATH_D3D11:
3419                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3420                         break;
3421                 case RENDERPATH_SOFT:
3422                         DPSOFTRAST_BlendSubtract(false);
3423                         break;
3424                 }
3425         }
3426 }
3427
3428 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)
3429 {
3430         matrix4x4_t tempmatrix = *matrix;
3431         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3432
3433         // if this light has been compiled before, free the associated data
3434         R_RTLight_Uncompile(rtlight);
3435
3436         // clear it completely to avoid any lingering data
3437         memset(rtlight, 0, sizeof(*rtlight));
3438
3439         // copy the properties
3440         rtlight->matrix_lighttoworld = tempmatrix;
3441         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3442         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3443         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3444         VectorCopy(color, rtlight->color);
3445         rtlight->cubemapname[0] = 0;
3446         if (cubemapname && cubemapname[0])
3447                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3448         rtlight->shadow = shadow;
3449         rtlight->corona = corona;
3450         rtlight->style = style;
3451         rtlight->isstatic = isstatic;
3452         rtlight->coronasizescale = coronasizescale;
3453         rtlight->ambientscale = ambientscale;
3454         rtlight->diffusescale = diffusescale;
3455         rtlight->specularscale = specularscale;
3456         rtlight->flags = flags;
3457
3458         // compute derived data
3459         //rtlight->cullradius = rtlight->radius;
3460         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3461         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3462         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3463         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3464         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3465         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3466         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3467 }
3468
3469 // compiles rtlight geometry
3470 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3471 void R_RTLight_Compile(rtlight_t *rtlight)
3472 {
3473         int i;
3474         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3475         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3476         entity_render_t *ent = r_refdef.scene.worldentity;
3477         dp_model_t *model = r_refdef.scene.worldmodel;
3478         unsigned char *data;
3479         shadowmesh_t *mesh;
3480
3481         // compile the light
3482         rtlight->compiled = true;
3483         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3484         rtlight->static_numleafs = 0;
3485         rtlight->static_numleafpvsbytes = 0;
3486         rtlight->static_leaflist = NULL;
3487         rtlight->static_leafpvs = NULL;
3488         rtlight->static_numsurfaces = 0;
3489         rtlight->static_surfacelist = NULL;
3490         rtlight->static_shadowmap_receivers = 0x3F;
3491         rtlight->static_shadowmap_casters = 0x3F;
3492         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3493         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3494         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3495         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3496         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3497         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3498
3499         if (model && model->GetLightInfo)
3500         {
3501                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3502                 r_shadow_compilingrtlight = rtlight;
3503                 R_FrameData_SetMark();
3504                 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);
3505                 R_FrameData_ReturnToMark();
3506                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3507                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3508                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3509                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3510                 rtlight->static_numsurfaces = numsurfaces;
3511                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3512                 rtlight->static_numleafs = numleafs;
3513                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3514                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3515                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3516                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3517                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3518                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3519                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3520                 if (rtlight->static_numsurfaces)
3521                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3522                 if (rtlight->static_numleafs)
3523                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3524                 if (rtlight->static_numleafpvsbytes)
3525                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3526                 if (rtlight->static_numshadowtrispvsbytes)
3527                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3528                 if (rtlight->static_numlighttrispvsbytes)
3529                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3530                 R_FrameData_SetMark();
3531                 switch (rtlight->shadowmode)
3532                 {
3533                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3534                         if (model->CompileShadowMap && rtlight->shadow)
3535                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3536                         break;
3537                 default:
3538                         if (model->CompileShadowVolume && rtlight->shadow)
3539                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3540                         break;
3541                 }
3542                 R_FrameData_ReturnToMark();
3543                 // now we're done compiling the rtlight
3544                 r_shadow_compilingrtlight = NULL;
3545         }
3546
3547
3548         // use smallest available cullradius - box radius or light radius
3549         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3550         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3551
3552         shadowzpasstris = 0;
3553         if (rtlight->static_meshchain_shadow_zpass)
3554                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3555                         shadowzpasstris += mesh->numtriangles;
3556
3557         shadowzfailtris = 0;
3558         if (rtlight->static_meshchain_shadow_zfail)
3559                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3560                         shadowzfailtris += mesh->numtriangles;
3561
3562         lighttris = 0;
3563         if (rtlight->static_numlighttrispvsbytes)
3564                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3565                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3566                                 lighttris++;
3567
3568         shadowtris = 0;
3569         if (rtlight->static_numlighttrispvsbytes)
3570                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3571                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3572                                 shadowtris++;
3573
3574         if (developer_extra.integer)
3575                 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);
3576 }
3577
3578 void R_RTLight_Uncompile(rtlight_t *rtlight)
3579 {
3580         if (rtlight->compiled)
3581         {
3582                 if (rtlight->static_meshchain_shadow_zpass)
3583                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3584                 rtlight->static_meshchain_shadow_zpass = NULL;
3585                 if (rtlight->static_meshchain_shadow_zfail)
3586                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3587                 rtlight->static_meshchain_shadow_zfail = NULL;
3588                 if (rtlight->static_meshchain_shadow_shadowmap)
3589                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3590                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3591                 // these allocations are grouped
3592                 if (rtlight->static_surfacelist)
3593                         Mem_Free(rtlight->static_surfacelist);
3594                 rtlight->static_numleafs = 0;
3595                 rtlight->static_numleafpvsbytes = 0;
3596                 rtlight->static_leaflist = NULL;
3597                 rtlight->static_leafpvs = NULL;
3598                 rtlight->static_numsurfaces = 0;
3599                 rtlight->static_surfacelist = NULL;
3600                 rtlight->static_numshadowtrispvsbytes = 0;
3601                 rtlight->static_shadowtrispvs = NULL;
3602                 rtlight->static_numlighttrispvsbytes = 0;
3603                 rtlight->static_lighttrispvs = NULL;
3604                 rtlight->compiled = false;
3605         }
3606 }
3607
3608 void R_Shadow_UncompileWorldLights(void)
3609 {
3610         size_t lightindex;
3611         dlight_t *light;
3612         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3613         for (lightindex = 0;lightindex < range;lightindex++)
3614         {
3615                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3616                 if (!light)
3617                         continue;
3618                 R_RTLight_Uncompile(&light->rtlight);
3619         }
3620 }
3621
3622 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3623 {
3624         int i, j;
3625         mplane_t plane;
3626         // reset the count of frustum planes
3627         // see rtlight->cached_frustumplanes definition for how much this array
3628         // can hold
3629         rtlight->cached_numfrustumplanes = 0;
3630
3631         if (r_trippy.integer)
3632                 return;
3633
3634         // haven't implemented a culling path for ortho rendering
3635         if (!r_refdef.view.useperspective)
3636         {
3637                 // check if the light is on screen and copy the 4 planes if it is
3638                 for (i = 0;i < 4;i++)
3639                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3640                                 break;
3641                 if (i == 4)
3642                         for (i = 0;i < 4;i++)
3643                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3644                 return;
3645         }
3646
3647 #if 1
3648         // generate a deformed frustum that includes the light origin, this is
3649         // used to cull shadow casting surfaces that can not possibly cast a
3650         // shadow onto the visible light-receiving surfaces, which can be a
3651         // performance gain
3652         //
3653         // if the light origin is onscreen the result will be 4 planes exactly
3654         // if the light origin is offscreen on only one axis the result will
3655         // be exactly 5 planes (split-side case)
3656         // if the light origin is offscreen on two axes the result will be
3657         // exactly 4 planes (stretched corner case)
3658         for (i = 0;i < 4;i++)
3659         {
3660                 // quickly reject standard frustum planes that put the light
3661                 // origin outside the frustum
3662                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3663                         continue;
3664                 // copy the plane
3665                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3666         }
3667         // if all the standard frustum planes were accepted, the light is onscreen
3668         // otherwise we need to generate some more planes below...
3669         if (rtlight->cached_numfrustumplanes < 4)
3670         {
3671                 // at least one of the stock frustum planes failed, so we need to
3672                 // create one or two custom planes to enclose the light origin
3673                 for (i = 0;i < 4;i++)
3674                 {
3675                         // create a plane using the view origin and light origin, and a
3676                         // single point from the frustum corner set
3677                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3678                         VectorNormalize(plane.normal);
3679                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3680                         // see if this plane is backwards and flip it if so
3681                         for (j = 0;j < 4;j++)
3682                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3683                                         break;
3684                         if (j < 4)
3685                         {
3686                                 VectorNegate(plane.normal, plane.normal);
3687                                 plane.dist *= -1;
3688                                 // flipped plane, test again to see if it is now valid
3689                                 for (j = 0;j < 4;j++)
3690                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3691                                                 break;
3692                                 // if the plane is still not valid, then it is dividing the
3693                                 // frustum and has to be rejected
3694                                 if (j < 4)
3695                                         continue;
3696                         }
3697                         // we have created a valid plane, compute extra info
3698                         PlaneClassify(&plane);
3699                         // copy the plane
3700                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3701 #if 1
3702                         // if we've found 5 frustum planes then we have constructed a
3703                         // proper split-side case and do not need to keep searching for
3704                         // planes to enclose the light origin
3705                         if (rtlight->cached_numfrustumplanes == 5)
3706                                 break;
3707 #endif
3708                 }
3709         }
3710 #endif
3711
3712 #if 0
3713         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3714         {
3715                 plane = rtlight->cached_frustumplanes[i];
3716                 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));
3717         }
3718 #endif
3719
3720 #if 0
3721         // now add the light-space box planes if the light box is rotated, as any
3722         // caster outside the oriented light box is irrelevant (even if it passed
3723         // the worldspace light box, which is axial)
3724         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3725         {
3726                 for (i = 0;i < 6;i++)
3727                 {
3728                         vec3_t v;
3729                         VectorClear(v);
3730                         v[i >> 1] = (i & 1) ? -1 : 1;
3731                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3732                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3733                         plane.dist = VectorNormalizeLength(plane.normal);
3734                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3735                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3736                 }
3737         }
3738 #endif
3739
3740 #if 0
3741         // add the world-space reduced box planes
3742         for (i = 0;i < 6;i++)
3743         {
3744                 VectorClear(plane.normal);
3745                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3746                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3747                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3748         }
3749 #endif
3750
3751 #if 0
3752         {
3753         int j, oldnum;
3754         vec3_t points[8];
3755         vec_t bestdist;
3756         // reduce all plane distances to tightly fit the rtlight cull box, which
3757         // is in worldspace
3758         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3759         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3760         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3761         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3762         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3763         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3764         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3765         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3766         oldnum = rtlight->cached_numfrustumplanes;
3767         rtlight->cached_numfrustumplanes = 0;
3768         for (j = 0;j < oldnum;j++)
3769         {
3770                 // find the nearest point on the box to this plane
3771                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3772                 for (i = 1;i < 8;i++)
3773                 {
3774                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3775                         if (bestdist > dist)
3776                                 bestdist = dist;
3777                 }
3778                 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);
3779                 // if the nearest point is near or behind the plane, we want this
3780                 // plane, otherwise the plane is useless as it won't cull anything
3781                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3782                 {
3783                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3784                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3785                 }
3786         }
3787         }
3788 #endif
3789 }
3790
3791 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3792 {
3793         shadowmesh_t *mesh;
3794
3795         RSurf_ActiveWorldEntity();
3796
3797         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3798         {
3799                 CHECKGLERROR
3800                 GL_CullFace(GL_NONE);
3801                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3802                 for (;mesh;mesh = mesh->next)
3803                 {
3804                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3805                                 continue;
3806                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3807                         if (mesh->vertex3fbuffer)
3808                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3809                         else
3810                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3811                         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);
3812                 }
3813                 CHECKGLERROR
3814         }
3815         else if (r_refdef.scene.worldentity->model)
3816                 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);
3817
3818         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3819 }
3820
3821 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3822 {
3823         qboolean zpass = false;
3824         shadowmesh_t *mesh;
3825         int t, tend;
3826         int surfacelistindex;
3827         msurface_t *surface;
3828
3829         // if triangle neighbors are disabled, shadowvolumes are disabled
3830         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3831                 return;
3832
3833         RSurf_ActiveWorldEntity();
3834
3835         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3836         {
3837                 CHECKGLERROR
3838                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3839                 {
3840                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3841                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3842                 }
3843                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3844                 for (;mesh;mesh = mesh->next)
3845                 {
3846                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3847                         if (mesh->vertex3fbuffer)
3848                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3849                         else
3850                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3851                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3852                         {
3853                                 // increment stencil if frontface is infront of depthbuffer
3854                                 GL_CullFace(r_refdef.view.cullface_back);
3855                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3856                                 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);
3857                                 // decrement stencil if backface is infront of depthbuffer
3858                                 GL_CullFace(r_refdef.view.cullface_front);
3859                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3860                         }
3861                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3862                         {
3863                                 // decrement stencil if backface is behind depthbuffer
3864                                 GL_CullFace(r_refdef.view.cullface_front);
3865                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3866                                 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);
3867                                 // increment stencil if frontface is behind depthbuffer
3868                                 GL_CullFace(r_refdef.view.cullface_back);
3869                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3870                         }
3871                         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);
3872                 }
3873                 CHECKGLERROR
3874         }
3875         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3876         {
3877                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3878                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3879                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3880                 {
3881                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3882                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3883                                 if (CHECKPVSBIT(trispvs, t))
3884                                         shadowmarklist[numshadowmark++] = t;
3885                 }
3886                 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);
3887         }
3888         else if (numsurfaces)
3889         {
3890                 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);
3891         }
3892
3893         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3894 }
3895
3896 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3897 {
3898         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3899         vec_t relativeshadowradius;
3900         RSurf_ActiveModelEntity(ent, false, false, false);
3901         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3902         // we need to re-init the shader for each entity because the matrix changed
3903         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3904         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3905         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3906         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3907         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3908         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3909         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3910         switch (r_shadow_rendermode)
3911         {
3912         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3913                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3914                 break;
3915         default:
3916                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3917                 break;
3918         }
3919         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3920 }
3921
3922 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3923 {
3924         // set up properties for rendering light onto this entity
3925         RSurf_ActiveModelEntity(ent, true, true, false);
3926         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3927         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3928         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3929         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3930 }
3931
3932 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3933 {
3934         if (!r_refdef.scene.worldmodel->DrawLight)
3935                 return;
3936
3937         // set up properties for rendering light onto this entity
3938         RSurf_ActiveWorldEntity();
3939         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3940         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3941         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3942         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3943
3944         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3945
3946         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3947 }
3948
3949 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3950 {
3951         dp_model_t *model = ent->model;
3952         if (!model->DrawLight)
3953                 return;
3954
3955         R_Shadow_SetupEntityLight(ent);
3956
3957         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3958
3959         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3960 }
3961
3962 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3963 {
3964         int i;
3965         float f;
3966         int numleafs, numsurfaces;
3967         int *leaflist, *surfacelist;
3968         unsigned char *leafpvs;
3969         unsigned char *shadowtrispvs;
3970         unsigned char *lighttrispvs;
3971         //unsigned char *surfacesides;
3972         int numlightentities;
3973         int numlightentities_noselfshadow;
3974         int numshadowentities;
3975         int numshadowentities_noselfshadow;
3976         static entity_render_t *lightentities[MAX_EDICTS];
3977         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3978         static entity_render_t *shadowentities[MAX_EDICTS];
3979         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3980         qboolean nolight;
3981
3982         rtlight->draw = false;
3983
3984         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3985         // skip lights that are basically invisible (color 0 0 0)
3986         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3987
3988         // loading is done before visibility checks because loading should happen
3989         // all at once at the start of a level, not when it stalls gameplay.
3990         // (especially important to benchmarks)
3991         // compile light
3992         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3993         {
3994                 if (rtlight->compiled)
3995                         R_RTLight_Uncompile(rtlight);
3996                 R_RTLight_Compile(rtlight);
3997         }
3998
3999         // load cubemap
4000         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
4001
4002         // look up the light style value at this time
4003         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4004         VectorScale(rtlight->color, f, rtlight->currentcolor);
4005         /*
4006         if (rtlight->selected)
4007         {
4008                 f = 2 + sin(realtime * M_PI * 4.0);
4009                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
4010         }
4011         */
4012
4013         // if lightstyle is currently off, don't draw the light
4014         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
4015                 return;
4016
4017         // skip processing on corona-only lights
4018         if (nolight)
4019                 return;
4020
4021         // if the light box is offscreen, skip it
4022         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4023                 return;
4024
4025         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4026         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4027
4028         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4029
4030         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4031         {
4032                 // compiled light, world available and can receive realtime lighting
4033                 // retrieve leaf information
4034                 numleafs = rtlight->static_numleafs;
4035                 leaflist = rtlight->static_leaflist;
4036                 leafpvs = rtlight->static_leafpvs;
4037                 numsurfaces = rtlight->static_numsurfaces;
4038                 surfacelist = rtlight->static_surfacelist;
4039                 //surfacesides = NULL;
4040                 shadowtrispvs = rtlight->static_shadowtrispvs;
4041                 lighttrispvs = rtlight->static_lighttrispvs;
4042         }
4043         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4044         {
4045                 // dynamic light, world available and can receive realtime lighting
4046                 // calculate lit surfaces and leafs
4047                 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);
4048                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4049                 leaflist = r_shadow_buffer_leaflist;
4050                 leafpvs = r_shadow_buffer_leafpvs;
4051                 surfacelist = r_shadow_buffer_surfacelist;
4052                 //surfacesides = r_shadow_buffer_surfacesides;
4053                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4054                 lighttrispvs = r_shadow_buffer_lighttrispvs;
4055                 // if the reduced leaf bounds are offscreen, skip it
4056                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4057                         return;
4058         }
4059         else
4060         {
4061                 // no world
4062                 numleafs = 0;
4063                 leaflist = NULL;
4064                 leafpvs = NULL;
4065                 numsurfaces = 0;
4066                 surfacelist = NULL;
4067                 //surfacesides = NULL;
4068                 shadowtrispvs = NULL;
4069                 lighttrispvs = NULL;
4070         }
4071         // check if light is illuminating any visible leafs
4072         if (numleafs)
4073         {
4074                 for (i = 0;i < numleafs;i++)
4075                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4076                                 break;
4077                 if (i == numleafs)
4078                         return;
4079         }
4080
4081         // make a list of lit entities and shadow casting entities
4082         numlightentities = 0;
4083         numlightentities_noselfshadow = 0;
4084         numshadowentities = 0;
4085         numshadowentities_noselfshadow = 0;
4086
4087         // add dynamic entities that are lit by the light
4088         for (i = 0;i < r_refdef.scene.numentities;i++)
4089         {
4090                 dp_model_t *model;
4091                 entity_render_t *ent = r_refdef.scene.entities[i];
4092                 vec3_t org;
4093                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4094                         continue;
4095                 // skip the object entirely if it is not within the valid
4096                 // shadow-casting region (which includes the lit region)
4097                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4098                         continue;
4099                 if (!(model = ent->model))
4100                         continue;
4101                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4102                 {
4103                         // this entity wants to receive light, is visible, and is
4104                         // inside the light box
4105                         // TODO: check if the surfaces in the model can receive light
4106                         // so now check if it's in a leaf seen by the light
4107                         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))
4108                                 continue;
4109                         if (ent->flags & RENDER_NOSELFSHADOW)
4110                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4111                         else
4112                                 lightentities[numlightentities++] = ent;
4113                         // since it is lit, it probably also casts a shadow...
4114                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4115                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4116                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4117                         {
4118                                 // note: exterior models without the RENDER_NOSELFSHADOW
4119                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4120                                 // are lit normally, this means that they are
4121                                 // self-shadowing but do not shadow other
4122                                 // RENDER_NOSELFSHADOW entities such as the gun
4123                                 // (very weird, but keeps the player shadow off the gun)
4124                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4125                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4126                                 else
4127                                         shadowentities[numshadowentities++] = ent;
4128                         }
4129                 }
4130                 else if (ent->flags & RENDER_SHADOW)
4131                 {
4132                         // this entity is not receiving light, but may still need to
4133                         // cast a shadow...
4134                         // TODO: check if the surfaces in the model can cast shadow
4135                         // now check if it is in a leaf seen by the light
4136                         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))
4137                                 continue;
4138                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4139                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4140                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4141                         {
4142                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4143                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4144                                 else
4145                                         shadowentities[numshadowentities++] = ent;
4146                         }
4147                 }
4148         }
4149
4150         // return if there's nothing at all to light
4151         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4152                 return;
4153
4154         // count this light in the r_speeds
4155         r_refdef.stats.lights++;
4156
4157         // flag it as worth drawing later
4158         rtlight->draw = true;
4159
4160         // cache all the animated entities that cast a shadow but are not visible
4161         for (i = 0;i < numshadowentities;i++)
4162                 if (!shadowentities[i]->animcache_vertex3f)
4163                         R_AnimCache_GetEntity(shadowentities[i], false, false);
4164         for (i = 0;i < numshadowentities_noselfshadow;i++)
4165                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4166                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4167
4168         // allocate some temporary memory for rendering this light later in the frame
4169         // reusable buffers need to be copied, static data can be used as-is
4170         rtlight->cached_numlightentities               = numlightentities;
4171         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4172         rtlight->cached_numshadowentities              = numshadowentities;
4173         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4174         rtlight->cached_numsurfaces                    = numsurfaces;
4175         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4176         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4177         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4178         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4179         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4180         {
4181                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4182                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4183                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4184                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4185                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4186         }
4187         else
4188         {
4189                 // compiled light data
4190                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4191                 rtlight->cached_lighttrispvs = lighttrispvs;
4192                 rtlight->cached_surfacelist = surfacelist;
4193         }
4194 }
4195
4196 void R_Shadow_DrawLight(rtlight_t *rtlight)
4197 {
4198         int i;
4199         int numsurfaces;
4200         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4201         int numlightentities;
4202         int numlightentities_noselfshadow;
4203         int numshadowentities;
4204         int numshadowentities_noselfshadow;
4205         entity_render_t **lightentities;
4206         entity_render_t **lightentities_noselfshadow;
4207         entity_render_t **shadowentities;
4208         entity_render_t **shadowentities_noselfshadow;
4209         int *surfacelist;
4210         static unsigned char entitysides[MAX_EDICTS];
4211         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4212         vec3_t nearestpoint;
4213         vec_t distance;
4214         qboolean castshadows;
4215         int lodlinear;
4216
4217         // check if we cached this light this frame (meaning it is worth drawing)
4218         if (!rtlight->draw)
4219                 return;
4220
4221         numlightentities = rtlight->cached_numlightentities;
4222         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4223         numshadowentities = rtlight->cached_numshadowentities;
4224         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4225         numsurfaces = rtlight->cached_numsurfaces;
4226         lightentities = rtlight->cached_lightentities;
4227         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4228         shadowentities = rtlight->cached_shadowentities;
4229         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4230         shadowtrispvs = rtlight->cached_shadowtrispvs;
4231         lighttrispvs = rtlight->cached_lighttrispvs;
4232         surfacelist = rtlight->cached_surfacelist;
4233
4234         // set up a scissor rectangle for this light
4235         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4236                 return;
4237
4238         // don't let sound skip if going slow
4239         if (r_refdef.scene.extraupdate)
4240                 S_ExtraUpdate ();
4241
4242         // make this the active rtlight for rendering purposes
4243         R_Shadow_RenderMode_ActiveLight(rtlight);
4244
4245         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4246         {
4247                 // optionally draw visible shape of the shadow volumes
4248                 // for performance analysis by level designers
4249                 R_Shadow_RenderMode_VisibleShadowVolumes();
4250                 if (numsurfaces)
4251                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4252                 for (i = 0;i < numshadowentities;i++)
4253                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4254                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4255                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4256                 R_Shadow_RenderMode_VisibleLighting(false, false);
4257         }
4258
4259         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4260         {
4261                 // optionally draw the illuminated areas
4262                 // for performance analysis by level designers
4263                 R_Shadow_RenderMode_VisibleLighting(false, false);
4264                 if (numsurfaces)
4265                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4266                 for (i = 0;i < numlightentities;i++)
4267                         R_Shadow_DrawEntityLight(lightentities[i]);
4268                 for (i = 0;i < numlightentities_noselfshadow;i++)
4269                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4270         }
4271
4272         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4273
4274         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4275         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4276         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4277         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4278
4279         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4280         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4281         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4282
4283         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4284         {
4285                 float borderbias;
4286                 int side;
4287                 int size;
4288                 int castermask = 0;
4289                 int receivermask = 0;
4290                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4291                 Matrix4x4_Abs(&radiustolight);
4292
4293                 r_shadow_shadowmaplod = 0;
4294                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4295                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4296                                 r_shadow_shadowmaplod = i;
4297
4298                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4299                         
4300                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4301
4302                 surfacesides = NULL;
4303                 if (numsurfaces)
4304                 {
4305                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4306                         {
4307                                 castermask = rtlight->static_shadowmap_casters;
4308                                 receivermask = rtlight->static_shadowmap_receivers;
4309                         }
4310                         else
4311                         {
4312                                 surfacesides = r_shadow_buffer_surfacesides;
4313                                 for(i = 0;i < numsurfaces;i++)
4314                                 {
4315                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4316                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4317                                         castermask |= surfacesides[i];
4318                                         receivermask |= surfacesides[i];
4319                                 }
4320                         }
4321                 }
4322                 if (receivermask < 0x3F) 
4323                 {
4324                         for (i = 0;i < numlightentities;i++)
4325                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4326                         if (receivermask < 0x3F)
4327                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4328                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4329                 }
4330
4331                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4332
4333                 if (receivermask)
4334                 {
4335                         for (i = 0;i < numshadowentities;i++)
4336                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4337                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4338                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4339                 }
4340
4341                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4342
4343                 // render shadow casters into 6 sided depth texture
4344                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4345                 {
4346                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4347                         if (! (castermask & (1 << side))) continue;
4348                         if (numsurfaces)
4349                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4350                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4351                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4352                 }
4353
4354                 if (numlightentities_noselfshadow)
4355                 {
4356                         // render lighting using the depth texture as shadowmap
4357                         // draw lighting in the unmasked areas
4358                         R_Shadow_RenderMode_Lighting(false, false, true);
4359                         for (i = 0;i < numlightentities_noselfshadow;i++)
4360                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4361                 }
4362
4363                 // render shadow casters into 6 sided depth texture
4364                 if (numshadowentities_noselfshadow)
4365                 {
4366                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4367                         {
4368                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4369                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4370                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4371                         }
4372                 }
4373
4374                 // render lighting using the depth texture as shadowmap
4375                 // draw lighting in the unmasked areas
4376                 R_Shadow_RenderMode_Lighting(false, false, true);
4377                 // draw lighting in the unmasked areas
4378                 if (numsurfaces)
4379                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4380                 for (i = 0;i < numlightentities;i++)
4381                         R_Shadow_DrawEntityLight(lightentities[i]);
4382         }
4383         else if (castshadows && vid.stencil)
4384         {
4385                 // draw stencil shadow volumes to mask off pixels that are in shadow
4386                 // so that they won't receive lighting
4387                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4388                 R_Shadow_ClearStencil();
4389
4390                 if (numsurfaces)
4391                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4392                 for (i = 0;i < numshadowentities;i++)
4393                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4394
4395                 // draw lighting in the unmasked areas
4396                 R_Shadow_RenderMode_Lighting(true, false, false);
4397                 for (i = 0;i < numlightentities_noselfshadow;i++)
4398                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4399
4400                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4401                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4402
4403                 // draw lighting in the unmasked areas
4404                 R_Shadow_RenderMode_Lighting(true, false, false);
4405                 if (numsurfaces)
4406                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4407                 for (i = 0;i < numlightentities;i++)
4408                         R_Shadow_DrawEntityLight(lightentities[i]);
4409         }
4410         else
4411         {
4412                 // draw lighting in the unmasked areas
4413                 R_Shadow_RenderMode_Lighting(false, false, false);
4414                 if (numsurfaces)
4415                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4416                 for (i = 0;i < numlightentities;i++)
4417                         R_Shadow_DrawEntityLight(lightentities[i]);
4418                 for (i = 0;i < numlightentities_noselfshadow;i++)
4419                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4420         }
4421
4422         if (r_shadow_usingdeferredprepass)
4423         {
4424                 // when rendering deferred lighting, we simply rasterize the box
4425                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4426                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4427                 else if (castshadows && vid.stencil)
4428                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4429                 else
4430                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4431         }
4432 }
4433
4434 static void R_Shadow_FreeDeferred(void)
4435 {
4436         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4437         r_shadow_prepassgeometryfbo = 0;
4438
4439         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4440         r_shadow_prepasslightingdiffusespecularfbo = 0;
4441
4442         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4443         r_shadow_prepasslightingdiffusefbo = 0;
4444
4445         if (r_shadow_prepassgeometrydepthtexture)
4446                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4447         r_shadow_prepassgeometrydepthtexture = NULL;
4448
4449         if (r_shadow_prepassgeometrydepthcolortexture)
4450                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4451         r_shadow_prepassgeometrydepthcolortexture = NULL;
4452
4453         if (r_shadow_prepassgeometrynormalmaptexture)
4454                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4455         r_shadow_prepassgeometrynormalmaptexture = NULL;
4456
4457         if (r_shadow_prepasslightingdiffusetexture)
4458                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4459         r_shadow_prepasslightingdiffusetexture = NULL;
4460
4461         if (r_shadow_prepasslightingspeculartexture)
4462                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4463         r_shadow_prepasslightingspeculartexture = NULL;
4464 }
4465
4466 void R_Shadow_DrawPrepass(void)
4467 {
4468         int i;
4469         int flag;
4470         int lnum;
4471         size_t lightindex;
4472         dlight_t *light;
4473         size_t range;
4474         entity_render_t *ent;
4475         float clearcolor[4];
4476
4477         R_Mesh_ResetTextureState();
4478         GL_DepthMask(true);
4479         GL_ColorMask(1,1,1,1);
4480         GL_BlendFunc(GL_ONE, GL_ZERO);
4481         GL_Color(1,1,1,1);
4482         GL_DepthTest(true);
4483         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4484         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4485         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4486         if (r_timereport_active)
4487                 R_TimeReport("prepasscleargeom");
4488
4489         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4490                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4491         if (r_timereport_active)
4492                 R_TimeReport("prepassworld");
4493
4494         for (i = 0;i < r_refdef.scene.numentities;i++)
4495         {
4496                 if (!r_refdef.viewcache.entityvisible[i])
4497                         continue;
4498                 ent = r_refdef.scene.entities[i];
4499                 if (ent->model && ent->model->DrawPrepass != NULL)
4500                         ent->model->DrawPrepass(ent);
4501         }
4502
4503         if (r_timereport_active)
4504                 R_TimeReport("prepassmodels");
4505
4506         GL_DepthMask(false);
4507         GL_ColorMask(1,1,1,1);
4508         GL_Color(1,1,1,1);
4509         GL_DepthTest(true);
4510         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4511         Vector4Set(clearcolor, 0, 0, 0, 0);
4512         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4513         if (r_timereport_active)
4514                 R_TimeReport("prepassclearlit");
4515
4516         R_Shadow_RenderMode_Begin();
4517
4518         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4519         if (r_shadow_debuglight.integer >= 0)
4520         {
4521                 lightindex = r_shadow_debuglight.integer;
4522                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4523                 if (light && (light->flags & flag) && light->rtlight.draw)
4524                         R_Shadow_DrawLight(&light->rtlight);
4525         }
4526         else
4527         {
4528                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4529                 for (lightindex = 0;lightindex < range;lightindex++)
4530                 {
4531                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4532                         if (light && (light->flags & flag) && light->rtlight.draw)
4533                                 R_Shadow_DrawLight(&light->rtlight);
4534                 }
4535         }
4536         if (r_refdef.scene.rtdlight)
4537                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4538                         if (r_refdef.scene.lights[lnum]->draw)
4539                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4540
4541         R_Mesh_SetMainRenderTargets();
4542
4543         R_Shadow_RenderMode_End();
4544
4545         if (r_timereport_active)
4546                 R_TimeReport("prepasslights");
4547 }
4548
4549 void R_Shadow_DrawLightSprites(void);
4550 void R_Shadow_PrepareLights(void)
4551 {
4552         int flag;
4553         int lnum;
4554         size_t lightindex;
4555         dlight_t *light;
4556         size_t range;
4557         float f;
4558         GLenum status;
4559
4560         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4561                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4562                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4563                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4564                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4565                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4566                 R_Shadow_FreeShadowMaps();
4567
4568         r_shadow_usingshadowmaportho = false;
4569
4570         switch (vid.renderpath)
4571         {
4572         case RENDERPATH_GL20:
4573         case RENDERPATH_D3D9:
4574         case RENDERPATH_D3D10:
4575         case RENDERPATH_D3D11:
4576         case RENDERPATH_SOFT:
4577         case RENDERPATH_GLES2:
4578                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4579                 {
4580                         r_shadow_usingdeferredprepass = false;
4581                         if (r_shadow_prepass_width)
4582                                 R_Shadow_FreeDeferred();
4583                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4584                         break;
4585                 }
4586
4587                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4588                 {
4589                         R_Shadow_FreeDeferred();
4590
4591                         r_shadow_usingdeferredprepass = true;
4592                         r_shadow_prepass_width = vid.width;
4593                         r_shadow_prepass_height = vid.height;
4594                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4595                         switch (vid.renderpath)
4596                         {
4597                         case RENDERPATH_D3D9:
4598                                 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);
4599                                 break;
4600                         default:
4601                                 break;
4602                         }
4603                         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);
4604                         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);
4605                         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);
4606
4607                         // set up the geometry pass fbo (depth + normalmap)
4608                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4609                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4610                         // render depth into one texture and normalmap into the other
4611                         if (qglDrawBuffersARB)
4612                         {
4613                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4614                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4615                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4616                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4617                                 {
4618                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4619                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4620                                         r_shadow_usingdeferredprepass = false;
4621                                 }
4622                         }
4623
4624                         // set up the lighting pass fbo (diffuse + specular)
4625                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4626                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4627                         // render diffuse into one texture and specular into another,
4628                         // with depth and normalmap bound as textures,
4629                         // with depth bound as attachment as well
4630                         if (qglDrawBuffersARB)
4631                         {
4632                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4633                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4634                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4635                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4636                                 {
4637                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4638                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4639                                         r_shadow_usingdeferredprepass = false;
4640                                 }
4641                         }
4642
4643                         // set up the lighting pass fbo (diffuse)
4644                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4645                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4646                         // render diffuse into one texture,
4647                         // with depth and normalmap bound as textures,
4648                         // with depth bound as attachment as well
4649                         if (qglDrawBuffersARB)
4650                         {
4651                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4652                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4653                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4654                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4655                                 {
4656                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4657                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4658                                         r_shadow_usingdeferredprepass = false;
4659                                 }
4660                         }
4661                 }
4662                 break;
4663         case RENDERPATH_GL11:
4664         case RENDERPATH_GL13:
4665         case RENDERPATH_GLES1:
4666                 r_shadow_usingdeferredprepass = false;
4667                 break;
4668         }
4669
4670         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);
4671
4672         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4673         if (r_shadow_debuglight.integer >= 0)
4674         {
4675                 lightindex = r_shadow_debuglight.integer;
4676                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4677                 if (light && (light->flags & flag))
4678                         R_Shadow_PrepareLight(&light->rtlight);
4679         }
4680         else
4681         {
4682                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4683                 for (lightindex = 0;lightindex < range;lightindex++)
4684                 {
4685                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4686                         if (light && (light->flags & flag))
4687                                 R_Shadow_PrepareLight(&light->rtlight);
4688                 }
4689         }
4690         if (r_refdef.scene.rtdlight)
4691         {
4692                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4693                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4694         }
4695         else if(gl_flashblend.integer)
4696         {
4697                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4698                 {
4699                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4700                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4701                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4702                 }
4703         }
4704
4705         if (r_editlights.integer)
4706                 R_Shadow_DrawLightSprites();
4707
4708         R_Shadow_UpdateBounceGridTexture();
4709 }
4710
4711 void R_Shadow_DrawLights(void)
4712 {
4713         int flag;
4714         int lnum;
4715         size_t lightindex;
4716         dlight_t *light;
4717         size_t range;
4718
4719         R_Shadow_RenderMode_Begin();
4720
4721         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4722         if (r_shadow_debuglight.integer >= 0)
4723         {
4724                 lightindex = r_shadow_debuglight.integer;
4725                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4726                 if (light && (light->flags & flag))
4727                         R_Shadow_DrawLight(&light->rtlight);
4728         }
4729         else
4730         {
4731                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4732                 for (lightindex = 0;lightindex < range;lightindex++)
4733                 {
4734                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4735                         if (light && (light->flags & flag))
4736                                 R_Shadow_DrawLight(&light->rtlight);
4737                 }
4738         }
4739         if (r_refdef.scene.rtdlight)
4740                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4741                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4742
4743         R_Shadow_RenderMode_End();
4744 }
4745
4746 extern const float r_screenvertex3f[12];
4747 extern void R_SetupView(qboolean allowwaterclippingplane);
4748 extern void R_ResetViewRendering3D(void);
4749 extern void R_ResetViewRendering2D(void);
4750 extern cvar_t r_shadows;
4751 extern cvar_t r_shadows_darken;
4752 extern cvar_t r_shadows_drawafterrtlighting;
4753 extern cvar_t r_shadows_castfrombmodels;
4754 extern cvar_t r_shadows_throwdistance;
4755 extern cvar_t r_shadows_throwdirection;
4756 extern cvar_t r_shadows_focus;
4757 extern cvar_t r_shadows_shadowmapscale;
4758
4759 void R_Shadow_PrepareModelShadows(void)
4760 {
4761         int i;
4762         float scale, size, radius, dot1, dot2;
4763         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4764         entity_render_t *ent;
4765
4766         if (!r_refdef.scene.numentities)
4767                 return;
4768
4769         switch (r_shadow_shadowmode)
4770         {
4771         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4772                 if (r_shadows.integer >= 2) 
4773                         break;
4774                 // fall through
4775         case R_SHADOW_SHADOWMODE_STENCIL:
4776                 for (i = 0;i < r_refdef.scene.numentities;i++)
4777                 {
4778                         ent = r_refdef.scene.entities[i];
4779                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4780                                 R_AnimCache_GetEntity(ent, false, false);
4781                 }
4782                 return;
4783         default:
4784                 return;
4785         }
4786
4787         size = 2*r_shadow_shadowmapmaxsize;
4788         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4789         radius = 0.5f * size / scale;
4790
4791         Math_atov(r_shadows_throwdirection.string, shadowdir);
4792         VectorNormalize(shadowdir);
4793         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4794         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4795         if (fabs(dot1) <= fabs(dot2))
4796                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4797         else
4798                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4799         VectorNormalize(shadowforward);
4800         CrossProduct(shadowdir, shadowforward, shadowright);
4801         Math_atov(r_shadows_focus.string, shadowfocus);
4802         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4803         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4804         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4805         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4806         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4807                 dot1 = 1;
4808         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4809
4810         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4811         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4812         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4813         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4814         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4815         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4816
4817         for (i = 0;i < r_refdef.scene.numentities;i++)
4818         {
4819                 ent = r_refdef.scene.entities[i];
4820                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4821                         continue;
4822                 // cast shadows from anything of the map (submodels are optional)
4823                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4824                         R_AnimCache_GetEntity(ent, false, false);
4825         }
4826 }
4827
4828 void R_DrawModelShadowMaps(void)
4829 {
4830         int i;
4831         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4832         entity_render_t *ent;
4833         vec3_t relativelightorigin;
4834         vec3_t relativelightdirection, relativeforward, relativeright;
4835         vec3_t relativeshadowmins, relativeshadowmaxs;
4836         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4837         float m[12];
4838         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4839         r_viewport_t viewport;
4840         GLuint fbo = 0;
4841         float clearcolor[4];
4842
4843         if (!r_refdef.scene.numentities)
4844                 return;
4845
4846         switch (r_shadow_shadowmode)
4847         {
4848         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4849                 break;
4850         default:
4851                 return;
4852         }
4853
4854         R_ResetViewRendering3D();
4855         R_Shadow_RenderMode_Begin();
4856         R_Shadow_RenderMode_ActiveLight(NULL);
4857
4858         switch (r_shadow_shadowmode)
4859         {
4860         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4861                 if (!r_shadow_shadowmap2dtexture)
4862                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4863                 fbo = r_shadow_fbo2d;
4864                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4865                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4866                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4867                 break;
4868         default:
4869                 break;
4870         }
4871
4872         size = 2*r_shadow_shadowmapmaxsize;
4873         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4874         radius = 0.5f / scale;
4875         nearclip = -r_shadows_throwdistance.value;
4876         farclip = r_shadows_throwdistance.value;
4877         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4878
4879         r_shadow_shadowmap_parameters[0] = size;
4880         r_shadow_shadowmap_parameters[1] = size;
4881         r_shadow_shadowmap_parameters[2] = 1.0;
4882         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4883
4884         Math_atov(r_shadows_throwdirection.string, shadowdir);
4885         VectorNormalize(shadowdir);
4886         Math_atov(r_shadows_focus.string, shadowfocus);
4887         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4888         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4889         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4890         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4891         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4892         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4893         if (fabs(dot1) <= fabs(dot2)) 
4894                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4895         else
4896                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4897         VectorNormalize(shadowforward);
4898         VectorM(scale, shadowforward, &m[0]);
4899         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4900                 dot1 = 1;
4901         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4902         CrossProduct(shadowdir, shadowforward, shadowright);
4903         VectorM(scale, shadowright, &m[4]);
4904         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4905         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4906         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4907         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4908         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4909         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4910
4911         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4912
4913         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4914         R_SetupShader_DepthOrShadow(true);
4915         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4916         GL_DepthMask(true);
4917         GL_DepthTest(true);
4918         R_SetViewport(&viewport);
4919         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4920         Vector4Set(clearcolor, 1,1,1,1);
4921         // in D3D9 we have to render to a color texture shadowmap
4922         // in GL we render directly to a depth texture only
4923         if (r_shadow_shadowmap2dtexture)
4924                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4925         else
4926                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4927         // render into a slightly restricted region so that the borders of the
4928         // shadowmap area fade away, rather than streaking across everything
4929         // outside the usable area
4930         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4931
4932 #if 0
4933         // debugging
4934         R_Mesh_SetMainRenderTargets();
4935         R_SetupShader_ShowDepth(true);
4936         GL_ColorMask(1,1,1,1);
4937         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4938 #endif
4939
4940         for (i = 0;i < r_refdef.scene.numentities;i++)
4941         {
4942                 ent = r_refdef.scene.entities[i];
4943
4944                 // cast shadows from anything of the map (submodels are optional)
4945                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4946                 {
4947                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4948                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4949                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4950                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4951                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4952                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4953                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4954                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4955                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4956                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4957                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4958                         RSurf_ActiveModelEntity(ent, false, false, false);
4959                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4960                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4961                 }
4962         }
4963
4964 #if 0
4965         if (r_test.integer)
4966         {
4967                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4968                 CHECKGLERROR
4969                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4970                 CHECKGLERROR
4971                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4972                 Cvar_SetValueQuick(&r_test, 0);
4973                 Z_Free(rawpixels);
4974         }
4975 #endif
4976
4977         R_Shadow_RenderMode_End();
4978
4979         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4980         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4981         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4982         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4983         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4984         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4985
4986         switch (vid.renderpath)
4987         {
4988         case RENDERPATH_GL11:
4989         case RENDERPATH_GL13:
4990         case RENDERPATH_GL20:
4991         case RENDERPATH_SOFT:
4992         case RENDERPATH_GLES1:
4993         case RENDERPATH_GLES2:
4994                 break;
4995         case RENDERPATH_D3D9:
4996         case RENDERPATH_D3D10:
4997         case RENDERPATH_D3D11:
4998 #ifdef OPENGL_ORIENTATION
4999                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
5000                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
5001                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
5002                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
5003 #else
5004                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
5005                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
5006                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
5007                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
5008 #endif
5009                 break;
5010         }
5011
5012         r_shadow_usingshadowmaportho = true;
5013         switch (r_shadow_shadowmode)
5014         {
5015         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5016                 r_shadow_usingshadowmap2d = true;
5017                 break;
5018         default:
5019                 break;
5020         }
5021 }
5022
5023 void R_DrawModelShadows(void)
5024 {
5025         int i;
5026         float relativethrowdistance;
5027         entity_render_t *ent;
5028         vec3_t relativelightorigin;
5029         vec3_t relativelightdirection;
5030         vec3_t relativeshadowmins, relativeshadowmaxs;
5031         vec3_t tmp, shadowdir;
5032
5033         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5034                 return;
5035
5036         R_ResetViewRendering3D();
5037         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5038         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5039         R_Shadow_RenderMode_Begin();
5040         R_Shadow_RenderMode_ActiveLight(NULL);
5041         r_shadow_lightscissor[0] = r_refdef.view.x;
5042         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5043         r_shadow_lightscissor[2] = r_refdef.view.width;
5044         r_shadow_lightscissor[3] = r_refdef.view.height;
5045         R_Shadow_RenderMode_StencilShadowVolumes(false);
5046
5047         // get shadow dir
5048         if (r_shadows.integer == 2)
5049         {
5050                 Math_atov(r_shadows_throwdirection.string, shadowdir);
5051                 VectorNormalize(shadowdir);
5052         }
5053
5054         R_Shadow_ClearStencil();
5055
5056         for (i = 0;i < r_refdef.scene.numentities;i++)
5057         {
5058                 ent = r_refdef.scene.entities[i];
5059
5060                 // cast shadows from anything of the map (submodels are optional)
5061                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5062                 {
5063                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5064                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5065                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5066                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5067                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5068                         else
5069                         {
5070                                 if(ent->entitynumber != 0)
5071                                 {
5072                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5073                                         {
5074                                                 // FIXME handle this
5075                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5076                                         }
5077                                         else
5078                                         {
5079                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5080                                                 int entnum, entnum2, recursion;
5081                                                 entnum = entnum2 = ent->entitynumber;
5082                                                 for(recursion = 32; recursion > 0; --recursion)
5083                                                 {
5084                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
5085                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5086                                                                 entnum = entnum2;
5087                                                         else
5088                                                                 break;
5089                                                 }
5090                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5091                                                 {
5092                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5093                                                         // transform into modelspace of OUR entity
5094                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5095                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5096                                                 }
5097                                                 else
5098                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5099                                         }
5100                                 }
5101                                 else
5102                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5103                         }
5104
5105                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5106                         RSurf_ActiveModelEntity(ent, false, false, false);
5107                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5108                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5109                 }
5110         }
5111
5112         // not really the right mode, but this will disable any silly stencil features
5113         R_Shadow_RenderMode_End();
5114
5115         // set up ortho view for rendering this pass
5116         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5117         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5118         //GL_ScissorTest(true);
5119         //R_EntityMatrix(&identitymatrix);
5120         //R_Mesh_ResetTextureState();
5121         R_ResetViewRendering2D();
5122
5123         // set up a darkening blend on shadowed areas
5124         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5125         //GL_DepthRange(0, 1);
5126         //GL_DepthTest(false);
5127         //GL_DepthMask(false);
5128         //GL_PolygonOffset(0, 0);CHECKGLERROR
5129         GL_Color(0, 0, 0, r_shadows_darken.value);
5130         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5131         //GL_DepthFunc(GL_ALWAYS);
5132         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5133
5134         // apply the blend to the shadowed areas
5135         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5136         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
5137         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5138
5139         // restore the viewport
5140         R_SetViewport(&r_refdef.view.viewport);
5141
5142         // restore other state to normal
5143         //R_Shadow_RenderMode_End();
5144 }
5145
5146 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5147 {
5148         float zdist;
5149         vec3_t centerorigin;
5150         float vertex3f[12];
5151         // if it's too close, skip it
5152         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5153                 return;
5154         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5155         if (zdist < 32)
5156                 return;
5157         if (usequery && r_numqueries + 2 <= r_maxqueries)
5158         {
5159                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5160                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5161                 // 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
5162                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5163
5164                 switch(vid.renderpath)
5165                 {
5166                 case RENDERPATH_GL11:
5167                 case RENDERPATH_GL13:
5168                 case RENDERPATH_GL20:
5169                 case RENDERPATH_GLES1:
5170                 case RENDERPATH_GLES2:
5171                         CHECKGLERROR
5172                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5173                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5174                         GL_DepthFunc(GL_ALWAYS);
5175                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5176                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5177                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5178                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5179                         GL_DepthFunc(GL_LEQUAL);
5180                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5181                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5182                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5183                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5184                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5185                         CHECKGLERROR
5186                         break;
5187                 case RENDERPATH_D3D9:
5188                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5189                         break;
5190                 case RENDERPATH_D3D10:
5191                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5192                         break;
5193                 case RENDERPATH_D3D11:
5194                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5195                         break;
5196                 case RENDERPATH_SOFT:
5197                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5198                         break;
5199                 }
5200         }
5201         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5202 }
5203
5204 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5205
5206 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5207 {
5208         vec3_t color;
5209         GLint allpixels = 0, visiblepixels = 0;
5210         // now we have to check the query result
5211         if (rtlight->corona_queryindex_visiblepixels)
5212         {
5213                 switch(vid.renderpath)
5214                 {
5215                 case RENDERPATH_GL11:
5216                 case RENDERPATH_GL13:
5217                 case RENDERPATH_GL20:
5218                 case RENDERPATH_GLES1:
5219                 case RENDERPATH_GLES2:
5220                         CHECKGLERROR
5221                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5222                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5223                         CHECKGLERROR
5224                         break;
5225                 case RENDERPATH_D3D9:
5226                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5227                         break;
5228                 case RENDERPATH_D3D10:
5229                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5230                         break;
5231                 case RENDERPATH_D3D11:
5232                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5233                         break;
5234                 case RENDERPATH_SOFT:
5235                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5236                         break;
5237                 }
5238                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5239                 if (visiblepixels < 1 || allpixels < 1)
5240                         return;
5241                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5242                 cscale *= rtlight->corona_visibility;
5243         }
5244         else
5245         {
5246                 // FIXME: these traces should scan all render entities instead of cl.world
5247                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5248                         return;
5249         }
5250         VectorScale(rtlight->currentcolor, cscale, color);
5251         if (VectorLength(color) > (1.0f / 256.0f))
5252         {
5253                 float vertex3f[12];
5254                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5255                 if(negated)
5256                 {
5257                         VectorNegate(color, color);
5258                         switch(vid.renderpath)
5259                         {
5260                         case RENDERPATH_GL11:
5261                         case RENDERPATH_GL13:
5262                         case RENDERPATH_GL20:
5263                         case RENDERPATH_GLES1:
5264                         case RENDERPATH_GLES2:
5265                                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5266                                 break;
5267                         case RENDERPATH_D3D9:
5268 #ifdef SUPPORTD3D
5269                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
5270 #endif
5271                                 break;
5272                         case RENDERPATH_D3D10:
5273                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5274                                 break;
5275                         case RENDERPATH_D3D11:
5276                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5277                                 break;
5278                         case RENDERPATH_SOFT:
5279                                 DPSOFTRAST_BlendSubtract(true);
5280                                 break;
5281                         }
5282                 }
5283                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5284                 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);
5285                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5286                 if(negated)
5287                 {
5288                         switch(vid.renderpath)
5289                         {
5290                         case RENDERPATH_GL11:
5291                         case RENDERPATH_GL13:
5292                         case RENDERPATH_GL20:
5293                         case RENDERPATH_GLES1:
5294                         case RENDERPATH_GLES2:
5295                                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5296                                 break;
5297                         case RENDERPATH_D3D9:
5298 #ifdef SUPPORTD3D
5299                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
5300 #endif
5301                                 break;
5302                         case RENDERPATH_D3D10:
5303                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5304                                 break;
5305                         case RENDERPATH_D3D11:
5306                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5307                                 break;
5308                         case RENDERPATH_SOFT:
5309                                 DPSOFTRAST_BlendSubtract(false);
5310                                 break;
5311                         }
5312                 }
5313         }
5314 }
5315
5316 void R_Shadow_DrawCoronas(void)
5317 {
5318         int i, flag;
5319         qboolean usequery = false;
5320         size_t lightindex;
5321         dlight_t *light;
5322         rtlight_t *rtlight;
5323         size_t range;
5324         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5325                 return;
5326         if (r_waterstate.renderingscene)
5327                 return;
5328         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5329         R_EntityMatrix(&identitymatrix);
5330
5331         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5332
5333         // check occlusion of coronas
5334         // use GL_ARB_occlusion_query if available
5335         // otherwise use raytraces
5336         r_numqueries = 0;
5337         switch (vid.renderpath)
5338         {
5339         case RENDERPATH_GL11:
5340         case RENDERPATH_GL13:
5341         case RENDERPATH_GL20:
5342         case RENDERPATH_GLES1:
5343         case RENDERPATH_GLES2:
5344                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5345                 if (usequery)
5346                 {
5347                         GL_ColorMask(0,0,0,0);
5348                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5349                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5350                         {
5351                                 i = r_maxqueries;
5352                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5353                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5354                                 CHECKGLERROR
5355                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5356                                 CHECKGLERROR
5357                         }
5358                         RSurf_ActiveWorldEntity();
5359                         GL_BlendFunc(GL_ONE, GL_ZERO);
5360                         GL_CullFace(GL_NONE);
5361                         GL_DepthMask(false);
5362                         GL_DepthRange(0, 1);
5363                         GL_PolygonOffset(0, 0);
5364                         GL_DepthTest(true);
5365                         R_Mesh_ResetTextureState();
5366                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
5367                 }
5368                 break;
5369         case RENDERPATH_D3D9:
5370                 usequery = false;
5371                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5372                 break;
5373         case RENDERPATH_D3D10:
5374                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5375                 break;
5376         case RENDERPATH_D3D11:
5377                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5378                 break;
5379         case RENDERPATH_SOFT:
5380                 usequery = false;
5381                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5382                 break;
5383         }
5384         for (lightindex = 0;lightindex < range;lightindex++)
5385         {
5386                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5387                 if (!light)
5388                         continue;
5389                 rtlight = &light->rtlight;
5390                 rtlight->corona_visibility = 0;
5391                 rtlight->corona_queryindex_visiblepixels = 0;
5392                 rtlight->corona_queryindex_allpixels = 0;
5393                 if (!(rtlight->flags & flag))
5394                         continue;
5395                 if (rtlight->corona <= 0)
5396                         continue;
5397                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5398                         continue;
5399                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5400         }
5401         for (i = 0;i < r_refdef.scene.numlights;i++)
5402         {
5403                 rtlight = r_refdef.scene.lights[i];
5404                 rtlight->corona_visibility = 0;
5405                 rtlight->corona_queryindex_visiblepixels = 0;
5406                 rtlight->corona_queryindex_allpixels = 0;
5407                 if (!(rtlight->flags & flag))
5408                         continue;
5409                 if (rtlight->corona <= 0)
5410                         continue;
5411                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5412         }
5413         if (usequery)
5414                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5415
5416         // now draw the coronas using the query data for intensity info
5417         for (lightindex = 0;lightindex < range;lightindex++)
5418         {
5419                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5420                 if (!light)
5421                         continue;
5422                 rtlight = &light->rtlight;
5423                 if (rtlight->corona_visibility <= 0)
5424                         continue;
5425                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5426         }
5427         for (i = 0;i < r_refdef.scene.numlights;i++)
5428         {
5429                 rtlight = r_refdef.scene.lights[i];
5430                 if (rtlight->corona_visibility <= 0)
5431                         continue;
5432                 if (gl_flashblend.integer)
5433                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5434                 else
5435                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5436         }
5437 }
5438
5439
5440
5441 dlight_t *R_Shadow_NewWorldLight(void)
5442 {
5443         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5444 }
5445
5446 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)
5447 {
5448         matrix4x4_t matrix;
5449         // validate parameters
5450         if (style < 0 || style >= MAX_LIGHTSTYLES)
5451         {
5452                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5453                 style = 0;
5454         }
5455         if (!cubemapname)
5456                 cubemapname = "";
5457
5458         // copy to light properties
5459         VectorCopy(origin, light->origin);
5460         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5461         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5462         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5463         /*
5464         light->color[0] = max(color[0], 0);
5465         light->color[1] = max(color[1], 0);
5466         light->color[2] = max(color[2], 0);
5467         */
5468         light->color[0] = color[0];
5469         light->color[1] = color[1];
5470         light->color[2] = color[2];
5471         light->radius = max(radius, 0);
5472         light->style = style;
5473         light->shadow = shadowenable;
5474         light->corona = corona;
5475         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5476         light->coronasizescale = coronasizescale;
5477         light->ambientscale = ambientscale;
5478         light->diffusescale = diffusescale;
5479         light->specularscale = specularscale;
5480         light->flags = flags;
5481
5482         // update renderable light data
5483         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5484         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);
5485 }
5486
5487 void R_Shadow_FreeWorldLight(dlight_t *light)
5488 {
5489         if (r_shadow_selectedlight == light)
5490                 r_shadow_selectedlight = NULL;
5491         R_RTLight_Uncompile(&light->rtlight);
5492         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5493 }
5494
5495 void R_Shadow_ClearWorldLights(void)
5496 {
5497         size_t lightindex;
5498         dlight_t *light;
5499         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5500         for (lightindex = 0;lightindex < range;lightindex++)
5501         {
5502                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5503                 if (light)
5504                         R_Shadow_FreeWorldLight(light);
5505         }
5506         r_shadow_selectedlight = NULL;
5507 }
5508
5509 void R_Shadow_SelectLight(dlight_t *light)
5510 {
5511         if (r_shadow_selectedlight)
5512                 r_shadow_selectedlight->selected = false;
5513         r_shadow_selectedlight = light;
5514         if (r_shadow_selectedlight)
5515                 r_shadow_selectedlight->selected = true;
5516 }
5517
5518 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5519 {
5520         // this is never batched (there can be only one)
5521         float vertex3f[12];
5522         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5523         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5524         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5525 }
5526
5527 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5528 {
5529         float intensity;
5530         float s;
5531         vec3_t spritecolor;
5532         skinframe_t *skinframe;
5533         float vertex3f[12];
5534
5535         // this is never batched (due to the ent parameter changing every time)
5536         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5537         const dlight_t *light = (dlight_t *)ent;
5538         s = EDLIGHTSPRSIZE;
5539
5540         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5541
5542         intensity = 0.5f;
5543         VectorScale(light->color, intensity, spritecolor);
5544         if (VectorLength(spritecolor) < 0.1732f)
5545                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5546         if (VectorLength(spritecolor) > 1.0f)
5547                 VectorNormalize(spritecolor);
5548
5549         // draw light sprite
5550         if (light->cubemapname[0] && !light->shadow)
5551                 skinframe = r_editlights_sprcubemapnoshadowlight;
5552         else if (light->cubemapname[0])
5553                 skinframe = r_editlights_sprcubemaplight;
5554         else if (!light->shadow)
5555                 skinframe = r_editlights_sprnoshadowlight;
5556         else
5557                 skinframe = r_editlights_sprlight;
5558
5559         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);
5560         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5561
5562         // draw selection sprite if light is selected
5563         if (light->selected)
5564         {
5565                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5566                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5567                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5568         }
5569 }
5570
5571 void R_Shadow_DrawLightSprites(void)
5572 {
5573         size_t lightindex;
5574         dlight_t *light;
5575         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5576         for (lightindex = 0;lightindex < range;lightindex++)
5577         {
5578                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5579                 if (light)
5580                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5581         }
5582         if (!r_editlights_lockcursor)
5583                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5584 }
5585
5586 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5587 {
5588         unsigned int range;
5589         dlight_t *light;
5590         rtlight_t *rtlight;
5591         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5592         if (lightindex >= range)
5593                 return -1;
5594         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5595         if (!light)
5596                 return 0;
5597         rtlight = &light->rtlight;
5598         //if (!(rtlight->flags & flag))
5599         //      return 0;
5600         VectorCopy(rtlight->shadoworigin, origin);
5601         *radius = rtlight->radius;
5602         VectorCopy(rtlight->color, color);
5603         return 1;
5604 }
5605
5606 void R_Shadow_SelectLightInView(void)
5607 {
5608         float bestrating, rating, temp[3];
5609         dlight_t *best;
5610         size_t lightindex;
5611         dlight_t *light;
5612         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5613         best = NULL;
5614         bestrating = 0;
5615
5616         if (r_editlights_lockcursor)
5617                 return;
5618         for (lightindex = 0;lightindex < range;lightindex++)
5619         {
5620                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5621                 if (!light)
5622                         continue;
5623                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5624                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5625                 if (rating >= 0.95)
5626                 {
5627                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5628                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5629                         {
5630                                 bestrating = rating;
5631                                 best = light;
5632                         }
5633                 }
5634         }
5635         R_Shadow_SelectLight(best);
5636 }
5637
5638 void R_Shadow_LoadWorldLights(void)
5639 {
5640         int n, a, style, shadow, flags;
5641         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5642         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5643         if (cl.worldmodel == NULL)
5644         {
5645                 Con_Print("No map loaded.\n");
5646                 return;
5647         }
5648         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5649         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5650         if (lightsstring)
5651         {
5652                 s = lightsstring;
5653                 n = 0;
5654                 while (*s)
5655                 {
5656                         t = s;
5657                         /*
5658                         shadow = true;
5659                         for (;COM_Parse(t, true) && strcmp(
5660                         if (COM_Parse(t, true))
5661                         {
5662                                 if (com_token[0] == '!')
5663                                 {
5664                                         shadow = false;
5665                                         origin[0] = atof(com_token+1);
5666                                 }
5667                                 else
5668                                         origin[0] = atof(com_token);
5669                                 if (Com_Parse(t
5670                         }
5671                         */
5672                         t = s;
5673                         while (*s && *s != '\n' && *s != '\r')
5674                                 s++;
5675                         if (!*s)
5676                                 break;
5677                         tempchar = *s;
5678                         shadow = true;
5679                         // check for modifier flags
5680                         if (*t == '!')
5681                         {
5682                                 shadow = false;
5683                                 t++;
5684                         }
5685                         *s = 0;
5686 #if _MSC_VER >= 1400
5687 #define sscanf sscanf_s
5688 #endif
5689                         cubemapname[sizeof(cubemapname)-1] = 0;
5690 #if MAX_QPATH != 128
5691 #error update this code if MAX_QPATH changes
5692 #endif
5693                         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
5694 #if _MSC_VER >= 1400
5695 , sizeof(cubemapname)
5696 #endif
5697 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5698                         *s = tempchar;
5699                         if (a < 18)
5700                                 flags = LIGHTFLAG_REALTIMEMODE;
5701                         if (a < 17)
5702                                 specularscale = 1;
5703                         if (a < 16)
5704                                 diffusescale = 1;
5705                         if (a < 15)
5706                                 ambientscale = 0;
5707                         if (a < 14)
5708                                 coronasizescale = 0.25f;
5709                         if (a < 13)
5710                                 VectorClear(angles);
5711                         if (a < 10)
5712                                 corona = 0;
5713                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5714                                 cubemapname[0] = 0;
5715                         // remove quotes on cubemapname
5716                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5717                         {
5718                                 size_t namelen;
5719                                 namelen = strlen(cubemapname) - 2;
5720                                 memmove(cubemapname, cubemapname + 1, namelen);
5721                                 cubemapname[namelen] = '\0';
5722                         }
5723                         if (a < 8)
5724                         {
5725                                 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);
5726                                 break;
5727                         }
5728                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5729                         if (*s == '\r')
5730                                 s++;
5731                         if (*s == '\n')
5732                                 s++;
5733                         n++;
5734                 }
5735                 if (*s)
5736                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5737                 Mem_Free(lightsstring);
5738         }
5739 }
5740
5741 void R_Shadow_SaveWorldLights(void)
5742 {
5743         size_t lightindex;
5744         dlight_t *light;
5745         size_t bufchars, bufmaxchars;
5746         char *buf, *oldbuf;
5747         char name[MAX_QPATH];
5748         char line[MAX_INPUTLINE];
5749         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5750         // I hate lines which are 3 times my screen size :( --blub
5751         if (!range)
5752                 return;
5753         if (cl.worldmodel == NULL)
5754         {
5755                 Con_Print("No map loaded.\n");
5756                 return;
5757         }
5758         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5759         bufchars = bufmaxchars = 0;
5760         buf = NULL;
5761         for (lightindex = 0;lightindex < range;lightindex++)
5762         {
5763                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5764                 if (!light)
5765                         continue;
5766                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5767                         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);
5768                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5769                         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]);
5770                 else
5771                         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);
5772                 if (bufchars + strlen(line) > bufmaxchars)
5773                 {
5774                         bufmaxchars = bufchars + strlen(line) + 2048;
5775                         oldbuf = buf;
5776                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5777                         if (oldbuf)
5778                         {
5779                                 if (bufchars)
5780                                         memcpy(buf, oldbuf, bufchars);
5781                                 Mem_Free(oldbuf);
5782                         }
5783                 }
5784                 if (strlen(line))
5785                 {
5786                         memcpy(buf + bufchars, line, strlen(line));
5787                         bufchars += strlen(line);
5788                 }
5789         }
5790         if (bufchars)
5791                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5792         if (buf)
5793                 Mem_Free(buf);
5794 }
5795
5796 void R_Shadow_LoadLightsFile(void)
5797 {
5798         int n, a, style;
5799         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5800         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5801         if (cl.worldmodel == NULL)
5802         {
5803                 Con_Print("No map loaded.\n");
5804                 return;
5805         }
5806         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5807         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5808         if (lightsstring)
5809         {
5810                 s = lightsstring;
5811                 n = 0;
5812                 while (*s)
5813                 {
5814                         t = s;
5815                         while (*s && *s != '\n' && *s != '\r')
5816                                 s++;
5817                         if (!*s)
5818                                 break;
5819                         tempchar = *s;
5820                         *s = 0;
5821                         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);
5822                         *s = tempchar;
5823                         if (a < 14)
5824                         {
5825                                 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);
5826                                 break;
5827                         }
5828                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5829                         radius = bound(15, radius, 4096);
5830                         VectorScale(color, (2.0f / (8388608.0f)), color);
5831                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5832                         if (*s == '\r')
5833                                 s++;
5834                         if (*s == '\n')
5835                                 s++;
5836                         n++;
5837                 }
5838                 if (*s)
5839                         Con_Printf("invalid lights file \"%s\"\n", name);
5840                 Mem_Free(lightsstring);
5841         }
5842 }
5843
5844 // tyrlite/hmap2 light types in the delay field
5845 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5846
5847 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5848 {
5849         int entnum;
5850         int style;
5851         int islight;
5852         int skin;
5853         int pflags;
5854         //int effects;
5855         int type;
5856         int n;
5857         char *entfiledata;
5858         const char *data;
5859         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5860         char key[256], value[MAX_INPUTLINE];
5861
5862         if (cl.worldmodel == NULL)
5863         {
5864                 Con_Print("No map loaded.\n");
5865                 return;
5866         }
5867         // try to load a .ent file first
5868         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5869         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5870         // and if that is not found, fall back to the bsp file entity string
5871         if (!data)
5872                 data = cl.worldmodel->brush.entities;
5873         if (!data)
5874                 return;
5875         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5876         {
5877                 type = LIGHTTYPE_MINUSX;
5878                 origin[0] = origin[1] = origin[2] = 0;
5879                 originhack[0] = originhack[1] = originhack[2] = 0;
5880                 angles[0] = angles[1] = angles[2] = 0;
5881                 color[0] = color[1] = color[2] = 1;
5882                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5883                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5884                 fadescale = 1;
5885                 lightscale = 1;
5886                 style = 0;
5887                 skin = 0;
5888                 pflags = 0;
5889                 //effects = 0;
5890                 islight = false;
5891                 while (1)
5892                 {
5893                         if (!COM_ParseToken_Simple(&data, false, false))
5894                                 break; // error
5895                         if (com_token[0] == '}')
5896                                 break; // end of entity
5897                         if (com_token[0] == '_')
5898                                 strlcpy(key, com_token + 1, sizeof(key));
5899                         else
5900                                 strlcpy(key, com_token, sizeof(key));
5901                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5902                                 key[strlen(key)-1] = 0;
5903                         if (!COM_ParseToken_Simple(&data, false, false))
5904                                 break; // error
5905                         strlcpy(value, com_token, sizeof(value));
5906
5907                         // now that we have the key pair worked out...
5908                         if (!strcmp("light", key))
5909                         {
5910                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5911                                 if (n == 1)
5912                                 {
5913                                         // quake
5914                                         light[0] = vec[0] * (1.0f / 256.0f);
5915                                         light[1] = vec[0] * (1.0f / 256.0f);
5916                                         light[2] = vec[0] * (1.0f / 256.0f);
5917                                         light[3] = vec[0];
5918                                 }
5919                                 else if (n == 4)
5920                                 {
5921                                         // halflife
5922                                         light[0] = vec[0] * (1.0f / 255.0f);
5923                                         light[1] = vec[1] * (1.0f / 255.0f);
5924                                         light[2] = vec[2] * (1.0f / 255.0f);
5925                                         light[3] = vec[3];
5926                                 }
5927                         }
5928                         else if (!strcmp("delay", key))
5929                                 type = atoi(value);
5930                         else if (!strcmp("origin", key))
5931                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5932                         else if (!strcmp("angle", key))
5933                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5934                         else if (!strcmp("angles", key))
5935                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5936                         else if (!strcmp("color", key))
5937                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5938                         else if (!strcmp("wait", key))
5939                                 fadescale = atof(value);
5940                         else if (!strcmp("classname", key))
5941                         {
5942                                 if (!strncmp(value, "light", 5))
5943                                 {
5944                                         islight = true;
5945                                         if (!strcmp(value, "light_fluoro"))
5946                                         {
5947                                                 originhack[0] = 0;
5948                                                 originhack[1] = 0;
5949                                                 originhack[2] = 0;
5950                                                 overridecolor[0] = 1;
5951                                                 overridecolor[1] = 1;
5952                                                 overridecolor[2] = 1;
5953                                         }
5954                                         if (!strcmp(value, "light_fluorospark"))
5955                                         {
5956                                                 originhack[0] = 0;
5957                                                 originhack[1] = 0;
5958                                                 originhack[2] = 0;
5959                                                 overridecolor[0] = 1;
5960                                                 overridecolor[1] = 1;
5961                                                 overridecolor[2] = 1;
5962                                         }
5963                                         if (!strcmp(value, "light_globe"))
5964                                         {
5965                                                 originhack[0] = 0;
5966                                                 originhack[1] = 0;
5967                                                 originhack[2] = 0;
5968                                                 overridecolor[0] = 1;
5969                                                 overridecolor[1] = 0.8;
5970                                                 overridecolor[2] = 0.4;
5971                                         }
5972                                         if (!strcmp(value, "light_flame_large_yellow"))
5973                                         {
5974                                                 originhack[0] = 0;
5975                                                 originhack[1] = 0;
5976                                                 originhack[2] = 0;
5977                                                 overridecolor[0] = 1;
5978                                                 overridecolor[1] = 0.5;
5979                                                 overridecolor[2] = 0.1;
5980                                         }
5981                                         if (!strcmp(value, "light_flame_small_yellow"))
5982                                         {
5983                                                 originhack[0] = 0;
5984                                                 originhack[1] = 0;
5985                                                 originhack[2] = 0;
5986                                                 overridecolor[0] = 1;
5987                                                 overridecolor[1] = 0.5;
5988                                                 overridecolor[2] = 0.1;
5989                                         }
5990                                         if (!strcmp(value, "light_torch_small_white"))
5991                                         {
5992                                                 originhack[0] = 0;
5993                                                 originhack[1] = 0;
5994                                                 originhack[2] = 0;
5995                                                 overridecolor[0] = 1;
5996                                                 overridecolor[1] = 0.5;
5997                                                 overridecolor[2] = 0.1;
5998                                         }
5999                                         if (!strcmp(value, "light_torch_small_walltorch"))
6000                                         {
6001                                                 originhack[0] = 0;
6002                                                 originhack[1] = 0;
6003                                                 originhack[2] = 0;
6004                                                 overridecolor[0] = 1;
6005                                                 overridecolor[1] = 0.5;
6006                                                 overridecolor[2] = 0.1;
6007                                         }
6008                                 }
6009                         }
6010                         else if (!strcmp("style", key))
6011                                 style = atoi(value);
6012                         else if (!strcmp("skin", key))
6013                                 skin = (int)atof(value);
6014                         else if (!strcmp("pflags", key))
6015                                 pflags = (int)atof(value);
6016                         //else if (!strcmp("effects", key))
6017                         //      effects = (int)atof(value);
6018                         else if (cl.worldmodel->type == mod_brushq3)
6019                         {
6020                                 if (!strcmp("scale", key))
6021                                         lightscale = atof(value);
6022                                 if (!strcmp("fade", key))
6023                                         fadescale = atof(value);
6024                         }
6025                 }
6026                 if (!islight)
6027                         continue;
6028                 if (lightscale <= 0)
6029                         lightscale = 1;
6030                 if (fadescale <= 0)
6031                         fadescale = 1;
6032                 if (color[0] == color[1] && color[0] == color[2])
6033                 {
6034                         color[0] *= overridecolor[0];
6035                         color[1] *= overridecolor[1];
6036                         color[2] *= overridecolor[2];
6037                 }
6038                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6039                 color[0] = color[0] * light[0];
6040                 color[1] = color[1] * light[1];
6041                 color[2] = color[2] * light[2];
6042                 switch (type)
6043                 {
6044                 case LIGHTTYPE_MINUSX:
6045                         break;
6046                 case LIGHTTYPE_RECIPX:
6047                         radius *= 2;
6048                         VectorScale(color, (1.0f / 16.0f), color);
6049                         break;
6050                 case LIGHTTYPE_RECIPXX:
6051                         radius *= 2;
6052                         VectorScale(color, (1.0f / 16.0f), color);
6053                         break;
6054                 default:
6055                 case LIGHTTYPE_NONE:
6056                         break;
6057                 case LIGHTTYPE_SUN:
6058                         break;
6059                 case LIGHTTYPE_MINUSXX:
6060                         break;
6061                 }
6062                 VectorAdd(origin, originhack, origin);
6063                 if (radius >= 1)
6064                         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);
6065         }
6066         if (entfiledata)
6067                 Mem_Free(entfiledata);
6068 }
6069
6070
6071 void R_Shadow_SetCursorLocationForView(void)
6072 {
6073         vec_t dist, push;
6074         vec3_t dest, endpos;
6075         trace_t trace;
6076         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6077         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
6078         if (trace.fraction < 1)
6079         {
6080                 dist = trace.fraction * r_editlights_cursordistance.value;
6081                 push = r_editlights_cursorpushback.value;
6082                 if (push > dist)
6083                         push = dist;
6084                 push = -push;
6085                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6086                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6087         }
6088         else
6089         {
6090                 VectorClear( endpos );
6091         }
6092         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6093         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6094         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6095 }
6096
6097 void R_Shadow_UpdateWorldLightSelection(void)
6098 {
6099         if (r_editlights.integer)
6100         {
6101                 R_Shadow_SetCursorLocationForView();
6102                 R_Shadow_SelectLightInView();
6103         }
6104         else
6105                 R_Shadow_SelectLight(NULL);
6106 }
6107
6108 void R_Shadow_EditLights_Clear_f(void)
6109 {
6110         R_Shadow_ClearWorldLights();
6111 }
6112
6113 void R_Shadow_EditLights_Reload_f(void)
6114 {
6115         if (!cl.worldmodel)
6116                 return;
6117         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6118         R_Shadow_ClearWorldLights();
6119         R_Shadow_LoadWorldLights();
6120         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6121         {
6122                 R_Shadow_LoadLightsFile();
6123                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6124                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6125         }
6126 }
6127
6128 void R_Shadow_EditLights_Save_f(void)
6129 {
6130         if (!cl.worldmodel)
6131                 return;
6132         R_Shadow_SaveWorldLights();
6133 }
6134
6135 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6136 {
6137         R_Shadow_ClearWorldLights();
6138         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6139 }
6140
6141 void R_Shadow_EditLights_ImportLightsFile_f(void)
6142 {
6143         R_Shadow_ClearWorldLights();
6144         R_Shadow_LoadLightsFile();
6145 }
6146
6147 void R_Shadow_EditLights_Spawn_f(void)
6148 {
6149         vec3_t color;
6150         if (!r_editlights.integer)
6151         {
6152                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6153                 return;
6154         }
6155         if (Cmd_Argc() != 1)
6156         {
6157                 Con_Print("r_editlights_spawn does not take parameters\n");
6158                 return;
6159         }
6160         color[0] = color[1] = color[2] = 1;
6161         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6162 }
6163
6164 void R_Shadow_EditLights_Edit_f(void)
6165 {
6166         vec3_t origin, angles, color;
6167         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6168         int style, shadows, flags, normalmode, realtimemode;
6169         char cubemapname[MAX_INPUTLINE];
6170         if (!r_editlights.integer)
6171         {
6172                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6173                 return;
6174         }
6175         if (!r_shadow_selectedlight)
6176         {
6177                 Con_Print("No selected light.\n");
6178                 return;
6179         }
6180         VectorCopy(r_shadow_selectedlight->origin, origin);
6181         VectorCopy(r_shadow_selectedlight->angles, angles);
6182         VectorCopy(r_shadow_selectedlight->color, color);
6183         radius = r_shadow_selectedlight->radius;
6184         style = r_shadow_selectedlight->style;
6185         if (r_shadow_selectedlight->cubemapname)
6186                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6187         else
6188                 cubemapname[0] = 0;
6189         shadows = r_shadow_selectedlight->shadow;
6190         corona = r_shadow_selectedlight->corona;
6191         coronasizescale = r_shadow_selectedlight->coronasizescale;
6192         ambientscale = r_shadow_selectedlight->ambientscale;
6193         diffusescale = r_shadow_selectedlight->diffusescale;
6194         specularscale = r_shadow_selectedlight->specularscale;
6195         flags = r_shadow_selectedlight->flags;
6196         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6197         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6198         if (!strcmp(Cmd_Argv(1), "origin"))
6199         {
6200                 if (Cmd_Argc() != 5)
6201                 {
6202                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6203                         return;
6204                 }
6205                 origin[0] = atof(Cmd_Argv(2));
6206                 origin[1] = atof(Cmd_Argv(3));
6207                 origin[2] = atof(Cmd_Argv(4));
6208         }
6209         else if (!strcmp(Cmd_Argv(1), "originscale"))
6210         {
6211                 if (Cmd_Argc() != 5)
6212                 {
6213                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6214                         return;
6215                 }
6216                 origin[0] *= atof(Cmd_Argv(2));
6217                 origin[1] *= atof(Cmd_Argv(3));
6218                 origin[2] *= atof(Cmd_Argv(4));
6219         }
6220         else if (!strcmp(Cmd_Argv(1), "originx"))
6221         {
6222                 if (Cmd_Argc() != 3)
6223                 {
6224                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6225                         return;
6226                 }
6227                 origin[0] = atof(Cmd_Argv(2));
6228         }
6229         else if (!strcmp(Cmd_Argv(1), "originy"))
6230         {
6231                 if (Cmd_Argc() != 3)
6232                 {
6233                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6234                         return;
6235                 }
6236                 origin[1] = atof(Cmd_Argv(2));
6237         }
6238         else if (!strcmp(Cmd_Argv(1), "originz"))
6239         {
6240                 if (Cmd_Argc() != 3)
6241                 {
6242                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6243                         return;
6244                 }
6245                 origin[2] = atof(Cmd_Argv(2));
6246         }
6247         else if (!strcmp(Cmd_Argv(1), "move"))
6248         {
6249                 if (Cmd_Argc() != 5)
6250                 {
6251                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6252                         return;
6253                 }
6254                 origin[0] += atof(Cmd_Argv(2));
6255                 origin[1] += atof(Cmd_Argv(3));
6256                 origin[2] += atof(Cmd_Argv(4));
6257         }
6258         else if (!strcmp(Cmd_Argv(1), "movex"))
6259         {
6260                 if (Cmd_Argc() != 3)
6261                 {
6262                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6263                         return;
6264                 }
6265                 origin[0] += atof(Cmd_Argv(2));
6266         }
6267         else if (!strcmp(Cmd_Argv(1), "movey"))
6268         {
6269                 if (Cmd_Argc() != 3)
6270                 {
6271                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6272                         return;
6273                 }
6274                 origin[1] += atof(Cmd_Argv(2));
6275         }
6276         else if (!strcmp(Cmd_Argv(1), "movez"))
6277         {
6278                 if (Cmd_Argc() != 3)
6279                 {
6280                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6281                         return;
6282                 }
6283                 origin[2] += atof(Cmd_Argv(2));
6284         }
6285         else if (!strcmp(Cmd_Argv(1), "angles"))
6286         {
6287                 if (Cmd_Argc() != 5)
6288                 {
6289                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6290                         return;
6291                 }
6292                 angles[0] = atof(Cmd_Argv(2));
6293                 angles[1] = atof(Cmd_Argv(3));
6294                 angles[2] = atof(Cmd_Argv(4));
6295         }
6296         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6297         {
6298                 if (Cmd_Argc() != 3)
6299                 {
6300                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6301                         return;
6302                 }
6303                 angles[0] = atof(Cmd_Argv(2));
6304         }
6305         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6306         {
6307                 if (Cmd_Argc() != 3)
6308                 {
6309                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6310                         return;
6311                 }
6312                 angles[1] = atof(Cmd_Argv(2));
6313         }
6314         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6315         {
6316                 if (Cmd_Argc() != 3)
6317                 {
6318                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6319                         return;
6320                 }
6321                 angles[2] = atof(Cmd_Argv(2));
6322         }
6323         else if (!strcmp(Cmd_Argv(1), "color"))
6324         {
6325                 if (Cmd_Argc() != 5)
6326                 {
6327                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6328                         return;
6329                 }
6330                 color[0] = atof(Cmd_Argv(2));
6331                 color[1] = atof(Cmd_Argv(3));
6332                 color[2] = atof(Cmd_Argv(4));
6333         }
6334         else if (!strcmp(Cmd_Argv(1), "radius"))
6335         {
6336                 if (Cmd_Argc() != 3)
6337                 {
6338                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6339                         return;
6340                 }
6341                 radius = atof(Cmd_Argv(2));
6342         }
6343         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6344         {
6345                 if (Cmd_Argc() == 3)
6346                 {
6347                         double scale = atof(Cmd_Argv(2));
6348                         color[0] *= scale;
6349                         color[1] *= scale;
6350                         color[2] *= scale;
6351                 }
6352                 else
6353                 {
6354                         if (Cmd_Argc() != 5)
6355                         {
6356                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6357                                 return;
6358                         }
6359                         color[0] *= atof(Cmd_Argv(2));
6360                         color[1] *= atof(Cmd_Argv(3));
6361                         color[2] *= atof(Cmd_Argv(4));
6362                 }
6363         }
6364         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6365         {
6366                 if (Cmd_Argc() != 3)
6367                 {
6368                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6369                         return;
6370                 }
6371                 radius *= atof(Cmd_Argv(2));
6372         }
6373         else if (!strcmp(Cmd_Argv(1), "style"))
6374         {
6375                 if (Cmd_Argc() != 3)
6376                 {
6377                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6378                         return;
6379                 }
6380                 style = atoi(Cmd_Argv(2));
6381         }
6382         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6383         {
6384                 if (Cmd_Argc() > 3)
6385                 {
6386                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6387                         return;
6388                 }
6389                 if (Cmd_Argc() == 3)
6390                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6391                 else
6392                         cubemapname[0] = 0;
6393         }
6394         else if (!strcmp(Cmd_Argv(1), "shadows"))
6395         {
6396                 if (Cmd_Argc() != 3)
6397                 {
6398                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6399                         return;
6400                 }
6401                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6402         }
6403         else if (!strcmp(Cmd_Argv(1), "corona"))
6404         {
6405                 if (Cmd_Argc() != 3)
6406                 {
6407                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6408                         return;
6409                 }
6410                 corona = atof(Cmd_Argv(2));
6411         }
6412         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6413         {
6414                 if (Cmd_Argc() != 3)
6415                 {
6416                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6417                         return;
6418                 }
6419                 coronasizescale = atof(Cmd_Argv(2));
6420         }
6421         else if (!strcmp(Cmd_Argv(1), "ambient"))
6422         {
6423                 if (Cmd_Argc() != 3)
6424                 {
6425                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6426                         return;
6427                 }
6428                 ambientscale = atof(Cmd_Argv(2));
6429         }
6430         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6431         {
6432                 if (Cmd_Argc() != 3)
6433                 {
6434                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6435                         return;
6436                 }
6437                 diffusescale = atof(Cmd_Argv(2));
6438         }
6439         else if (!strcmp(Cmd_Argv(1), "specular"))
6440         {
6441                 if (Cmd_Argc() != 3)
6442                 {
6443                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6444                         return;
6445                 }
6446                 specularscale = atof(Cmd_Argv(2));
6447         }
6448         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6449         {
6450                 if (Cmd_Argc() != 3)
6451                 {
6452                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6453                         return;
6454                 }
6455                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6456         }
6457         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6458         {
6459                 if (Cmd_Argc() != 3)
6460                 {
6461                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6462                         return;
6463                 }
6464                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6465         }
6466         else
6467         {
6468                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6469                 Con_Print("Selected light's properties:\n");
6470                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6471                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6472                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6473                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6474                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6475                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6476                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6477                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6478                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6479                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6480                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6481                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6482                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6483                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6484                 return;
6485         }
6486         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6487         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6488 }
6489
6490 void R_Shadow_EditLights_EditAll_f(void)
6491 {
6492         size_t lightindex;
6493         dlight_t *light, *oldselected;
6494         size_t range;
6495
6496         if (!r_editlights.integer)
6497         {
6498                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6499                 return;
6500         }
6501
6502         oldselected = r_shadow_selectedlight;
6503         // EditLights doesn't seem to have a "remove" command or something so:
6504         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6505         for (lightindex = 0;lightindex < range;lightindex++)
6506         {
6507                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6508                 if (!light)
6509                         continue;
6510                 R_Shadow_SelectLight(light);
6511                 R_Shadow_EditLights_Edit_f();
6512         }
6513         // return to old selected (to not mess editing once selection is locked)
6514         R_Shadow_SelectLight(oldselected);
6515 }
6516
6517 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6518 {
6519         int lightnumber, lightcount;
6520         size_t lightindex, range;
6521         dlight_t *light;
6522         float x, y;
6523         char temp[256];
6524         if (!r_editlights.integer)
6525                 return;
6526         x = vid_conwidth.value - 240;
6527         y = 5;
6528         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6529         lightnumber = -1;
6530         lightcount = 0;
6531         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6532         for (lightindex = 0;lightindex < range;lightindex++)
6533         {
6534                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6535                 if (!light)
6536                         continue;
6537                 if (light == r_shadow_selectedlight)
6538                         lightnumber = lightindex;
6539                 lightcount++;
6540         }
6541         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;
6542         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;
6543         y += 8;
6544         if (r_shadow_selectedlight == NULL)
6545                 return;
6546         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;
6547         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;
6548         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;
6549         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;
6550         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;
6551         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;
6552         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;
6553         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;
6554         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;
6555         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;
6556         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;
6557         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;
6558         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;
6559         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;
6560         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;
6561 }
6562
6563 void R_Shadow_EditLights_ToggleShadow_f(void)
6564 {
6565         if (!r_editlights.integer)
6566         {
6567                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6568                 return;
6569         }
6570         if (!r_shadow_selectedlight)
6571         {
6572                 Con_Print("No selected light.\n");
6573                 return;
6574         }
6575         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);
6576 }
6577
6578 void R_Shadow_EditLights_ToggleCorona_f(void)
6579 {
6580         if (!r_editlights.integer)
6581         {
6582                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6583                 return;
6584         }
6585         if (!r_shadow_selectedlight)
6586         {
6587                 Con_Print("No selected light.\n");
6588                 return;
6589         }
6590         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);
6591 }
6592
6593 void R_Shadow_EditLights_Remove_f(void)
6594 {
6595         if (!r_editlights.integer)
6596         {
6597                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6598                 return;
6599         }
6600         if (!r_shadow_selectedlight)
6601         {
6602                 Con_Print("No selected light.\n");
6603                 return;
6604         }
6605         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6606         r_shadow_selectedlight = NULL;
6607 }
6608
6609 void R_Shadow_EditLights_Help_f(void)
6610 {
6611         Con_Print(
6612 "Documentation on r_editlights system:\n"
6613 "Settings:\n"
6614 "r_editlights : enable/disable editing mode\n"
6615 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6616 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6617 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6618 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6619 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6620 "Commands:\n"
6621 "r_editlights_help : this help\n"
6622 "r_editlights_clear : remove all lights\n"
6623 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6624 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6625 "r_editlights_save : save to .rtlights file\n"
6626 "r_editlights_spawn : create a light with default settings\n"
6627 "r_editlights_edit command : edit selected light - more documentation below\n"
6628 "r_editlights_remove : remove selected light\n"
6629 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6630 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6631 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6632 "Edit commands:\n"
6633 "origin x y z : set light location\n"
6634 "originx x: set x component of light location\n"
6635 "originy y: set y component of light location\n"
6636 "originz z: set z component of light location\n"
6637 "move x y z : adjust light location\n"
6638 "movex x: adjust x component of light location\n"
6639 "movey y: adjust y component of light location\n"
6640 "movez z: adjust z component of light location\n"
6641 "angles x y z : set light angles\n"
6642 "anglesx x: set x component of light angles\n"
6643 "anglesy y: set y component of light angles\n"
6644 "anglesz z: set z component of light angles\n"
6645 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6646 "radius radius : set radius (size) of light\n"
6647 "colorscale grey : multiply color of light (1 does nothing)\n"
6648 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6649 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6650 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6651 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6652 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6653 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6654 "shadows 1/0 : turn on/off shadows\n"
6655 "corona n : set corona intensity\n"
6656 "coronasize n : set corona size (0-1)\n"
6657 "ambient n : set ambient intensity (0-1)\n"
6658 "diffuse n : set diffuse intensity (0-1)\n"
6659 "specular n : set specular intensity (0-1)\n"
6660 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6661 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6662 "<nothing> : print light properties to console\n"
6663         );
6664 }
6665
6666 void R_Shadow_EditLights_CopyInfo_f(void)
6667 {
6668         if (!r_editlights.integer)
6669         {
6670                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6671                 return;
6672         }
6673         if (!r_shadow_selectedlight)
6674         {
6675                 Con_Print("No selected light.\n");
6676                 return;
6677         }
6678         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6679         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6680         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6681         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6682         if (r_shadow_selectedlight->cubemapname)
6683                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6684         else
6685                 r_shadow_bufferlight.cubemapname[0] = 0;
6686         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6687         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6688         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6689         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6690         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6691         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6692         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6693 }
6694
6695 void R_Shadow_EditLights_PasteInfo_f(void)
6696 {
6697         if (!r_editlights.integer)
6698         {
6699                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6700                 return;
6701         }
6702         if (!r_shadow_selectedlight)
6703         {
6704                 Con_Print("No selected light.\n");
6705                 return;
6706         }
6707         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);
6708 }
6709
6710 void R_Shadow_EditLights_Lock_f(void)
6711 {
6712         if (!r_editlights.integer)
6713         {
6714                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6715                 return;
6716         }
6717         if (r_editlights_lockcursor)
6718         {
6719                 r_editlights_lockcursor = false;
6720                 return;
6721         }
6722         if (!r_shadow_selectedlight)
6723         {
6724                 Con_Print("No selected light to lock on.\n");
6725                 return;
6726         }
6727         r_editlights_lockcursor = true;
6728 }
6729
6730 void R_Shadow_EditLights_Init(void)
6731 {
6732         Cvar_RegisterVariable(&r_editlights);
6733         Cvar_RegisterVariable(&r_editlights_cursordistance);
6734         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6735         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6736         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6737         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6738         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6739         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6740         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)");
6741         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6742         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6743         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6744         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)");
6745         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6746         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6747         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6748         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6749         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6750         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6751         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)");
6752         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6753 }
6754
6755
6756
6757 /*
6758 =============================================================================
6759
6760 LIGHT SAMPLING
6761
6762 =============================================================================
6763 */
6764
6765 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6766 {
6767         int i, numlights, flag;
6768         float f, relativepoint[3], dist, dist2, lightradius2;
6769         vec3_t diffuse, n;
6770         rtlight_t *light;
6771         dlight_t *dlight;
6772
6773         if (r_fullbright.integer)
6774         {
6775                 VectorSet(color, 1, 1, 1);
6776                 return;
6777         }
6778
6779         VectorClear(color);
6780
6781         if (flags & LP_LIGHTMAP)
6782         {
6783                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6784                 {
6785                         VectorClear(diffuse);
6786                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6787                         VectorAdd(color, diffuse, color);
6788                 }
6789                 else
6790                         VectorSet(color, 1, 1, 1);
6791                 color[0] += r_refdef.scene.ambient;
6792                 color[1] += r_refdef.scene.ambient;
6793                 color[2] += r_refdef.scene.ambient;
6794         }
6795
6796         if (flags & LP_RTWORLD)
6797         {
6798                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6799                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6800                 for (i = 0; i < numlights; i++)
6801                 {
6802                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6803                         if (!dlight)
6804                                 continue;
6805                         light = &dlight->rtlight;
6806                         if (!(light->flags & flag))
6807                                 continue;
6808                         // sample
6809                         lightradius2 = light->radius * light->radius;
6810                         VectorSubtract(light->shadoworigin, p, relativepoint);
6811                         dist2 = VectorLength2(relativepoint);
6812                         if (dist2 >= lightradius2)
6813                                 continue;
6814                         dist = sqrt(dist2) / light->radius;
6815                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6816                         if (f <= 0)
6817                                 continue;
6818                         // todo: add to both ambient and diffuse
6819                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6820                                 VectorMA(color, f, light->currentcolor, color);
6821                 }
6822         }
6823         if (flags & LP_DYNLIGHT)
6824         {
6825                 // sample dlights
6826                 for (i = 0;i < r_refdef.scene.numlights;i++)
6827                 {
6828                         light = r_refdef.scene.lights[i];
6829                         // sample
6830                         lightradius2 = light->radius * light->radius;
6831                         VectorSubtract(light->shadoworigin, p, relativepoint);
6832                         dist2 = VectorLength2(relativepoint);
6833                         if (dist2 >= lightradius2)
6834                                 continue;
6835                         dist = sqrt(dist2) / light->radius;
6836                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6837                         if (f <= 0)
6838                                 continue;
6839                         // todo: add to both ambient and diffuse
6840                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6841                                 VectorMA(color, f, light->color, color);
6842                 }
6843         }
6844 }
6845
6846 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6847 {
6848         int i, numlights, flag;
6849         rtlight_t *light;
6850         dlight_t *dlight;
6851         float relativepoint[3];
6852         float color[3];
6853         float dir[3];
6854         float dist;
6855         float dist2;
6856         float intensity;
6857         float sample[5*3];
6858         float lightradius2;
6859
6860         if (r_fullbright.integer)
6861         {
6862                 VectorSet(ambient, 1, 1, 1);
6863                 VectorClear(diffuse);
6864                 VectorClear(lightdir);
6865                 return;
6866         }
6867
6868         if (flags == LP_LIGHTMAP)
6869         {
6870                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6871                 VectorClear(diffuse);
6872                 VectorClear(lightdir);
6873                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6874                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6875                 else
6876                         VectorSet(ambient, 1, 1, 1);
6877                 return;
6878         }
6879
6880         memset(sample, 0, sizeof(sample));
6881         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6882
6883         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6884         {
6885                 vec3_t tempambient;
6886                 VectorClear(tempambient);
6887                 VectorClear(color);
6888                 VectorClear(relativepoint);
6889                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6890                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6891                 VectorScale(color, r_refdef.lightmapintensity, color);
6892                 VectorAdd(sample, tempambient, sample);
6893                 VectorMA(sample    , 0.5f            , color, sample    );
6894                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6895                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6896                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6897                 // calculate a weighted average light direction as well
6898                 intensity = VectorLength(color);
6899                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6900         }
6901
6902         if (flags & LP_RTWORLD)
6903         {
6904                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6905                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6906                 for (i = 0; i < numlights; i++)
6907                 {
6908                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6909                         if (!dlight)
6910                                 continue;
6911                         light = &dlight->rtlight;
6912                         if (!(light->flags & flag))
6913                                 continue;
6914                         // sample
6915                         lightradius2 = light->radius * light->radius;
6916                         VectorSubtract(light->shadoworigin, p, relativepoint);
6917                         dist2 = VectorLength2(relativepoint);
6918                         if (dist2 >= lightradius2)
6919                                 continue;
6920                         dist = sqrt(dist2) / light->radius;
6921                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6922                         if (intensity <= 0.0f)
6923                                 continue;
6924                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6925                                 continue;
6926                         // scale down intensity to add to both ambient and diffuse
6927                         //intensity *= 0.5f;
6928                         VectorNormalize(relativepoint);
6929                         VectorScale(light->currentcolor, intensity, color);
6930                         VectorMA(sample    , 0.5f            , color, sample    );
6931                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6932                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6933                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6934                         // calculate a weighted average light direction as well
6935                         intensity *= VectorLength(color);
6936                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6937                 }
6938         }
6939
6940         if (flags & LP_DYNLIGHT)
6941         {
6942                 // sample dlights
6943                 for (i = 0;i < r_refdef.scene.numlights;i++)
6944                 {
6945                         light = r_refdef.scene.lights[i];
6946                         // sample
6947                         lightradius2 = light->radius * light->radius;
6948                         VectorSubtract(light->shadoworigin, p, relativepoint);
6949                         dist2 = VectorLength2(relativepoint);
6950                         if (dist2 >= lightradius2)
6951                                 continue;
6952                         dist = sqrt(dist2) / light->radius;
6953                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6954                         if (intensity <= 0.0f)
6955                                 continue;
6956                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6957                                 continue;
6958                         // scale down intensity to add to both ambient and diffuse
6959                         //intensity *= 0.5f;
6960                         VectorNormalize(relativepoint);
6961                         VectorScale(light->currentcolor, intensity, color);
6962                         VectorMA(sample    , 0.5f            , color, sample    );
6963                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6964                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6965                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6966                         // calculate a weighted average light direction as well
6967                         intensity *= VectorLength(color);
6968                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6969                 }
6970         }
6971
6972         // calculate the direction we'll use to reduce the sample to a directional light source
6973         VectorCopy(sample + 12, dir);
6974         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6975         VectorNormalize(dir);
6976         // extract the diffuse color along the chosen direction and scale it
6977         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6978         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6979         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6980         // subtract some of diffuse from ambient
6981         VectorMA(sample, -0.333f, diffuse, ambient);
6982         // store the normalized lightdir
6983         VectorCopy(dir, lightdir);
6984 }