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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 static 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 qboolean r_shadow_shadowmapshadowsampler;
200 int r_shadow_shadowmappcf;
201 int r_shadow_shadowmapborder;
202 matrix4x4_t r_shadow_shadowmapmatrix;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
205 qboolean r_shadow_shadowmapdepthtexture;
206 int maxshadowtriangles;
207 int *shadowelements;
208
209 int maxshadowvertices;
210 float *shadowvertex3f;
211
212 int maxshadowmark;
213 int numshadowmark;
214 int *shadowmark;
215 int *shadowmarklist;
216 int shadowmarkcount;
217
218 int maxshadowsides;
219 int numshadowsides;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
222
223 int maxvertexupdate;
224 int *vertexupdate;
225 int *vertexremap;
226 int vertexupdatenum;
227
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
232
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
237
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
242
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmap2ddepthbuffer;
249 rtexture_t *r_shadow_shadowmap2ddepthtexture;
250 rtexture_t *r_shadow_shadowmapvsdcttexture;
251 int r_shadow_shadowmapsize; // changes for each light based on distance
252 int r_shadow_shadowmaplod; // changes for each light based on distance
253
254 GLuint r_shadow_prepassgeometryfbo;
255 GLuint r_shadow_prepasslightingdiffusespecularfbo;
256 GLuint r_shadow_prepasslightingdiffusefbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthbuffer;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // keep track of the provided framebuffer info
265 static int r_shadow_fb_fbo;
266 static rtexture_t *r_shadow_fb_depthtexture;
267 static rtexture_t *r_shadow_fb_colortexture;
268
269 // lights are reloaded when this changes
270 char r_shadow_mapname[MAX_QPATH];
271
272 // used only for light filters (cubemaps)
273 rtexturepool_t *r_shadow_filters_texturepool;
274
275 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"};
276 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"};
277 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
278 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"};
279 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)"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
298 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 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)"};
307 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
321 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
322 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)"};
323 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)"};
324 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)"};
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", "4", "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", "2", "maximum number of bounces for a particle (minimum is 0)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "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_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
337 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
338 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
339 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
340 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
341 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) 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", "0", "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", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
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 cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
360 cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
361 cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
362 cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
363 cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
364 cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
365 cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
366 cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
367 cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
368 cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
369 cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
370 cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
371 cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
372 cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
373 cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
374
375
376 typedef struct r_shadow_bouncegrid_settings_s
377 {
378         qboolean staticmode;
379         qboolean bounceanglediffuse;
380         qboolean directionalshading;
381         qboolean includedirectlighting;
382         float dlightparticlemultiplier;
383         qboolean hitmodels;
384         float lightradiusscale;
385         int maxbounce;
386         float particlebounceintensity;
387         float particleintensity;
388         int photons;
389         float spacing[3];
390         int stablerandom;
391 }
392 r_shadow_bouncegrid_settings_t;
393
394 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
395 rtexture_t *r_shadow_bouncegridtexture;
396 matrix4x4_t r_shadow_bouncegridmatrix;
397 vec_t r_shadow_bouncegridintensity;
398 qboolean r_shadow_bouncegriddirectional;
399 static double r_shadow_bouncegridtime;
400 static int r_shadow_bouncegridresolution[3];
401 static int r_shadow_bouncegridnumpixels;
402 static unsigned char *r_shadow_bouncegridpixels;
403 static float *r_shadow_bouncegridhighpixels;
404
405 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
406 #define ATTENTABLESIZE 256
407 // 1D gradient, 2D circle and 3D sphere attenuation textures
408 #define ATTEN1DSIZE 32
409 #define ATTEN2DSIZE 64
410 #define ATTEN3DSIZE 32
411
412 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
413 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
414 static float r_shadow_attentable[ATTENTABLESIZE+1];
415
416 rtlight_t *r_shadow_compilingrtlight;
417 static memexpandablearray_t r_shadow_worldlightsarray;
418 dlight_t *r_shadow_selectedlight;
419 dlight_t r_shadow_bufferlight;
420 vec3_t r_editlights_cursorlocation;
421 qboolean r_editlights_lockcursor;
422
423 extern int con_vislines;
424
425 void R_Shadow_UncompileWorldLights(void);
426 void R_Shadow_ClearWorldLights(void);
427 void R_Shadow_SaveWorldLights(void);
428 void R_Shadow_LoadWorldLights(void);
429 void R_Shadow_LoadLightsFile(void);
430 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
431 void R_Shadow_EditLights_Reload_f(void);
432 void R_Shadow_ValidateCvars(void);
433 static void R_Shadow_MakeTextures(void);
434
435 #define EDLIGHTSPRSIZE                  8
436 skinframe_t *r_editlights_sprcursor;
437 skinframe_t *r_editlights_sprlight;
438 skinframe_t *r_editlights_sprnoshadowlight;
439 skinframe_t *r_editlights_sprcubemaplight;
440 skinframe_t *r_editlights_sprcubemapnoshadowlight;
441 skinframe_t *r_editlights_sprselection;
442
443 static void R_Shadow_SetShadowMode(void)
444 {
445         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
446         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
447         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
448         r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
449         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
450         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
451         r_shadow_shadowmaplod = -1;
452         r_shadow_shadowmapsize = 0;
453         r_shadow_shadowmapsampler = false;
454         r_shadow_shadowmappcf = 0;
455         r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
456         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
457         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
458         {
459                 switch(vid.renderpath)
460                 {
461                 case RENDERPATH_GL20:
462                         if(r_shadow_shadowmapfilterquality < 0)
463                         {
464                                 if (!r_fb.usedepthtextures)
465                                         r_shadow_shadowmappcf = 1;
466                                 else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) 
467                                 {
468                                         r_shadow_shadowmapsampler = true;
469                                         r_shadow_shadowmappcf = 1;
470                                 }
471                                 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
472                                         r_shadow_shadowmappcf = 1;
473                                 else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) 
474                                         r_shadow_shadowmappcf = 1;
475                                 else 
476                                         r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
477                         }
478                         else 
479                         {
480                 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
481                                 switch (r_shadow_shadowmapfilterquality)
482                                 {
483                                 case 1:
484                                         break;
485                                 case 2:
486                                         r_shadow_shadowmappcf = 1;
487                                         break;
488                                 case 3:
489                                         r_shadow_shadowmappcf = 1;
490                                         break;
491                                 case 4:
492                                         r_shadow_shadowmappcf = 2;
493                                         break;
494                                 }
495                         }
496                         if (!r_fb.usedepthtextures)
497                                 r_shadow_shadowmapsampler = false;
498                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
499                         break;
500                 case RENDERPATH_D3D9:
501                 case RENDERPATH_D3D10:
502                 case RENDERPATH_D3D11:
503                 case RENDERPATH_SOFT:
504                         r_shadow_shadowmapsampler = false;
505                         r_shadow_shadowmappcf = 1;
506                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
507                         break;
508                 case RENDERPATH_GL11:
509                 case RENDERPATH_GL13:
510                 case RENDERPATH_GLES1:
511                 case RENDERPATH_GLES2:
512                         break;
513                 }
514         }
515
516         if(R_CompileShader_CheckStaticParms())
517                 R_GLSL_Restart_f();
518 }
519
520 qboolean R_Shadow_ShadowMappingEnabled(void)
521 {
522         switch (r_shadow_shadowmode)
523         {
524         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
525                 return true;
526         default:
527                 return false;
528         }
529 }
530
531 static void R_Shadow_FreeShadowMaps(void)
532 {
533         R_Shadow_SetShadowMode();
534
535         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
536
537         r_shadow_fbo2d = 0;
538
539         if (r_shadow_shadowmap2ddepthtexture)
540                 R_FreeTexture(r_shadow_shadowmap2ddepthtexture);
541         r_shadow_shadowmap2ddepthtexture = NULL;
542
543         if (r_shadow_shadowmap2ddepthbuffer)
544                 R_FreeTexture(r_shadow_shadowmap2ddepthbuffer);
545         r_shadow_shadowmap2ddepthbuffer = NULL;
546
547         if (r_shadow_shadowmapvsdcttexture)
548                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
549         r_shadow_shadowmapvsdcttexture = NULL;
550 }
551
552 static void r_shadow_start(void)
553 {
554         // allocate vertex processing arrays
555         r_shadow_bouncegridpixels = NULL;
556         r_shadow_bouncegridhighpixels = NULL;
557         r_shadow_bouncegridnumpixels = 0;
558         r_shadow_bouncegridtexture = NULL;
559         r_shadow_bouncegriddirectional = false;
560         r_shadow_attenuationgradienttexture = NULL;
561         r_shadow_attenuation2dtexture = NULL;
562         r_shadow_attenuation3dtexture = NULL;
563         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
564         r_shadow_shadowmap2ddepthtexture = NULL;
565         r_shadow_shadowmap2ddepthbuffer = NULL;
566         r_shadow_shadowmapvsdcttexture = NULL;
567         r_shadow_shadowmapmaxsize = 0;
568         r_shadow_shadowmapsize = 0;
569         r_shadow_shadowmaplod = 0;
570         r_shadow_shadowmapfilterquality = -1;
571         r_shadow_shadowmapdepthbits = 0;
572         r_shadow_shadowmapvsdct = false;
573         r_shadow_shadowmapsampler = false;
574         r_shadow_shadowmappcf = 0;
575         r_shadow_fbo2d = 0;
576
577         R_Shadow_FreeShadowMaps();
578
579         r_shadow_texturepool = NULL;
580         r_shadow_filters_texturepool = NULL;
581         R_Shadow_ValidateCvars();
582         R_Shadow_MakeTextures();
583         maxshadowtriangles = 0;
584         shadowelements = NULL;
585         maxshadowvertices = 0;
586         shadowvertex3f = NULL;
587         maxvertexupdate = 0;
588         vertexupdate = NULL;
589         vertexremap = NULL;
590         vertexupdatenum = 0;
591         maxshadowmark = 0;
592         numshadowmark = 0;
593         shadowmark = NULL;
594         shadowmarklist = NULL;
595         shadowmarkcount = 0;
596         maxshadowsides = 0;
597         numshadowsides = 0;
598         shadowsides = NULL;
599         shadowsideslist = NULL;
600         r_shadow_buffer_numleafpvsbytes = 0;
601         r_shadow_buffer_visitingleafpvs = NULL;
602         r_shadow_buffer_leafpvs = NULL;
603         r_shadow_buffer_leaflist = NULL;
604         r_shadow_buffer_numsurfacepvsbytes = 0;
605         r_shadow_buffer_surfacepvs = NULL;
606         r_shadow_buffer_surfacelist = NULL;
607         r_shadow_buffer_surfacesides = NULL;
608         r_shadow_buffer_numshadowtrispvsbytes = 0;
609         r_shadow_buffer_shadowtrispvs = NULL;
610         r_shadow_buffer_numlighttrispvsbytes = 0;
611         r_shadow_buffer_lighttrispvs = NULL;
612
613         r_shadow_usingdeferredprepass = false;
614         r_shadow_prepass_width = r_shadow_prepass_height = 0;
615 }
616
617 static void R_Shadow_FreeDeferred(void);
618 static void r_shadow_shutdown(void)
619 {
620         CHECKGLERROR
621         R_Shadow_UncompileWorldLights();
622
623         R_Shadow_FreeShadowMaps();
624
625         r_shadow_usingdeferredprepass = false;
626         if (r_shadow_prepass_width)
627                 R_Shadow_FreeDeferred();
628         r_shadow_prepass_width = r_shadow_prepass_height = 0;
629
630         CHECKGLERROR
631         r_shadow_bouncegridtexture = NULL;
632         r_shadow_bouncegridpixels = NULL;
633         r_shadow_bouncegridhighpixels = NULL;
634         r_shadow_bouncegridnumpixels = 0;
635         r_shadow_bouncegriddirectional = false;
636         r_shadow_attenuationgradienttexture = NULL;
637         r_shadow_attenuation2dtexture = NULL;
638         r_shadow_attenuation3dtexture = NULL;
639         R_FreeTexturePool(&r_shadow_texturepool);
640         R_FreeTexturePool(&r_shadow_filters_texturepool);
641         maxshadowtriangles = 0;
642         if (shadowelements)
643                 Mem_Free(shadowelements);
644         shadowelements = NULL;
645         if (shadowvertex3f)
646                 Mem_Free(shadowvertex3f);
647         shadowvertex3f = NULL;
648         maxvertexupdate = 0;
649         if (vertexupdate)
650                 Mem_Free(vertexupdate);
651         vertexupdate = NULL;
652         if (vertexremap)
653                 Mem_Free(vertexremap);
654         vertexremap = NULL;
655         vertexupdatenum = 0;
656         maxshadowmark = 0;
657         numshadowmark = 0;
658         if (shadowmark)
659                 Mem_Free(shadowmark);
660         shadowmark = NULL;
661         if (shadowmarklist)
662                 Mem_Free(shadowmarklist);
663         shadowmarklist = NULL;
664         shadowmarkcount = 0;
665         maxshadowsides = 0;
666         numshadowsides = 0;
667         if (shadowsides)
668                 Mem_Free(shadowsides);
669         shadowsides = NULL;
670         if (shadowsideslist)
671                 Mem_Free(shadowsideslist);
672         shadowsideslist = NULL;
673         r_shadow_buffer_numleafpvsbytes = 0;
674         if (r_shadow_buffer_visitingleafpvs)
675                 Mem_Free(r_shadow_buffer_visitingleafpvs);
676         r_shadow_buffer_visitingleafpvs = NULL;
677         if (r_shadow_buffer_leafpvs)
678                 Mem_Free(r_shadow_buffer_leafpvs);
679         r_shadow_buffer_leafpvs = NULL;
680         if (r_shadow_buffer_leaflist)
681                 Mem_Free(r_shadow_buffer_leaflist);
682         r_shadow_buffer_leaflist = NULL;
683         r_shadow_buffer_numsurfacepvsbytes = 0;
684         if (r_shadow_buffer_surfacepvs)
685                 Mem_Free(r_shadow_buffer_surfacepvs);
686         r_shadow_buffer_surfacepvs = NULL;
687         if (r_shadow_buffer_surfacelist)
688                 Mem_Free(r_shadow_buffer_surfacelist);
689         r_shadow_buffer_surfacelist = NULL;
690         if (r_shadow_buffer_surfacesides)
691                 Mem_Free(r_shadow_buffer_surfacesides);
692         r_shadow_buffer_surfacesides = NULL;
693         r_shadow_buffer_numshadowtrispvsbytes = 0;
694         if (r_shadow_buffer_shadowtrispvs)
695                 Mem_Free(r_shadow_buffer_shadowtrispvs);
696         r_shadow_buffer_numlighttrispvsbytes = 0;
697         if (r_shadow_buffer_lighttrispvs)
698                 Mem_Free(r_shadow_buffer_lighttrispvs);
699 }
700
701 static void r_shadow_newmap(void)
702 {
703         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
704         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
705         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
706         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
707         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
708         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
709         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
710         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
711         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
712                 R_Shadow_EditLights_Reload_f();
713 }
714
715 void R_Shadow_Init(void)
716 {
717         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
718         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
719         Cvar_RegisterVariable(&r_shadow_usebihculling);
720         Cvar_RegisterVariable(&r_shadow_usenormalmap);
721         Cvar_RegisterVariable(&r_shadow_debuglight);
722         Cvar_RegisterVariable(&r_shadow_deferred);
723         Cvar_RegisterVariable(&r_shadow_gloss);
724         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
725         Cvar_RegisterVariable(&r_shadow_glossintensity);
726         Cvar_RegisterVariable(&r_shadow_glossexponent);
727         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
728         Cvar_RegisterVariable(&r_shadow_glossexact);
729         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
730         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
731         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
732         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
733         Cvar_RegisterVariable(&r_shadow_projectdistance);
734         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
735         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
736         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
737         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
738         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
739         Cvar_RegisterVariable(&r_shadow_realtime_world);
740         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
741         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
742         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
743         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
744         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
745         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
746         Cvar_RegisterVariable(&r_shadow_scissor);
747         Cvar_RegisterVariable(&r_shadow_shadowmapping);
748         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
749         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
750         Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler);
751         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
752         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
753         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
754         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
755 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
756 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
757         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
758         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
759         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
760         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
761         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
762         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
763         Cvar_RegisterVariable(&r_shadow_polygonfactor);
764         Cvar_RegisterVariable(&r_shadow_polygonoffset);
765         Cvar_RegisterVariable(&r_shadow_texture3d);
766         Cvar_RegisterVariable(&r_shadow_bouncegrid);
767         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
768         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
769         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
770         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
771         Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
772         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
773         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
774         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
775         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
776         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
777         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
778         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
779         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
780         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
781         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
782         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
783         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
784         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
785         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
786         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
787         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
788         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
789         Cvar_RegisterVariable(&r_coronas);
790         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
791         Cvar_RegisterVariable(&r_coronas_occlusionquery);
792         Cvar_RegisterVariable(&gl_flashblend);
793         Cvar_RegisterVariable(&gl_ext_separatestencil);
794         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
795         R_Shadow_EditLights_Init();
796         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
797         maxshadowtriangles = 0;
798         shadowelements = NULL;
799         maxshadowvertices = 0;
800         shadowvertex3f = NULL;
801         maxvertexupdate = 0;
802         vertexupdate = NULL;
803         vertexremap = NULL;
804         vertexupdatenum = 0;
805         maxshadowmark = 0;
806         numshadowmark = 0;
807         shadowmark = NULL;
808         shadowmarklist = NULL;
809         shadowmarkcount = 0;
810         maxshadowsides = 0;
811         numshadowsides = 0;
812         shadowsides = NULL;
813         shadowsideslist = NULL;
814         r_shadow_buffer_numleafpvsbytes = 0;
815         r_shadow_buffer_visitingleafpvs = NULL;
816         r_shadow_buffer_leafpvs = NULL;
817         r_shadow_buffer_leaflist = NULL;
818         r_shadow_buffer_numsurfacepvsbytes = 0;
819         r_shadow_buffer_surfacepvs = NULL;
820         r_shadow_buffer_surfacelist = NULL;
821         r_shadow_buffer_surfacesides = NULL;
822         r_shadow_buffer_shadowtrispvs = NULL;
823         r_shadow_buffer_lighttrispvs = NULL;
824         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
825 }
826
827 matrix4x4_t matrix_attenuationxyz =
828 {
829         {
830                 {0.5, 0.0, 0.0, 0.5},
831                 {0.0, 0.5, 0.0, 0.5},
832                 {0.0, 0.0, 0.5, 0.5},
833                 {0.0, 0.0, 0.0, 1.0}
834         }
835 };
836
837 matrix4x4_t matrix_attenuationz =
838 {
839         {
840                 {0.0, 0.0, 0.5, 0.5},
841                 {0.0, 0.0, 0.0, 0.5},
842                 {0.0, 0.0, 0.0, 0.5},
843                 {0.0, 0.0, 0.0, 1.0}
844         }
845 };
846
847 static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
848 {
849         numvertices = ((numvertices + 255) & ~255) * vertscale;
850         numtriangles = ((numtriangles + 255) & ~255) * triscale;
851         // make sure shadowelements is big enough for this volume
852         if (maxshadowtriangles < numtriangles)
853         {
854                 maxshadowtriangles = numtriangles;
855                 if (shadowelements)
856                         Mem_Free(shadowelements);
857                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
858         }
859         // make sure shadowvertex3f is big enough for this volume
860         if (maxshadowvertices < numvertices)
861         {
862                 maxshadowvertices = numvertices;
863                 if (shadowvertex3f)
864                         Mem_Free(shadowvertex3f);
865                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
866         }
867 }
868
869 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
870 {
871         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
872         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
873         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
874         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
875         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
876         {
877                 if (r_shadow_buffer_visitingleafpvs)
878                         Mem_Free(r_shadow_buffer_visitingleafpvs);
879                 if (r_shadow_buffer_leafpvs)
880                         Mem_Free(r_shadow_buffer_leafpvs);
881                 if (r_shadow_buffer_leaflist)
882                         Mem_Free(r_shadow_buffer_leaflist);
883                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
884                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
885                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
886                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
887         }
888         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
889         {
890                 if (r_shadow_buffer_surfacepvs)
891                         Mem_Free(r_shadow_buffer_surfacepvs);
892                 if (r_shadow_buffer_surfacelist)
893                         Mem_Free(r_shadow_buffer_surfacelist);
894                 if (r_shadow_buffer_surfacesides)
895                         Mem_Free(r_shadow_buffer_surfacesides);
896                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
897                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
898                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
899                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
900         }
901         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
902         {
903                 if (r_shadow_buffer_shadowtrispvs)
904                         Mem_Free(r_shadow_buffer_shadowtrispvs);
905                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
906                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
907         }
908         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
909         {
910                 if (r_shadow_buffer_lighttrispvs)
911                         Mem_Free(r_shadow_buffer_lighttrispvs);
912                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
913                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
914         }
915 }
916
917 void R_Shadow_PrepareShadowMark(int numtris)
918 {
919         // make sure shadowmark is big enough for this volume
920         if (maxshadowmark < numtris)
921         {
922                 maxshadowmark = numtris;
923                 if (shadowmark)
924                         Mem_Free(shadowmark);
925                 if (shadowmarklist)
926                         Mem_Free(shadowmarklist);
927                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
928                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
929                 shadowmarkcount = 0;
930         }
931         shadowmarkcount++;
932         // if shadowmarkcount wrapped we clear the array and adjust accordingly
933         if (shadowmarkcount == 0)
934         {
935                 shadowmarkcount = 1;
936                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
937         }
938         numshadowmark = 0;
939 }
940
941 void R_Shadow_PrepareShadowSides(int numtris)
942 {
943         if (maxshadowsides < numtris)
944         {
945                 maxshadowsides = numtris;
946                 if (shadowsides)
947                         Mem_Free(shadowsides);
948                 if (shadowsideslist)
949                         Mem_Free(shadowsideslist);
950                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
951                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
952         }
953         numshadowsides = 0;
954 }
955
956 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)
957 {
958         int i, j;
959         int outtriangles = 0, outvertices = 0;
960         const int *element;
961         const float *vertex;
962         float ratio, direction[3], projectvector[3];
963
964         if (projectdirection)
965                 VectorScale(projectdirection, projectdistance, projectvector);
966         else
967                 VectorClear(projectvector);
968
969         // create the vertices
970         if (projectdirection)
971         {
972                 for (i = 0;i < numshadowmarktris;i++)
973                 {
974                         element = inelement3i + shadowmarktris[i] * 3;
975                         for (j = 0;j < 3;j++)
976                         {
977                                 if (vertexupdate[element[j]] != vertexupdatenum)
978                                 {
979                                         vertexupdate[element[j]] = vertexupdatenum;
980                                         vertexremap[element[j]] = outvertices;
981                                         vertex = invertex3f + element[j] * 3;
982                                         // project one copy of the vertex according to projectvector
983                                         VectorCopy(vertex, outvertex3f);
984                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
985                                         outvertex3f += 6;
986                                         outvertices += 2;
987                                 }
988                         }
989                 }
990         }
991         else
992         {
993                 for (i = 0;i < numshadowmarktris;i++)
994                 {
995                         element = inelement3i + shadowmarktris[i] * 3;
996                         for (j = 0;j < 3;j++)
997                         {
998                                 if (vertexupdate[element[j]] != vertexupdatenum)
999                                 {
1000                                         vertexupdate[element[j]] = vertexupdatenum;
1001                                         vertexremap[element[j]] = outvertices;
1002                                         vertex = invertex3f + element[j] * 3;
1003                                         // project one copy of the vertex to the sphere radius of the light
1004                                         // (FIXME: would projecting it to the light box be better?)
1005                                         VectorSubtract(vertex, projectorigin, direction);
1006                                         ratio = projectdistance / VectorLength(direction);
1007                                         VectorCopy(vertex, outvertex3f);
1008                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1009                                         outvertex3f += 6;
1010                                         outvertices += 2;
1011                                 }
1012                         }
1013                 }
1014         }
1015
1016         if (r_shadow_frontsidecasting.integer)
1017         {
1018                 for (i = 0;i < numshadowmarktris;i++)
1019                 {
1020                         int remappedelement[3];
1021                         int markindex;
1022                         const int *neighbortriangle;
1023
1024                         markindex = shadowmarktris[i] * 3;
1025                         element = inelement3i + markindex;
1026                         neighbortriangle = inneighbor3i + markindex;
1027                         // output the front and back triangles
1028                         outelement3i[0] = vertexremap[element[0]];
1029                         outelement3i[1] = vertexremap[element[1]];
1030                         outelement3i[2] = vertexremap[element[2]];
1031                         outelement3i[3] = vertexremap[element[2]] + 1;
1032                         outelement3i[4] = vertexremap[element[1]] + 1;
1033                         outelement3i[5] = vertexremap[element[0]] + 1;
1034
1035                         outelement3i += 6;
1036                         outtriangles += 2;
1037                         // output the sides (facing outward from this triangle)
1038                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1039                         {
1040                                 remappedelement[0] = vertexremap[element[0]];
1041                                 remappedelement[1] = vertexremap[element[1]];
1042                                 outelement3i[0] = remappedelement[1];
1043                                 outelement3i[1] = remappedelement[0];
1044                                 outelement3i[2] = remappedelement[0] + 1;
1045                                 outelement3i[3] = remappedelement[1];
1046                                 outelement3i[4] = remappedelement[0] + 1;
1047                                 outelement3i[5] = remappedelement[1] + 1;
1048
1049                                 outelement3i += 6;
1050                                 outtriangles += 2;
1051                         }
1052                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1053                         {
1054                                 remappedelement[1] = vertexremap[element[1]];
1055                                 remappedelement[2] = vertexremap[element[2]];
1056                                 outelement3i[0] = remappedelement[2];
1057                                 outelement3i[1] = remappedelement[1];
1058                                 outelement3i[2] = remappedelement[1] + 1;
1059                                 outelement3i[3] = remappedelement[2];
1060                                 outelement3i[4] = remappedelement[1] + 1;
1061                                 outelement3i[5] = remappedelement[2] + 1;
1062
1063                                 outelement3i += 6;
1064                                 outtriangles += 2;
1065                         }
1066                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1067                         {
1068                                 remappedelement[0] = vertexremap[element[0]];
1069                                 remappedelement[2] = vertexremap[element[2]];
1070                                 outelement3i[0] = remappedelement[0];
1071                                 outelement3i[1] = remappedelement[2];
1072                                 outelement3i[2] = remappedelement[2] + 1;
1073                                 outelement3i[3] = remappedelement[0];
1074                                 outelement3i[4] = remappedelement[2] + 1;
1075                                 outelement3i[5] = remappedelement[0] + 1;
1076
1077                                 outelement3i += 6;
1078                                 outtriangles += 2;
1079                         }
1080                 }
1081         }
1082         else
1083         {
1084                 for (i = 0;i < numshadowmarktris;i++)
1085                 {
1086                         int remappedelement[3];
1087                         int markindex;
1088                         const int *neighbortriangle;
1089
1090                         markindex = shadowmarktris[i] * 3;
1091                         element = inelement3i + markindex;
1092                         neighbortriangle = inneighbor3i + markindex;
1093                         // output the front and back triangles
1094                         outelement3i[0] = vertexremap[element[2]];
1095                         outelement3i[1] = vertexremap[element[1]];
1096                         outelement3i[2] = vertexremap[element[0]];
1097                         outelement3i[3] = vertexremap[element[0]] + 1;
1098                         outelement3i[4] = vertexremap[element[1]] + 1;
1099                         outelement3i[5] = vertexremap[element[2]] + 1;
1100
1101                         outelement3i += 6;
1102                         outtriangles += 2;
1103                         // output the sides (facing outward from this triangle)
1104                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1105                         {
1106                                 remappedelement[0] = vertexremap[element[0]];
1107                                 remappedelement[1] = vertexremap[element[1]];
1108                                 outelement3i[0] = remappedelement[0];
1109                                 outelement3i[1] = remappedelement[1];
1110                                 outelement3i[2] = remappedelement[1] + 1;
1111                                 outelement3i[3] = remappedelement[0];
1112                                 outelement3i[4] = remappedelement[1] + 1;
1113                                 outelement3i[5] = remappedelement[0] + 1;
1114
1115                                 outelement3i += 6;
1116                                 outtriangles += 2;
1117                         }
1118                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1119                         {
1120                                 remappedelement[1] = vertexremap[element[1]];
1121                                 remappedelement[2] = vertexremap[element[2]];
1122                                 outelement3i[0] = remappedelement[1];
1123                                 outelement3i[1] = remappedelement[2];
1124                                 outelement3i[2] = remappedelement[2] + 1;
1125                                 outelement3i[3] = remappedelement[1];
1126                                 outelement3i[4] = remappedelement[2] + 1;
1127                                 outelement3i[5] = remappedelement[1] + 1;
1128
1129                                 outelement3i += 6;
1130                                 outtriangles += 2;
1131                         }
1132                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1133                         {
1134                                 remappedelement[0] = vertexremap[element[0]];
1135                                 remappedelement[2] = vertexremap[element[2]];
1136                                 outelement3i[0] = remappedelement[2];
1137                                 outelement3i[1] = remappedelement[0];
1138                                 outelement3i[2] = remappedelement[0] + 1;
1139                                 outelement3i[3] = remappedelement[2];
1140                                 outelement3i[4] = remappedelement[0] + 1;
1141                                 outelement3i[5] = remappedelement[2] + 1;
1142
1143                                 outelement3i += 6;
1144                                 outtriangles += 2;
1145                         }
1146                 }
1147         }
1148         if (outnumvertices)
1149                 *outnumvertices = outvertices;
1150         return outtriangles;
1151 }
1152
1153 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)
1154 {
1155         int i, j, k;
1156         int outtriangles = 0, outvertices = 0;
1157         const int *element;
1158         const float *vertex;
1159         float ratio, direction[3], projectvector[3];
1160         qboolean side[4];
1161
1162         if (projectdirection)
1163                 VectorScale(projectdirection, projectdistance, projectvector);
1164         else
1165                 VectorClear(projectvector);
1166
1167         for (i = 0;i < numshadowmarktris;i++)
1168         {
1169                 int remappedelement[3];
1170                 int markindex;
1171                 const int *neighbortriangle;
1172
1173                 markindex = shadowmarktris[i] * 3;
1174                 neighbortriangle = inneighbor3i + markindex;
1175                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1176                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1177                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1178                 if (side[0] + side[1] + side[2] == 0)
1179                         continue;
1180
1181                 side[3] = side[0];
1182                 element = inelement3i + markindex;
1183
1184                 // create the vertices
1185                 for (j = 0;j < 3;j++)
1186                 {
1187                         if (side[j] + side[j+1] == 0)
1188                                 continue;
1189                         k = element[j];
1190                         if (vertexupdate[k] != vertexupdatenum)
1191                         {
1192                                 vertexupdate[k] = vertexupdatenum;
1193                                 vertexremap[k] = outvertices;
1194                                 vertex = invertex3f + k * 3;
1195                                 VectorCopy(vertex, outvertex3f);
1196                                 if (projectdirection)
1197                                 {
1198                                         // project one copy of the vertex according to projectvector
1199                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1200                                 }
1201                                 else
1202                                 {
1203                                         // project one copy of the vertex to the sphere radius of the light
1204                                         // (FIXME: would projecting it to the light box be better?)
1205                                         VectorSubtract(vertex, projectorigin, direction);
1206                                         ratio = projectdistance / VectorLength(direction);
1207                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1208                                 }
1209                                 outvertex3f += 6;
1210                                 outvertices += 2;
1211                         }
1212                 }
1213
1214                 // output the sides (facing outward from this triangle)
1215                 if (!side[0])
1216                 {
1217                         remappedelement[0] = vertexremap[element[0]];
1218                         remappedelement[1] = vertexremap[element[1]];
1219                         outelement3i[0] = remappedelement[1];
1220                         outelement3i[1] = remappedelement[0];
1221                         outelement3i[2] = remappedelement[0] + 1;
1222                         outelement3i[3] = remappedelement[1];
1223                         outelement3i[4] = remappedelement[0] + 1;
1224                         outelement3i[5] = remappedelement[1] + 1;
1225
1226                         outelement3i += 6;
1227                         outtriangles += 2;
1228                 }
1229                 if (!side[1])
1230                 {
1231                         remappedelement[1] = vertexremap[element[1]];
1232                         remappedelement[2] = vertexremap[element[2]];
1233                         outelement3i[0] = remappedelement[2];
1234                         outelement3i[1] = remappedelement[1];
1235                         outelement3i[2] = remappedelement[1] + 1;
1236                         outelement3i[3] = remappedelement[2];
1237                         outelement3i[4] = remappedelement[1] + 1;
1238                         outelement3i[5] = remappedelement[2] + 1;
1239
1240                         outelement3i += 6;
1241                         outtriangles += 2;
1242                 }
1243                 if (!side[2])
1244                 {
1245                         remappedelement[0] = vertexremap[element[0]];
1246                         remappedelement[2] = vertexremap[element[2]];
1247                         outelement3i[0] = remappedelement[0];
1248                         outelement3i[1] = remappedelement[2];
1249                         outelement3i[2] = remappedelement[2] + 1;
1250                         outelement3i[3] = remappedelement[0];
1251                         outelement3i[4] = remappedelement[2] + 1;
1252                         outelement3i[5] = remappedelement[0] + 1;
1253
1254                         outelement3i += 6;
1255                         outtriangles += 2;
1256                 }
1257         }
1258         if (outnumvertices)
1259                 *outnumvertices = outvertices;
1260         return outtriangles;
1261 }
1262
1263 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)
1264 {
1265         int t, tend;
1266         const int *e;
1267         const float *v[3];
1268         float normal[3];
1269         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1270                 return;
1271         tend = firsttriangle + numtris;
1272         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1273         {
1274                 // surface box entirely inside light box, no box cull
1275                 if (projectdirection)
1276                 {
1277                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1278                         {
1279                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1280                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1281                                         shadowmarklist[numshadowmark++] = t;
1282                         }
1283                 }
1284                 else
1285                 {
1286                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1287                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1288                                         shadowmarklist[numshadowmark++] = t;
1289                 }
1290         }
1291         else
1292         {
1293                 // surface box not entirely inside light box, cull each triangle
1294                 if (projectdirection)
1295                 {
1296                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1297                         {
1298                                 v[0] = invertex3f + e[0] * 3;
1299                                 v[1] = invertex3f + e[1] * 3;
1300                                 v[2] = invertex3f + e[2] * 3;
1301                                 TriangleNormal(v[0], v[1], v[2], normal);
1302                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1303                                  && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1304                                         shadowmarklist[numshadowmark++] = t;
1305                         }
1306                 }
1307                 else
1308                 {
1309                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1310                         {
1311                                 v[0] = invertex3f + e[0] * 3;
1312                                 v[1] = invertex3f + e[1] * 3;
1313                                 v[2] = invertex3f + e[2] * 3;
1314                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1315                                  && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1316                                         shadowmarklist[numshadowmark++] = t;
1317                         }
1318                 }
1319         }
1320 }
1321
1322 static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1323 {
1324 #if 1
1325         return false;
1326 #else
1327         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1328                 return false;
1329         // check if the shadow volume intersects the near plane
1330         //
1331         // a ray between the eye and light origin may intersect the caster,
1332         // indicating that the shadow may touch the eye location, however we must
1333         // test the near plane (a polygon), not merely the eye location, so it is
1334         // easiest to enlarge the caster bounding shape slightly for this.
1335         // TODO
1336         return true;
1337 #endif
1338 }
1339
1340 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)
1341 {
1342         int i, tris, outverts;
1343         if (projectdistance < 0.1)
1344         {
1345                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1346                 return;
1347         }
1348         if (!numverts || !nummarktris)
1349                 return;
1350         // make sure shadowelements is big enough for this volume
1351         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1352                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1353
1354         if (maxvertexupdate < numverts)
1355         {
1356                 maxvertexupdate = numverts;
1357                 if (vertexupdate)
1358                         Mem_Free(vertexupdate);
1359                 if (vertexremap)
1360                         Mem_Free(vertexremap);
1361                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1362                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1363                 vertexupdatenum = 0;
1364         }
1365         vertexupdatenum++;
1366         if (vertexupdatenum == 0)
1367         {
1368                 vertexupdatenum = 1;
1369                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1370                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1371         }
1372
1373         for (i = 0;i < nummarktris;i++)
1374                 shadowmark[marktris[i]] = shadowmarkcount;
1375
1376         if (r_shadow_compilingrtlight)
1377         {
1378                 // if we're compiling an rtlight, capture the mesh
1379                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1381                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1382                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1383         }
1384         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1385         {
1386                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1387                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
1388                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1389         }
1390         else
1391         {
1392                 // decide which type of shadow to generate and set stencil mode
1393                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1394                 // generate the sides or a solid volume, depending on type
1395                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1396                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1397                 else
1398                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1399                 r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris;
1400                 r_refdef.stats[r_stat_lights_shadowtriangles] += tris;
1401                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1402                 {
1403                         // increment stencil if frontface is infront of depthbuffer
1404                         GL_CullFace(r_refdef.view.cullface_front);
1405                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1406                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1407                         // decrement stencil if backface is infront of depthbuffer
1408                         GL_CullFace(r_refdef.view.cullface_back);
1409                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1410                 }
1411                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1412                 {
1413                         // decrement stencil if backface is behind depthbuffer
1414                         GL_CullFace(r_refdef.view.cullface_front);
1415                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1416                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1417                         // increment stencil if frontface is behind depthbuffer
1418                         GL_CullFace(r_refdef.view.cullface_back);
1419                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1420                 }
1421                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
1422                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1423         }
1424 }
1425
1426 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1427 {
1428         // p1, p2, p3 are in the cubemap's local coordinate system
1429         // bias = border/(size - border)
1430         int mask = 0x3F;
1431
1432         float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1433                   dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1434                   dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1435         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1436                 mask &= (3<<4)
1437                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1438                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1439                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1440         if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1441                 mask &= (3<<4)
1442                         | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1443                         | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))                    
1444                         | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1445
1446         dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1447         dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1448         dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1449         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1450                 mask &= (3<<0)
1451                         | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1452                         | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))                    
1453                         | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1454         if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1455                 mask &= (3<<0)
1456                         | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1457                         | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1458                         | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1459
1460         dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1461         dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1462         dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1463         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1464                 mask &= (3<<2)
1465                         | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1466                         | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1467                         | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1468         if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1469                 mask &= (3<<2)
1470                         | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1471                         | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1472                         | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1473
1474         return mask;
1475 }
1476
1477 static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1478 {
1479         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1480         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1481         int mask = 0x3F;
1482
1483         VectorSubtract(maxs, mins, radius);
1484         VectorScale(radius, 0.5f, radius);
1485         VectorAdd(mins, radius, center);
1486         Matrix4x4_Transform(worldtolight, center, lightcenter);
1487         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1488         VectorSubtract(lightcenter, lightradius, pmin);
1489         VectorAdd(lightcenter, lightradius, pmax);
1490
1491         dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1492         dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1493         if(ap1 > bias*an1 && ap2 > bias*an2)
1494                 mask &= (3<<4)
1495                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1496                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1497         if(an1 > bias*ap1 && an2 > bias*ap2)
1498                 mask &= (3<<4)
1499                         | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1500                         | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1501
1502         dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1503         dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1504         if(ap1 > bias*an1 && ap2 > bias*an2)
1505                 mask &= (3<<0)
1506                         | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1507                         | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1508         if(an1 > bias*ap1 && an2 > bias*ap2)
1509                 mask &= (3<<0)
1510                         | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1511                         | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1512
1513         dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1514         dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1515         if(ap1 > bias*an1 && ap2 > bias*an2)
1516                 mask &= (3<<2)
1517                         | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1518                         | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1519         if(an1 > bias*ap1 && an2 > bias*ap2)
1520                 mask &= (3<<2)
1521                         | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1522                         | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1523
1524         return mask;
1525 }
1526
1527 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1528
1529 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1530 {
1531         // p is in the cubemap's local coordinate system
1532         // bias = border/(size - border)
1533         float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1534         float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1535         float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1536         int mask = 0x3F;
1537         if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1538         if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1539         if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1540         if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1541         if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1542         if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1543         return mask;
1544 }
1545
1546 static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1547 {
1548         int i;
1549         vec3_t o, p, n;
1550         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1551         float scale = (size - 2*border)/size, len;
1552         float bias = border / (float)(size - border), dp, dn, ap, an;
1553         // check if cone enclosing side would cross frustum plane 
1554         scale = 2 / (scale*scale + 2);
1555         Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
1556         for (i = 0;i < 5;i++)
1557         {
1558                 if (PlaneDiff(o, &r_refdef.view.frustum[i]) > -0.03125)
1559                         continue;
1560                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1561                 len = scale*VectorLength2(n);
1562                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1563                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1564                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1565         }
1566         if (PlaneDiff(o, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1567         {
1568                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1569                 len = scale*VectorLength2(n);
1570                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1571                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1572                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1573         }
1574         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1575         // check if frustum corners/origin cross plane sides
1576 #if 1
1577         // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1578         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1579         dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1580         masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1581         masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1582         dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1583         masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1584         masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1585         dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1586         masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1587         masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1588         for (i = 0;i < 4;i++)
1589         {
1590                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1591                 VectorSubtract(n, p, n);
1592                 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1593                 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1594                 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1595                 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1596                 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1597                 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1598                 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1599                 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1600                 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1601         }
1602 #else
1603         // finite version, assumes corners are a finite distance from origin dependent on far plane
1604         for (i = 0;i < 5;i++)
1605         {
1606                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1607                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1608                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1609                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1610                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1611                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1612                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1613                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1614                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1615                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1616         }
1617 #endif
1618         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1619 }
1620
1621 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)
1622 {
1623         int t, tend;
1624         const int *e;
1625         const float *v[3];
1626         float normal[3];
1627         vec3_t p[3];
1628         float bias;
1629         int mask, surfacemask = 0;
1630         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1631                 return 0;
1632         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1633         tend = firsttriangle + numtris;
1634         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1635         {
1636                 // surface box entirely inside light box, no box cull
1637                 if (projectdirection)
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                                 TriangleNormal(v[0], v[1], v[2], normal);
1643                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1644                                 {
1645                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1646                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1647                                         surfacemask |= mask;
1648                                         if(totals)
1649                                         {
1650                                                 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;
1651                                                 shadowsides[numshadowsides] = mask;
1652                                                 shadowsideslist[numshadowsides++] = t;
1653                                         }
1654                                 }
1655                         }
1656                 }
1657                 else
1658                 {
1659                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1660                         {
1661                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1662                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1663                                 {
1664                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1665                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1666                                         surfacemask |= mask;
1667                                         if(totals)
1668                                         {
1669                                                 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;
1670                                                 shadowsides[numshadowsides] = mask;
1671                                                 shadowsideslist[numshadowsides++] = t;
1672                                         }
1673                                 }
1674                         }
1675                 }
1676         }
1677         else
1678         {
1679                 // surface box not entirely inside light box, cull each triangle
1680                 if (projectdirection)
1681                 {
1682                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1683                         {
1684                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1685                                 TriangleNormal(v[0], v[1], v[2], normal);
1686                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1687                                  && TriangleBBoxOverlapsBox(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                 else
1702                 {
1703                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1704                         {
1705                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1706                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1707                                  && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1708                                 {
1709                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1710                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1711                                         surfacemask |= mask;
1712                                         if(totals)
1713                                         {
1714                                                 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;
1715                                                 shadowsides[numshadowsides] = mask;
1716                                                 shadowsideslist[numshadowsides++] = t;
1717                                         }
1718                                 }
1719                         }
1720                 }
1721         }
1722         return surfacemask;
1723 }
1724
1725 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)
1726 {
1727         int i, j, outtriangles = 0;
1728         int *outelement3i[6];
1729         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1730                 return;
1731         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1732         // make sure shadowelements is big enough for this mesh
1733         if (maxshadowtriangles < outtriangles)
1734                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1735
1736         // compute the offset and size of the separate index lists for each cubemap side
1737         outtriangles = 0;
1738         for (i = 0;i < 6;i++)
1739         {
1740                 outelement3i[i] = shadowelements + outtriangles * 3;
1741                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1742                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1743                 outtriangles += sidetotals[i];
1744         }
1745
1746         // gather up the (sparse) triangles into separate index lists for each cubemap side
1747         for (i = 0;i < numsidetris;i++)
1748         {
1749                 const int *element = elements + sidetris[i] * 3;
1750                 for (j = 0;j < 6;j++)
1751                 {
1752                         if (sides[i] & (1 << j))
1753                         {
1754                                 outelement3i[j][0] = element[0];
1755                                 outelement3i[j][1] = element[1];
1756                                 outelement3i[j][2] = element[2];
1757                                 outelement3i[j] += 3;
1758                         }
1759                 }
1760         }
1761                         
1762         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1763 }
1764
1765 static void R_Shadow_MakeTextures_MakeCorona(void)
1766 {
1767         float dx, dy;
1768         int x, y, a;
1769         unsigned char pixels[32][32][4];
1770         for (y = 0;y < 32;y++)
1771         {
1772                 dy = (y - 15.5f) * (1.0f / 16.0f);
1773                 for (x = 0;x < 32;x++)
1774                 {
1775                         dx = (x - 15.5f) * (1.0f / 16.0f);
1776                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1777                         a = bound(0, a, 255);
1778                         pixels[y][x][0] = a;
1779                         pixels[y][x][1] = a;
1780                         pixels[y][x][2] = a;
1781                         pixels[y][x][3] = 255;
1782                 }
1783         }
1784         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1785 }
1786
1787 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1788 {
1789         float dist = sqrt(x*x+y*y+z*z);
1790         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1792         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1793 }
1794
1795 static void R_Shadow_MakeTextures(void)
1796 {
1797         int x, y, z;
1798         float intensity, dist;
1799         unsigned int *data;
1800         R_Shadow_FreeShadowMaps();
1801         R_FreeTexturePool(&r_shadow_texturepool);
1802         r_shadow_texturepool = R_AllocTexturePool();
1803         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1804         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1805         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1806         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1807         for (x = 0;x <= ATTENTABLESIZE;x++)
1808         {
1809                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1810                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1811                 r_shadow_attentable[x] = bound(0, intensity, 1);
1812         }
1813         // 1D gradient texture
1814         for (x = 0;x < ATTEN1DSIZE;x++)
1815                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1816         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1817         // 2D circle texture
1818         for (y = 0;y < ATTEN2DSIZE;y++)
1819                 for (x = 0;x < ATTEN2DSIZE;x++)
1820                         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);
1821         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1822         // 3D sphere texture
1823         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1824         {
1825                 for (z = 0;z < ATTEN3DSIZE;z++)
1826                         for (y = 0;y < ATTEN3DSIZE;y++)
1827                                 for (x = 0;x < ATTEN3DSIZE;x++)
1828                                         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));
1829                 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);
1830         }
1831         else
1832                 r_shadow_attenuation3dtexture = NULL;
1833         Mem_Free(data);
1834
1835         R_Shadow_MakeTextures_MakeCorona();
1836
1837         // Editor light sprites
1838         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1839         "................"
1840         ".3............3."
1841         "..5...2332...5.."
1842         "...7.3....3.7..."
1843         "....7......7...."
1844         "...3.7....7.3..."
1845         "..2...7..7...2.."
1846         "..3..........3.."
1847         "..3..........3.."
1848         "..2...7..7...2.."
1849         "...3.7....7.3..."
1850         "....7......7...."
1851         "...7.3....3.7..."
1852         "..5...2332...5.."
1853         ".3............3."
1854         "................"
1855         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1856         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1857         "................"
1858         "................"
1859         "......1111......"
1860         "....11233211...."
1861         "...1234554321..."
1862         "...1356776531..."
1863         "..124677776421.."
1864         "..135777777531.."
1865         "..135777777531.."
1866         "..124677776421.."
1867         "...1356776531..."
1868         "...1234554321..."
1869         "....11233211...."
1870         "......1111......"
1871         "................"
1872         "................"
1873         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1874         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1875         "................"
1876         "................"
1877         "......1111......"
1878         "....11233211...."
1879         "...1234554321..."
1880         "...1356226531..."
1881         "..12462..26421.."
1882         "..1352....2531.."
1883         "..1352....2531.."
1884         "..12462..26421.."
1885         "...1356226531..."
1886         "...1234554321..."
1887         "....11233211...."
1888         "......1111......"
1889         "................"
1890         "................"
1891         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1892         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1893         "................"
1894         "................"
1895         "......2772......"
1896         "....27755772...."
1897         "..277533335772.."
1898         "..753333333357.."
1899         "..777533335777.."
1900         "..735775577537.."
1901         "..733357753337.."
1902         "..733337733337.."
1903         "..753337733357.."
1904         "..277537735772.."
1905         "....27777772...."
1906         "......2772......"
1907         "................"
1908         "................"
1909         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1910         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1911         "................"
1912         "................"
1913         "......2772......"
1914         "....27722772...."
1915         "..2772....2772.."
1916         "..72........27.."
1917         "..7772....2777.."
1918         "..7.27722772.7.."
1919         "..7...2772...7.."
1920         "..7....77....7.."
1921         "..72...77...27.."
1922         "..2772.77.2772.."
1923         "....27777772...."
1924         "......2772......"
1925         "................"
1926         "................"
1927         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1928         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1929         "................"
1930         ".777752..257777."
1931         ".742........247."
1932         ".72..........27."
1933         ".7............7."
1934         ".5............5."
1935         ".2............2."
1936         "................"
1937         "................"
1938         ".2............2."
1939         ".5............5."
1940         ".7............7."
1941         ".72..........27."
1942         ".742........247."
1943         ".777752..257777."
1944         "................"
1945         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1946 }
1947
1948 void R_Shadow_ValidateCvars(void)
1949 {
1950         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1951                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1952         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1953                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1954         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1955                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1956 }
1957
1958 void R_Shadow_RenderMode_Begin(void)
1959 {
1960 #if 0
1961         GLint drawbuffer;
1962         GLint readbuffer;
1963 #endif
1964         R_Shadow_ValidateCvars();
1965
1966         if (!r_shadow_attenuation2dtexture
1967          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1968          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1969          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1970                 R_Shadow_MakeTextures();
1971
1972         CHECKGLERROR
1973         R_Mesh_ResetTextureState();
1974         GL_BlendFunc(GL_ONE, GL_ZERO);
1975         GL_DepthRange(0, 1);
1976         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1977         GL_DepthTest(true);
1978         GL_DepthMask(false);
1979         GL_Color(0, 0, 0, 1);
1980         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1981         
1982         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1983
1984         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1985         {
1986                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1987                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1988         }
1989         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1990         {
1991                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1992                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1993         }
1994         else
1995         {
1996                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1997                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1998         }
1999
2000         switch(vid.renderpath)
2001         {
2002         case RENDERPATH_GL20:
2003         case RENDERPATH_D3D9:
2004         case RENDERPATH_D3D10:
2005         case RENDERPATH_D3D11:
2006         case RENDERPATH_SOFT:
2007         case RENDERPATH_GLES2:
2008                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
2009                 break;
2010         case RENDERPATH_GL11:
2011         case RENDERPATH_GL13:
2012         case RENDERPATH_GLES1:
2013                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
2014                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
2015                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
2016                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
2017                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
2018                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2019                 else
2020                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2021                 break;
2022         }
2023
2024         CHECKGLERROR
2025 #if 0
2026         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2027         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2028         r_shadow_drawbuffer = drawbuffer;
2029         r_shadow_readbuffer = readbuffer;
2030 #endif
2031         r_shadow_cullface_front = r_refdef.view.cullface_front;
2032         r_shadow_cullface_back = r_refdef.view.cullface_back;
2033 }
2034
2035 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2036 {
2037         rsurface.rtlight = rtlight;
2038 }
2039
2040 void R_Shadow_RenderMode_Reset(void)
2041 {
2042         R_Mesh_ResetTextureState();
2043         R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
2044         R_SetViewport(&r_refdef.view.viewport);
2045         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2046         GL_DepthRange(0, 1);
2047         GL_DepthTest(true);
2048         GL_DepthMask(false);
2049         GL_DepthFunc(GL_LEQUAL);
2050         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2051         r_refdef.view.cullface_front = r_shadow_cullface_front;
2052         r_refdef.view.cullface_back = r_shadow_cullface_back;
2053         GL_CullFace(r_refdef.view.cullface_back);
2054         GL_Color(1, 1, 1, 1);
2055         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2056         GL_BlendFunc(GL_ONE, GL_ZERO);
2057         R_SetupShader_Generic_NoTexture(false, false);
2058         r_shadow_usingshadowmap2d = false;
2059         r_shadow_usingshadowmaportho = false;
2060         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2061 }
2062
2063 void R_Shadow_ClearStencil(void)
2064 {
2065         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2066         r_refdef.stats[r_stat_lights_clears]++;
2067 }
2068
2069 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2070 {
2071         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2072         if (r_shadow_rendermode == mode)
2073                 return;
2074         R_Shadow_RenderMode_Reset();
2075         GL_DepthFunc(GL_LESS);
2076         GL_ColorMask(0, 0, 0, 0);
2077         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2078         GL_CullFace(GL_NONE);
2079         R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model?
2080         r_shadow_rendermode = mode;
2081         switch(mode)
2082         {
2083         default:
2084                 break;
2085         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2086         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2087                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2088                 break;
2089         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2090         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2091                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2092                 break;
2093         }
2094 }
2095
2096 static void R_Shadow_MakeVSDCT(void)
2097 {
2098         // maps to a 2x3 texture rectangle with normalized coordinates
2099         // +-
2100         // XX
2101         // YY
2102         // ZZ
2103         // stores abs(dir.xy), offset.xy/2.5
2104         unsigned char data[4*6] =
2105         {
2106                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2107                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2108                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2109                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2110                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2111                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2112         };
2113         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2114 }
2115
2116 static void R_Shadow_MakeShadowMap(int side, int size)
2117 {
2118         switch (r_shadow_shadowmode)
2119         {
2120         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2121                 if (r_shadow_shadowmap2ddepthtexture) return;
2122                 if (r_fb.usedepthtextures)
2123                 {
2124                         r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler);
2125                         r_shadow_shadowmap2ddepthbuffer = NULL;
2126                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2127                 }
2128                 else
2129                 {
2130                         r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2131                         r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
2132                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2133                 }
2134                 break;
2135         default:
2136                 return;
2137         }
2138 }
2139
2140 static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2141 {
2142         float nearclip, farclip, bias;
2143         r_viewport_t viewport;
2144         int flipped;
2145         GLuint fbo2d = 0;
2146         float clearcolor[4];
2147         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2148         farclip = 1.0f;
2149         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2150         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2151         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2152         r_shadow_shadowmapside = side;
2153         r_shadow_shadowmapsize = size;
2154
2155         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2156         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2157         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2158         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2159
2160         // complex unrolled cube approach (more flexible)
2161         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2162                 R_Shadow_MakeVSDCT();
2163         if (!r_shadow_shadowmap2ddepthtexture)
2164                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2165         fbo2d = r_shadow_fbo2d;
2166         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
2167         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
2168         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2169
2170         R_Mesh_ResetTextureState();
2171         R_Shadow_RenderMode_Reset();
2172         if (r_shadow_shadowmap2ddepthbuffer)
2173                 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2174         else
2175                 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2176         R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
2177         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2178         GL_DepthMask(true);
2179         GL_DepthTest(true);
2180
2181 init_done:
2182         R_SetViewport(&viewport);
2183         flipped = (side & 1) ^ (side >> 2);
2184         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2185         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2186         if (r_shadow_shadowmap2ddepthbuffer)
2187         {
2188                 // completely different meaning than in depthtexture approach
2189                 r_shadow_shadowmap_parameters[1] = 0;
2190                 r_shadow_shadowmap_parameters[3] = -bias;
2191         }
2192         Vector4Set(clearcolor, 1,1,1,1);
2193         if (r_shadow_shadowmap2ddepthbuffer)
2194                 GL_ColorMask(1,1,1,1);
2195         else
2196                 GL_ColorMask(0,0,0,0);
2197         switch(vid.renderpath)
2198         {
2199         case RENDERPATH_GL11:
2200         case RENDERPATH_GL13:
2201         case RENDERPATH_GL20:
2202         case RENDERPATH_SOFT:
2203         case RENDERPATH_GLES1:
2204         case RENDERPATH_GLES2:
2205                 GL_CullFace(r_refdef.view.cullface_back);
2206                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2207                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2208                 {
2209                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2210                         int x1 = clear & 0x15 ? 0 : size;
2211                         int x2 = clear & 0x2A ? 2 * size : size;
2212                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2213                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2214                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2215                         if (clear)
2216                         {
2217                                 if (r_shadow_shadowmap2ddepthbuffer)
2218                                         GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2219                                 else
2220                                         GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2221                         }
2222                 }
2223                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2224                 break;
2225         case RENDERPATH_D3D9:
2226         case RENDERPATH_D3D10:
2227         case RENDERPATH_D3D11:
2228                 // we invert the cull mode because we flip the projection matrix
2229                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2230                 GL_CullFace(r_refdef.view.cullface_front);
2231                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2232                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2233                 if (clear)
2234                 {
2235                         if (r_shadow_shadowmap2ddepthbuffer)
2236                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2237                         else
2238                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2239                 }
2240                 break;
2241         }
2242 }
2243
2244 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2245 {
2246         R_Mesh_ResetTextureState();
2247         if (transparent)
2248         {
2249                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2250                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2251                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2252                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2253         }
2254         R_Shadow_RenderMode_Reset();
2255         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2256         if (!transparent)
2257                 GL_DepthFunc(GL_EQUAL);
2258         // do global setup needed for the chosen lighting mode
2259         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2260                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2261         r_shadow_usingshadowmap2d = shadowmapping;
2262         r_shadow_rendermode = r_shadow_lightingrendermode;
2263         // only draw light where this geometry was already rendered AND the
2264         // stencil is 128 (values other than this mean shadow)
2265         if (stenciltest)
2266                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2267         else
2268                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2269 }
2270
2271 static const unsigned short bboxelements[36] =
2272 {
2273         5, 1, 3, 5, 3, 7,
2274         6, 2, 0, 6, 0, 4,
2275         7, 3, 2, 7, 2, 6,
2276         4, 0, 1, 4, 1, 5,
2277         4, 5, 7, 4, 7, 6,
2278         1, 0, 2, 1, 2, 3,
2279 };
2280
2281 static const float bboxpoints[8][3] =
2282 {
2283         {-1,-1,-1},
2284         { 1,-1,-1},
2285         {-1, 1,-1},
2286         { 1, 1,-1},
2287         {-1,-1, 1},
2288         { 1,-1, 1},
2289         {-1, 1, 1},
2290         { 1, 1, 1},
2291 };
2292
2293 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2294 {
2295         int i;
2296         float vertex3f[8*3];
2297         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2298 // do global setup needed for the chosen lighting mode
2299         R_Shadow_RenderMode_Reset();
2300         r_shadow_rendermode = r_shadow_lightingrendermode;
2301         R_EntityMatrix(&identitymatrix);
2302         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2303         // only draw light where this geometry was already rendered AND the
2304         // stencil is 128 (values other than this mean shadow)
2305         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2306         if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2307                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2308         else
2309                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2310
2311         r_shadow_usingshadowmap2d = shadowmapping;
2312
2313         // render the lighting
2314         R_SetupShader_DeferredLight(rsurface.rtlight);
2315         for (i = 0;i < 8;i++)
2316                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2317         GL_ColorMask(1,1,1,1);
2318         GL_DepthMask(false);
2319         GL_DepthRange(0, 1);
2320         GL_PolygonOffset(0, 0);
2321         GL_DepthTest(true);
2322         GL_DepthFunc(GL_GREATER);
2323         GL_CullFace(r_refdef.view.cullface_back);
2324         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL, 0);
2325         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2326 }
2327
2328 void R_Shadow_UpdateBounceGridTexture(void)
2329 {
2330 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2331         dlight_t *light;
2332         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2333         int bouncecount;
2334         int hitsupercontentsmask;
2335         int maxbounce;
2336         int numpixels;
2337         int resolution[3];
2338         int shootparticles;
2339         int shotparticles;
2340         int photoncount;
2341         int tex[3];
2342         trace_t cliptrace;
2343         //trace_t cliptrace2;
2344         //trace_t cliptrace3;
2345         unsigned char *pixel;
2346         unsigned char *pixels;
2347         float *highpixel;
2348         float *highpixels;
2349         unsigned int lightindex;
2350         unsigned int range;
2351         unsigned int range1;
2352         unsigned int range2;
2353         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2354         vec3_t shotcolor;
2355         vec3_t baseshotcolor;
2356         vec3_t surfcolor;
2357         vec3_t clipend;
2358         vec3_t clipstart;
2359         vec3_t clipdiff;
2360         vec3_t ispacing;
2361         vec3_t maxs;
2362         vec3_t mins;
2363         vec3_t size;
2364         vec3_t spacing;
2365         vec3_t lightcolor;
2366         vec3_t steppos;
2367         vec3_t stepdelta;
2368         vec3_t cullmins, cullmaxs;
2369         vec_t radius;
2370         vec_t s;
2371         vec_t lightintensity;
2372         vec_t photonscaling;
2373         vec_t photonresidual;
2374         float m[16];
2375         float texlerp[2][3];
2376         float splatcolor[32];
2377         float pixelweight[8];
2378         float w;
2379         int c[4];
2380         int pixelindex[8];
2381         int corner;
2382         int pixelsperband;
2383         int pixelband;
2384         int pixelbands;
2385         int numsteps;
2386         int step;
2387         int x, y, z;
2388         rtlight_t *rtlight;
2389         r_shadow_bouncegrid_settings_t settings;
2390         qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2391         qboolean allowdirectionalshading = false;
2392         switch(vid.renderpath)
2393         {
2394         case RENDERPATH_GL20:
2395                 allowdirectionalshading = true;
2396                 if (!vid.support.ext_texture_3d)
2397                         return;
2398                 break;
2399         case RENDERPATH_GLES2:
2400                 // for performance reasons, do not use directional shading on GLES devices
2401                 if (!vid.support.ext_texture_3d)
2402                         return;
2403                 break;
2404                 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2405         case RENDERPATH_GL11:
2406         case RENDERPATH_GL13:
2407         case RENDERPATH_GLES1:
2408         case RENDERPATH_SOFT:
2409         case RENDERPATH_D3D9:
2410         case RENDERPATH_D3D10:
2411         case RENDERPATH_D3D11:
2412                 return;
2413         }
2414
2415         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2416
2417         // see if there are really any lights to render...
2418         if (enable && r_shadow_bouncegrid_static.integer)
2419         {
2420                 enable = false;
2421                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2422                 for (lightindex = 0;lightindex < range;lightindex++)
2423                 {
2424                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2425                         if (!light || !(light->flags & flag))
2426                                 continue;
2427                         rtlight = &light->rtlight;
2428                         // when static, we skip styled lights because they tend to change...
2429                         if (rtlight->style > 0)
2430                                 continue;
2431                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2432                         if (!VectorLength2(lightcolor))
2433                                 continue;
2434                         enable = true;
2435                         break;
2436                 }
2437         }
2438
2439         if (!enable)
2440         {
2441                 if (r_shadow_bouncegridtexture)
2442                 {
2443                         R_FreeTexture(r_shadow_bouncegridtexture);
2444                         r_shadow_bouncegridtexture = NULL;
2445                 }
2446                 if (r_shadow_bouncegridpixels)
2447                         Mem_Free(r_shadow_bouncegridpixels);
2448                 r_shadow_bouncegridpixels = NULL;
2449                 if (r_shadow_bouncegridhighpixels)
2450                         Mem_Free(r_shadow_bouncegridhighpixels);
2451                 r_shadow_bouncegridhighpixels = NULL;
2452                 r_shadow_bouncegridnumpixels = 0;
2453                 r_shadow_bouncegriddirectional = false;
2454                 return;
2455         }
2456
2457         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2458         memset(&settings, 0, sizeof(settings));
2459         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2460         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2461         settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2462         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2463         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2464         settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2465         settings.lightradiusscale              = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
2466         settings.maxbounce                     = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
2467         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2468         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
2469         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2470         settings.spacing[0]                    = r_shadow_bouncegrid_spacing.value;
2471         settings.spacing[1]                    = r_shadow_bouncegrid_spacing.value;
2472         settings.spacing[2]                    = r_shadow_bouncegrid_spacing.value;
2473         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2474
2475         // bound the values for sanity
2476         settings.photons = bound(1, settings.photons, 1048576);
2477         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2478         settings.maxbounce = bound(0, settings.maxbounce, 16);
2479         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2480         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2481         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2482
2483         // get the spacing values
2484         spacing[0] = settings.spacing[0];
2485         spacing[1] = settings.spacing[1];
2486         spacing[2] = settings.spacing[2];
2487         ispacing[0] = 1.0f / spacing[0];
2488         ispacing[1] = 1.0f / spacing[1];
2489         ispacing[2] = 1.0f / spacing[2];
2490
2491         // calculate texture size enclosing entire world bounds at the spacing
2492         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2493         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2494         VectorSubtract(maxs, mins, size);
2495         // now we can calculate the resolution we want
2496         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2497         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2498         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2499         // figure out the exact texture size (honoring power of 2 if required)
2500         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2501         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2502         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2503         if (vid.support.arb_texture_non_power_of_two)
2504         {
2505                 resolution[0] = c[0];
2506                 resolution[1] = c[1];
2507                 resolution[2] = c[2];
2508         }
2509         else
2510         {
2511                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2512                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2513                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2514         }
2515         size[0] = spacing[0] * resolution[0];
2516         size[1] = spacing[1] * resolution[1];
2517         size[2] = spacing[2] * resolution[2];
2518
2519         // if dynamic we may or may not want to use the world bounds
2520         // if the dynamic size is smaller than the world bounds, use it instead
2521         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2522         {
2523                 // we know the resolution we want
2524                 c[0] = r_shadow_bouncegrid_x.integer;
2525                 c[1] = r_shadow_bouncegrid_y.integer;
2526                 c[2] = r_shadow_bouncegrid_z.integer;
2527                 // now we can calculate the texture size (power of 2 if required)
2528                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2529                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2530                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2531                 if (vid.support.arb_texture_non_power_of_two)
2532                 {
2533                         resolution[0] = c[0];
2534                         resolution[1] = c[1];
2535                         resolution[2] = c[2];
2536                 }
2537                 else
2538                 {
2539                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2540                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2541                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2542                 }
2543                 size[0] = spacing[0] * resolution[0];
2544                 size[1] = spacing[1] * resolution[1];
2545                 size[2] = spacing[2] * resolution[2];
2546                 // center the rendering on the view
2547                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2548                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2549                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2550         }
2551
2552         // recalculate the maxs in case the resolution was not satisfactory
2553         VectorAdd(mins, size, maxs);
2554
2555         // if all the settings seem identical to the previous update, return
2556         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2557                 return;
2558
2559         // store the new settings
2560         r_shadow_bouncegridsettings = settings;
2561
2562         pixelbands = settings.directionalshading ? 8 : 1;
2563         pixelsperband = resolution[0]*resolution[1]*resolution[2];
2564         numpixels = pixelsperband*pixelbands;
2565
2566         // we're going to update the bouncegrid, update the matrix...
2567         memset(m, 0, sizeof(m));
2568         m[0] = 1.0f / size[0];
2569         m[3] = -mins[0] * m[0];
2570         m[5] = 1.0f / size[1];
2571         m[7] = -mins[1] * m[5];
2572         m[10] = 1.0f / size[2];
2573         m[11] = -mins[2] * m[10];
2574         m[15] = 1.0f;
2575         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2576         // reallocate pixels for this update if needed...
2577         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2578         {
2579                 if (r_shadow_bouncegridtexture)
2580                 {
2581                         R_FreeTexture(r_shadow_bouncegridtexture);
2582                         r_shadow_bouncegridtexture = NULL;
2583                 }
2584                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2585                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2586         }
2587         r_shadow_bouncegridnumpixels = numpixels;
2588         pixels = r_shadow_bouncegridpixels;
2589         highpixels = r_shadow_bouncegridhighpixels;
2590         x = pixelsperband*4;
2591         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2592         {
2593                 if (pixelband == 1)
2594                         memset(pixels + pixelband * x, 128, x);
2595                 else
2596                         memset(pixels + pixelband * x, 0, x);
2597         }
2598         memset(highpixels, 0, numpixels * sizeof(float[4]));
2599         // figure out what we want to interact with
2600         if (settings.hitmodels)
2601                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2602         else
2603                 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2604         maxbounce = settings.maxbounce;
2605         // clear variables that produce warnings otherwise
2606         memset(splatcolor, 0, sizeof(splatcolor));
2607         // iterate world rtlights
2608         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2609         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2610         range2 = range + range1;
2611         photoncount = 0;
2612         for (lightindex = 0;lightindex < range2;lightindex++)
2613         {
2614                 if (lightindex < range)
2615                 {
2616                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2617                         if (!light)
2618                                 continue;
2619                         rtlight = &light->rtlight;
2620                         VectorClear(rtlight->photoncolor);
2621                         rtlight->photons = 0;
2622                         if (!(light->flags & flag))
2623                                 continue;
2624                         if (settings.staticmode)
2625                         {
2626                                 // when static, we skip styled lights because they tend to change...
2627                                 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2628                                         continue;
2629                         }
2630                 }
2631                 else
2632                 {
2633                         rtlight = r_refdef.scene.lights[lightindex - range];
2634                         VectorClear(rtlight->photoncolor);
2635                         rtlight->photons = 0;
2636                 }
2637                 // draw only visible lights (major speedup)
2638                 radius = rtlight->radius * settings.lightradiusscale;
2639                 cullmins[0] = rtlight->shadoworigin[0] - radius;
2640                 cullmins[1] = rtlight->shadoworigin[1] - radius;
2641                 cullmins[2] = rtlight->shadoworigin[2] - radius;
2642                 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2643                 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2644                 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2645                 if (R_CullBox(cullmins, cullmaxs))
2646                         continue;
2647                 if (r_refdef.scene.worldmodel
2648                  && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2649                  && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2650                         continue;
2651                 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2652                 if (w * VectorLength2(rtlight->color) == 0.0f)
2653                         continue;
2654                 w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2655                 VectorScale(rtlight->color, w, rtlight->photoncolor);
2656                 //if (!VectorLength2(rtlight->photoncolor))
2657                 //      continue;
2658                 // shoot particles from this light
2659                 // use a calculation for the number of particles that will not
2660                 // vary with lightstyle, otherwise we get randomized particle
2661                 // distribution, the seeded random is only consistent for a
2662                 // consistent number of particles on this light...
2663                 s = rtlight->radius;
2664                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2665                 if (lightindex >= range)
2666                         lightintensity *= settings.dlightparticlemultiplier;
2667                 rtlight->photons = max(0.0f, lightintensity * s * s);
2668                 photoncount += rtlight->photons;
2669         }
2670         photonscaling = (float)settings.photons / max(1, photoncount);
2671         photonresidual = 0.0f;
2672         for (lightindex = 0;lightindex < range2;lightindex++)
2673         {
2674                 if (lightindex < range)
2675                 {
2676                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2677                         if (!light)
2678                                 continue;
2679                         rtlight = &light->rtlight;
2680                 }
2681                 else
2682                         rtlight = r_refdef.scene.lights[lightindex - range];
2683                 // skip a light with no photons
2684                 if (rtlight->photons == 0.0f)
2685                         continue;
2686                 // skip a light with no photon color)
2687                 if (VectorLength2(rtlight->photoncolor) == 0.0f)
2688                         continue;
2689                 photonresidual += rtlight->photons * photonscaling;
2690                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2691                 if (!shootparticles)
2692                         continue;
2693                 photonresidual -= shootparticles;
2694                 radius = rtlight->radius * settings.lightradiusscale;
2695                 s = settings.particleintensity / shootparticles;
2696                 VectorScale(rtlight->photoncolor, s, baseshotcolor);
2697                 r_refdef.stats[r_stat_bouncegrid_lights]++;
2698                 r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
2699                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2700                 {
2701                         if (settings.stablerandom > 0)
2702                                 seed = lightindex * 11937 + shotparticles;
2703                         VectorCopy(baseshotcolor, shotcolor);
2704                         VectorCopy(rtlight->shadoworigin, clipstart);
2705                         if (settings.stablerandom < 0)
2706                                 VectorRandom(clipend);
2707                         else
2708                                 VectorCheeseRandom(clipend);
2709                         VectorMA(clipstart, radius, clipend, clipend);
2710                         for (bouncecount = 0;;bouncecount++)
2711                         {
2712                                 r_refdef.stats[r_stat_bouncegrid_traces]++;
2713                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2714                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2715                                 if (settings.staticmode)
2716                                 {
2717                                         // static mode fires a LOT of rays but none of them are identical, so they are not cached
2718                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
2719                                 }
2720                                 else
2721                                 {
2722                                         // dynamic mode fires many rays and most will match the cache from the previous frame
2723                                         cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
2724                                 }
2725                                 if (bouncecount > 0 || settings.includedirectlighting)
2726                                 {
2727                                         // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2728                                         // accumulate average shotcolor
2729                                         w = VectorLength(shotcolor);
2730                                         splatcolor[ 0] = shotcolor[0];
2731                                         splatcolor[ 1] = shotcolor[1];
2732                                         splatcolor[ 2] = shotcolor[2];
2733                                         splatcolor[ 3] = 0.0f;
2734                                         if (pixelbands > 1)
2735                                         {
2736                                                 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2737                                                 VectorNormalize(clipdiff);
2738                                                 // store bentnormal in case the shader has a use for it
2739                                                 splatcolor[ 4] = clipdiff[0] * w;
2740                                                 splatcolor[ 5] = clipdiff[1] * w;
2741                                                 splatcolor[ 6] = clipdiff[2] * w;
2742                                                 splatcolor[ 7] = w;
2743                                                 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2744                                                 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2745                                                 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2746                                                 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2747                                                 splatcolor[11] = 0.0f;
2748                                                 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2749                                                 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2750                                                 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2751                                                 splatcolor[15] = 0.0f;
2752                                                 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2753                                                 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2754                                                 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2755                                                 splatcolor[19] = 0.0f;
2756                                                 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2757                                                 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2758                                                 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2759                                                 splatcolor[23] = 0.0f;
2760                                                 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2761                                                 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2762                                                 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2763                                                 splatcolor[27] = 0.0f;
2764                                                 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2765                                                 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2766                                                 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2767                                                 splatcolor[31] = 0.0f;
2768                                         }
2769                                         // calculate the number of steps we need to traverse this distance
2770                                         VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2771                                         numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2772                                         numsteps = bound(1, numsteps, 1024);
2773                                         w = 1.0f / numsteps;
2774                                         VectorScale(stepdelta, w, stepdelta);
2775                                         VectorMA(clipstart, 0.5f, stepdelta, steppos);
2776                                         for (step = 0;step < numsteps;step++)
2777                                         {
2778                                                 r_refdef.stats[r_stat_bouncegrid_splats]++;
2779                                                 // figure out which texture pixel this is in
2780                                                 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2781                                                 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2782                                                 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2783                                                 tex[0] = (int)floor(texlerp[1][0]);
2784                                                 tex[1] = (int)floor(texlerp[1][1]);
2785                                                 tex[2] = (int)floor(texlerp[1][2]);
2786                                                 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)
2787                                                 {
2788                                                         // it is within bounds...  do the real work now
2789                                                         // calculate the lerp factors
2790                                                         texlerp[1][0] -= tex[0];
2791                                                         texlerp[1][1] -= tex[1];
2792                                                         texlerp[1][2] -= tex[2];
2793                                                         texlerp[0][0] = 1.0f - texlerp[1][0];
2794                                                         texlerp[0][1] = 1.0f - texlerp[1][1];
2795                                                         texlerp[0][2] = 1.0f - texlerp[1][2];
2796                                                         // calculate individual pixel indexes and weights
2797                                                         pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2798                                                         pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2799                                                         pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2800                                                         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]);
2801                                                         pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2802                                                         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]);
2803                                                         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]);
2804                                                         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]);
2805                                                         // update the 8 pixels...
2806                                                         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2807                                                         {
2808                                                                 for (corner = 0;corner < 8;corner++)
2809                                                                 {
2810                                                                         // calculate address for pixel
2811                                                                         w = pixelweight[corner];
2812                                                                         pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2813                                                                         highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2814                                                                         // add to the high precision pixel color
2815                                                                         highpixel[0] += (splatcolor[pixelband*4+0]*w);
2816                                                                         highpixel[1] += (splatcolor[pixelband*4+1]*w);
2817                                                                         highpixel[2] += (splatcolor[pixelband*4+2]*w);
2818                                                                         highpixel[3] += (splatcolor[pixelband*4+3]*w);
2819                                                                         // flag the low precision pixel as needing to be updated
2820                                                                         pixel[3] = 255;
2821                                                                         // advance to next band of coefficients
2822                                                                         //pixel += pixelsperband*4;
2823                                                                         //highpixel += pixelsperband*4;
2824                                                                 }
2825                                                         }
2826                                                 }
2827                                                 VectorAdd(steppos, stepdelta, steppos);
2828                                         }
2829                                 }
2830                                 if (cliptrace.fraction >= 1.0f)
2831                                         break;
2832                                 r_refdef.stats[r_stat_bouncegrid_hits]++;
2833                                 if (bouncecount >= maxbounce)
2834                                         break;
2835                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2836                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2837                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2838                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2839                                 else
2840                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2841                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2842                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2843                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2844                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2845                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2846                                 if (VectorLength2(baseshotcolor) == 0.0f)
2847                                         break;
2848                                 r_refdef.stats[r_stat_bouncegrid_bounces]++;
2849                                 if (settings.bounceanglediffuse)
2850                                 {
2851                                         // random direction, primarily along plane normal
2852                                         s = VectorDistance(cliptrace.endpos, clipend);
2853                                         if (settings.stablerandom < 0)
2854                                                 VectorRandom(clipend);
2855                                         else
2856                                                 VectorCheeseRandom(clipend);
2857                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2858                                         VectorNormalize(clipend);
2859                                         VectorScale(clipend, s, clipend);
2860                                 }
2861                                 else
2862                                 {
2863                                         // reflect the remaining portion of the line across plane normal
2864                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2865                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2866                                 }
2867                                 // calculate the new line start and end
2868                                 VectorCopy(cliptrace.endpos, clipstart);
2869                                 VectorAdd(clipstart, clipend, clipend);
2870                         }
2871                 }
2872         }
2873         // generate pixels array from highpixels array
2874         // skip first and last columns, rows, and layers as these are blank
2875         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2876         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2877         {
2878                 for (z = 1;z < resolution[2]-1;z++)
2879                 {
2880                         for (y = 1;y < resolution[1]-1;y++)
2881                         {
2882                                 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)
2883                                 {
2884                                         // only convert pixels that were hit by photons
2885                                         if (pixel[3] == 255)
2886                                         {
2887                                                 // normalize the bentnormal...
2888                                                 if (pixelband == 1)
2889                                                 {
2890                                                         VectorNormalize(highpixel);
2891                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2892                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2893                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2894                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2895                                                 }
2896                                                 else
2897                                                 {
2898                                                         c[0] = (int)(highpixel[0]*256.0f);
2899                                                         c[1] = (int)(highpixel[1]*256.0f);
2900                                                         c[2] = (int)(highpixel[2]*256.0f);
2901                                                         c[3] = (int)(highpixel[3]*256.0f);
2902                                                 }
2903                                                 pixel[2] = (unsigned char)bound(0, c[0], 255);
2904                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2905                                                 pixel[0] = (unsigned char)bound(0, c[2], 255);
2906                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2907                                         }
2908                                 }
2909                         }
2910                 }
2911         }
2912         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)
2913                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2914         else
2915         {
2916                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2917                 r_shadow_bouncegriddirectional = settings.directionalshading;
2918                 if (r_shadow_bouncegridtexture)
2919                         R_FreeTexture(r_shadow_bouncegridtexture);
2920                 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);
2921         }
2922         r_shadow_bouncegridtime = realtime;
2923 }
2924
2925 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2926 {
2927         R_Shadow_RenderMode_Reset();
2928         GL_BlendFunc(GL_ONE, GL_ONE);
2929         GL_DepthRange(0, 1);
2930         GL_DepthTest(r_showshadowvolumes.integer < 2);
2931         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2932         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2933         GL_CullFace(GL_NONE);
2934         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2935 }
2936
2937 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2938 {
2939         R_Shadow_RenderMode_Reset();
2940         GL_BlendFunc(GL_ONE, GL_ONE);
2941         GL_DepthRange(0, 1);
2942         GL_DepthTest(r_showlighting.integer < 2);
2943         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2944         if (!transparent)
2945                 GL_DepthFunc(GL_EQUAL);
2946         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2947         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2948 }
2949
2950 void R_Shadow_RenderMode_End(void)
2951 {
2952         R_Shadow_RenderMode_Reset();
2953         R_Shadow_RenderMode_ActiveLight(NULL);
2954         GL_DepthMask(true);
2955         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2956         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2957 }
2958
2959 int bboxedges[12][2] =
2960 {
2961         // top
2962         {0, 1}, // +X
2963         {0, 2}, // +Y
2964         {1, 3}, // Y, +X
2965         {2, 3}, // X, +Y
2966         // bottom
2967         {4, 5}, // +X
2968         {4, 6}, // +Y
2969         {5, 7}, // Y, +X
2970         {6, 7}, // X, +Y
2971         // verticals
2972         {0, 4}, // +Z
2973         {1, 5}, // X, +Z
2974         {2, 6}, // Y, +Z
2975         {3, 7}, // XY, +Z
2976 };
2977
2978 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2979 {
2980         if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2981         {
2982                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2983                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2984                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2985                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2986                 return false;
2987         }
2988         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2989                 return true; // invisible
2990         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2991         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2992         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2993         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2994                 r_refdef.stats[r_stat_lights_scissored]++;
2995         return false;
2996 }
2997
2998 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2999 {
3000         int i;
3001         const float *vertex3f;
3002         const float *normal3f;
3003         float *color4f;
3004         float dist, dot, distintensity, shadeintensity, v[3], n[3];
3005         switch (r_shadow_rendermode)
3006         {
3007         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3008         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3009                 if (VectorLength2(diffusecolor) > 0)
3010                 {
3011                         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)
3012                         {
3013                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3014                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3015                                 if ((dot = DotProduct(n, v)) < 0)
3016                                 {
3017                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3018                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3019                                 }
3020                                 else
3021                                         VectorCopy(ambientcolor, color4f);
3022                                 if (r_refdef.fogenabled)
3023                                 {
3024                                         float f;
3025                                         f = RSurf_FogVertex(vertex3f);
3026                                         VectorScale(color4f, f, color4f);
3027                                 }
3028                                 color4f[3] = 1;
3029                         }
3030                 }
3031                 else
3032                 {
3033                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3034                         {
3035                                 VectorCopy(ambientcolor, color4f);
3036                                 if (r_refdef.fogenabled)
3037                                 {
3038                                         float f;
3039                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3040                                         f = RSurf_FogVertex(vertex3f);
3041                                         VectorScale(color4f + 4*i, f, color4f);
3042                                 }
3043                                 color4f[3] = 1;
3044                         }
3045                 }
3046                 break;
3047         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3048                 if (VectorLength2(diffusecolor) > 0)
3049                 {
3050                         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)
3051                         {
3052                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3053                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3054                                 {
3055                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3056                                         if ((dot = DotProduct(n, v)) < 0)
3057                                         {
3058                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3059                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3060                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3061                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3062                                         }
3063                                         else
3064                                         {
3065                                                 color4f[0] = ambientcolor[0] * distintensity;
3066                                                 color4f[1] = ambientcolor[1] * distintensity;
3067                                                 color4f[2] = ambientcolor[2] * distintensity;
3068                                         }
3069                                         if (r_refdef.fogenabled)
3070                                         {
3071                                                 float f;
3072                                                 f = RSurf_FogVertex(vertex3f);
3073                                                 VectorScale(color4f, f, color4f);
3074                                         }
3075                                 }
3076                                 else
3077                                         VectorClear(color4f);
3078                                 color4f[3] = 1;
3079                         }
3080                 }
3081                 else
3082                 {
3083                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3084                         {
3085                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3086                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3087                                 {
3088                                         color4f[0] = ambientcolor[0] * distintensity;
3089                                         color4f[1] = ambientcolor[1] * distintensity;
3090                                         color4f[2] = ambientcolor[2] * distintensity;
3091                                         if (r_refdef.fogenabled)
3092                                         {
3093                                                 float f;
3094                                                 f = RSurf_FogVertex(vertex3f);
3095                                                 VectorScale(color4f, f, color4f);
3096                                         }
3097                                 }
3098                                 else
3099                                         VectorClear(color4f);
3100                                 color4f[3] = 1;
3101                         }
3102                 }
3103                 break;
3104         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3105                 if (VectorLength2(diffusecolor) > 0)
3106                 {
3107                         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)
3108                         {
3109                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3110                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3111                                 {
3112                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3113                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3114                                         if ((dot = DotProduct(n, v)) < 0)
3115                                         {
3116                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3117                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3118                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3119                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3120                                         }
3121                                         else
3122                                         {
3123                                                 color4f[0] = ambientcolor[0] * distintensity;
3124                                                 color4f[1] = ambientcolor[1] * distintensity;
3125                                                 color4f[2] = ambientcolor[2] * distintensity;
3126                                         }
3127                                         if (r_refdef.fogenabled)
3128                                         {
3129                                                 float f;
3130                                                 f = RSurf_FogVertex(vertex3f);
3131                                                 VectorScale(color4f, f, color4f);
3132                                         }
3133                                 }
3134                                 else
3135                                         VectorClear(color4f);
3136                                 color4f[3] = 1;
3137                         }
3138                 }
3139                 else
3140                 {
3141                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3142                         {
3143                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3144                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3145                                 {
3146                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3147                                         color4f[0] = ambientcolor[0] * distintensity;
3148                                         color4f[1] = ambientcolor[1] * distintensity;
3149                                         color4f[2] = ambientcolor[2] * distintensity;
3150                                         if (r_refdef.fogenabled)
3151                                         {
3152                                                 float f;
3153                                                 f = RSurf_FogVertex(vertex3f);
3154                                                 VectorScale(color4f, f, color4f);
3155                                         }
3156                                 }
3157                                 else
3158                                         VectorClear(color4f);
3159                                 color4f[3] = 1;
3160                         }
3161                 }
3162                 break;
3163         default:
3164                 break;
3165         }
3166 }
3167
3168 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3169 {
3170         // used to display how many times a surface is lit for level design purposes
3171         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3172         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3173         RSurf_DrawBatch();
3174 }
3175
3176 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3177 {
3178         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3179         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3180         RSurf_DrawBatch();
3181 }
3182
3183 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3184 {
3185         int renders;
3186         int i;
3187         int stop;
3188         int newfirstvertex;
3189         int newlastvertex;
3190         int newnumtriangles;
3191         int *newe;
3192         const int *e;
3193         float *c;
3194         int maxtriangles = 1024;
3195         int newelements[1024*3];
3196         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3197         for (renders = 0;renders < 4;renders++)
3198         {
3199                 stop = true;
3200                 newfirstvertex = 0;
3201                 newlastvertex = 0;
3202                 newnumtriangles = 0;
3203                 newe = newelements;
3204                 // due to low fillrate on the cards this vertex lighting path is
3205                 // designed for, we manually cull all triangles that do not
3206                 // contain a lit vertex
3207                 // this builds batches of triangles from multiple surfaces and
3208                 // renders them at once
3209                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3210                 {
3211                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3212                         {
3213                                 if (newnumtriangles)
3214                                 {
3215                                         newfirstvertex = min(newfirstvertex, e[0]);
3216                                         newlastvertex  = max(newlastvertex, e[0]);
3217                                 }
3218                                 else
3219                                 {
3220                                         newfirstvertex = e[0];
3221                                         newlastvertex = e[0];
3222                                 }
3223                                 newfirstvertex = min(newfirstvertex, e[1]);
3224                                 newlastvertex  = max(newlastvertex, e[1]);
3225                                 newfirstvertex = min(newfirstvertex, e[2]);
3226                                 newlastvertex  = max(newlastvertex, e[2]);
3227                                 newe[0] = e[0];
3228                                 newe[1] = e[1];
3229                                 newe[2] = e[2];
3230                                 newnumtriangles++;
3231                                 newe += 3;
3232                                 if (newnumtriangles >= maxtriangles)
3233                                 {
3234                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3235                                         newnumtriangles = 0;
3236                                         newe = newelements;
3237                                         stop = false;
3238                                 }
3239                         }
3240                 }
3241                 if (newnumtriangles >= 1)
3242                 {
3243                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3244                         stop = false;
3245                 }
3246                 // if we couldn't find any lit triangles, exit early
3247                 if (stop)
3248                         break;
3249                 // now reduce the intensity for the next overbright pass
3250                 // we have to clamp to 0 here incase the drivers have improper
3251                 // handling of negative colors
3252                 // (some old drivers even have improper handling of >1 color)
3253                 stop = true;
3254                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3255                 {
3256                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3257                         {
3258                                 c[0] = max(0, c[0] - 1);
3259                                 c[1] = max(0, c[1] - 1);
3260                                 c[2] = max(0, c[2] - 1);
3261                                 stop = false;
3262                         }
3263                         else
3264                                 VectorClear(c);
3265                 }
3266                 // another check...
3267                 if (stop)
3268                         break;
3269         }
3270 }
3271
3272 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3273 {
3274         // OpenGL 1.1 path (anything)
3275         float ambientcolorbase[3], diffusecolorbase[3];
3276         float ambientcolorpants[3], diffusecolorpants[3];
3277         float ambientcolorshirt[3], diffusecolorshirt[3];
3278         const float *surfacecolor = rsurface.texture->dlightcolor;
3279         const float *surfacepants = rsurface.colormap_pantscolor;
3280         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3281         rtexture_t *basetexture = rsurface.texture->basetexture;
3282         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3283         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3284         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3285         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3286         ambientscale *= 2 * r_refdef.view.colorscale;
3287         diffusescale *= 2 * r_refdef.view.colorscale;
3288         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3289         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3290         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3291         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3292         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3293         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3294         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3295         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3296         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3297         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3298         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3299         R_Mesh_TexBind(0, basetexture);
3300         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3301         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3302         switch(r_shadow_rendermode)
3303         {
3304         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3305                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3306                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3307                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3308                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3309                 break;
3310         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3311                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3312                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3313                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3314                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3315                 // fall through
3316         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3317                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3318                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3319                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3320                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3321                 break;
3322         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3323                 break;
3324         default:
3325                 break;
3326         }
3327         //R_Mesh_TexBind(0, basetexture);
3328         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3329         if (dopants)
3330         {
3331                 R_Mesh_TexBind(0, pantstexture);
3332                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3333         }
3334         if (doshirt)
3335         {
3336                 R_Mesh_TexBind(0, shirttexture);
3337                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3338         }
3339 }
3340
3341 extern cvar_t gl_lightmaps;
3342 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3343 {
3344         float ambientscale, diffusescale, specularscale;
3345         qboolean negated;
3346         float lightcolor[3];
3347         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3348         ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3349         diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3350         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3351         if (!r_shadow_usenormalmap.integer)
3352         {
3353                 ambientscale += 1.0f * diffusescale;
3354                 diffusescale = 0;
3355                 specularscale = 0;
3356         }
3357         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3358                 return;
3359         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3360         if(negated)
3361         {
3362                 VectorNegate(lightcolor, lightcolor);
3363                 GL_BlendEquationSubtract(true);
3364         }
3365         RSurf_SetupDepthAndCulling();
3366         switch (r_shadow_rendermode)
3367         {
3368         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3369                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3370                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3371                 break;
3372         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3373                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3374                 break;
3375         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3376         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3377         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3378         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3379                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3380                 break;
3381         default:
3382                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3383                 break;
3384         }
3385         if(negated)
3386                 GL_BlendEquationSubtract(false);
3387 }
3388
3389 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)
3390 {
3391         matrix4x4_t tempmatrix = *matrix;
3392         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3393
3394         // if this light has been compiled before, free the associated data
3395         R_RTLight_Uncompile(rtlight);
3396
3397         // clear it completely to avoid any lingering data
3398         memset(rtlight, 0, sizeof(*rtlight));
3399
3400         // copy the properties
3401         rtlight->matrix_lighttoworld = tempmatrix;
3402         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3403         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3404         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3405         VectorCopy(color, rtlight->color);
3406         rtlight->cubemapname[0] = 0;
3407         if (cubemapname && cubemapname[0])
3408                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3409         rtlight->shadow = shadow;
3410         rtlight->corona = corona;
3411         rtlight->style = style;
3412         rtlight->isstatic = isstatic;
3413         rtlight->coronasizescale = coronasizescale;
3414         rtlight->ambientscale = ambientscale;
3415         rtlight->diffusescale = diffusescale;
3416         rtlight->specularscale = specularscale;
3417         rtlight->flags = flags;
3418
3419         // compute derived data
3420         //rtlight->cullradius = rtlight->radius;
3421         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3422         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3423         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3424         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3425         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3426         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3427         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3428 }
3429
3430 // compiles rtlight geometry
3431 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3432 void R_RTLight_Compile(rtlight_t *rtlight)
3433 {
3434         int i;
3435         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3436         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3437         entity_render_t *ent = r_refdef.scene.worldentity;
3438         dp_model_t *model = r_refdef.scene.worldmodel;
3439         unsigned char *data;
3440         shadowmesh_t *mesh;
3441
3442         // compile the light
3443         rtlight->compiled = true;
3444         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3445         rtlight->static_numleafs = 0;
3446         rtlight->static_numleafpvsbytes = 0;
3447         rtlight->static_leaflist = NULL;
3448         rtlight->static_leafpvs = NULL;
3449         rtlight->static_numsurfaces = 0;
3450         rtlight->static_surfacelist = NULL;
3451         rtlight->static_shadowmap_receivers = 0x3F;
3452         rtlight->static_shadowmap_casters = 0x3F;
3453         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3454         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3455         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3456         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3457         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3458         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3459
3460         if (model && model->GetLightInfo)
3461         {
3462                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3463                 r_shadow_compilingrtlight = rtlight;
3464                 R_FrameData_SetMark();
3465                 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);
3466                 R_FrameData_ReturnToMark();
3467                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3468                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3469                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3470                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3471                 rtlight->static_numsurfaces = numsurfaces;
3472                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3473                 rtlight->static_numleafs = numleafs;
3474                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3475                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3476                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3477                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3478                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3479                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3480                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3481                 if (rtlight->static_numsurfaces)
3482                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3483                 if (rtlight->static_numleafs)
3484                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3485                 if (rtlight->static_numleafpvsbytes)
3486                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3487                 if (rtlight->static_numshadowtrispvsbytes)
3488                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3489                 if (rtlight->static_numlighttrispvsbytes)
3490                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3491                 R_FrameData_SetMark();
3492                 switch (rtlight->shadowmode)
3493                 {
3494                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3495                         if (model->CompileShadowMap && rtlight->shadow)
3496                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3497                         break;
3498                 default:
3499                         if (model->CompileShadowVolume && rtlight->shadow)
3500                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3501                         break;
3502                 }
3503                 R_FrameData_ReturnToMark();
3504                 // now we're done compiling the rtlight
3505                 r_shadow_compilingrtlight = NULL;
3506         }
3507
3508
3509         // use smallest available cullradius - box radius or light radius
3510         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3511         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3512
3513         shadowzpasstris = 0;
3514         if (rtlight->static_meshchain_shadow_zpass)
3515                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3516                         shadowzpasstris += mesh->numtriangles;
3517
3518         shadowzfailtris = 0;
3519         if (rtlight->static_meshchain_shadow_zfail)
3520                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3521                         shadowzfailtris += mesh->numtriangles;
3522
3523         lighttris = 0;
3524         if (rtlight->static_numlighttrispvsbytes)
3525                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3526                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3527                                 lighttris++;
3528
3529         shadowtris = 0;
3530         if (rtlight->static_numlighttrispvsbytes)
3531                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3532                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3533                                 shadowtris++;
3534
3535         if (developer_extra.integer)
3536                 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);
3537 }
3538
3539 void R_RTLight_Uncompile(rtlight_t *rtlight)
3540 {
3541         if (rtlight->compiled)
3542         {
3543                 if (rtlight->static_meshchain_shadow_zpass)
3544                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3545                 rtlight->static_meshchain_shadow_zpass = NULL;
3546                 if (rtlight->static_meshchain_shadow_zfail)
3547                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3548                 rtlight->static_meshchain_shadow_zfail = NULL;
3549                 if (rtlight->static_meshchain_shadow_shadowmap)
3550                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3551                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3552                 // these allocations are grouped
3553                 if (rtlight->static_surfacelist)
3554                         Mem_Free(rtlight->static_surfacelist);
3555                 rtlight->static_numleafs = 0;
3556                 rtlight->static_numleafpvsbytes = 0;
3557                 rtlight->static_leaflist = NULL;
3558                 rtlight->static_leafpvs = NULL;
3559                 rtlight->static_numsurfaces = 0;
3560                 rtlight->static_surfacelist = NULL;
3561                 rtlight->static_numshadowtrispvsbytes = 0;
3562                 rtlight->static_shadowtrispvs = NULL;
3563                 rtlight->static_numlighttrispvsbytes = 0;
3564                 rtlight->static_lighttrispvs = NULL;
3565                 rtlight->compiled = false;
3566         }
3567 }
3568
3569 void R_Shadow_UncompileWorldLights(void)
3570 {
3571         size_t lightindex;
3572         dlight_t *light;
3573         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3574         for (lightindex = 0;lightindex < range;lightindex++)
3575         {
3576                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3577                 if (!light)
3578                         continue;
3579                 R_RTLight_Uncompile(&light->rtlight);
3580         }
3581 }
3582
3583 static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3584 {
3585         int i, j;
3586         mplane_t plane;
3587         // reset the count of frustum planes
3588         // see rtlight->cached_frustumplanes definition for how much this array
3589         // can hold
3590         rtlight->cached_numfrustumplanes = 0;
3591
3592         if (r_trippy.integer)
3593                 return;
3594
3595         // haven't implemented a culling path for ortho rendering
3596         if (!r_refdef.view.useperspective)
3597         {
3598                 // check if the light is on screen and copy the 4 planes if it is
3599                 for (i = 0;i < 4;i++)
3600                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3601                                 break;
3602                 if (i == 4)
3603                         for (i = 0;i < 4;i++)
3604                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3605                 return;
3606         }
3607
3608 #if 1
3609         // generate a deformed frustum that includes the light origin, this is
3610         // used to cull shadow casting surfaces that can not possibly cast a
3611         // shadow onto the visible light-receiving surfaces, which can be a
3612         // performance gain
3613         //
3614         // if the light origin is onscreen the result will be 4 planes exactly
3615         // if the light origin is offscreen on only one axis the result will
3616         // be exactly 5 planes (split-side case)
3617         // if the light origin is offscreen on two axes the result will be
3618         // exactly 4 planes (stretched corner case)
3619         for (i = 0;i < 4;i++)
3620         {
3621                 // quickly reject standard frustum planes that put the light
3622                 // origin outside the frustum
3623                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3624                         continue;
3625                 // copy the plane
3626                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3627         }
3628         // if all the standard frustum planes were accepted, the light is onscreen
3629         // otherwise we need to generate some more planes below...
3630         if (rtlight->cached_numfrustumplanes < 4)
3631         {
3632                 // at least one of the stock frustum planes failed, so we need to
3633                 // create one or two custom planes to enclose the light origin
3634                 for (i = 0;i < 4;i++)
3635                 {
3636                         // create a plane using the view origin and light origin, and a
3637                         // single point from the frustum corner set
3638                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3639                         VectorNormalize(plane.normal);
3640                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3641                         // see if this plane is backwards and flip it if so
3642                         for (j = 0;j < 4;j++)
3643                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3644                                         break;
3645                         if (j < 4)
3646                         {
3647                                 VectorNegate(plane.normal, plane.normal);
3648                                 plane.dist *= -1;
3649                                 // flipped plane, test again to see if it is now valid
3650                                 for (j = 0;j < 4;j++)
3651                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3652                                                 break;
3653                                 // if the plane is still not valid, then it is dividing the
3654                                 // frustum and has to be rejected
3655                                 if (j < 4)
3656                                         continue;
3657                         }
3658                         // we have created a valid plane, compute extra info
3659                         PlaneClassify(&plane);
3660                         // copy the plane
3661                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3662 #if 1
3663                         // if we've found 5 frustum planes then we have constructed a
3664                         // proper split-side case and do not need to keep searching for
3665                         // planes to enclose the light origin
3666                         if (rtlight->cached_numfrustumplanes == 5)
3667                                 break;
3668 #endif
3669                 }
3670         }
3671 #endif
3672
3673 #if 0
3674         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3675         {
3676                 plane = rtlight->cached_frustumplanes[i];
3677                 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));
3678         }
3679 #endif
3680
3681 #if 0
3682         // now add the light-space box planes if the light box is rotated, as any
3683         // caster outside the oriented light box is irrelevant (even if it passed
3684         // the worldspace light box, which is axial)
3685         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3686         {
3687                 for (i = 0;i < 6;i++)
3688                 {
3689                         vec3_t v;
3690                         VectorClear(v);
3691                         v[i >> 1] = (i & 1) ? -1 : 1;
3692                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3693                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3694                         plane.dist = VectorNormalizeLength(plane.normal);
3695                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3696                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3697                 }
3698         }
3699 #endif
3700
3701 #if 0
3702         // add the world-space reduced box planes
3703         for (i = 0;i < 6;i++)
3704         {
3705                 VectorClear(plane.normal);
3706                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3707                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3708                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3709         }
3710 #endif
3711
3712 #if 0
3713         {
3714         int j, oldnum;
3715         vec3_t points[8];
3716         vec_t bestdist;
3717         // reduce all plane distances to tightly fit the rtlight cull box, which
3718         // is in worldspace
3719         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3720         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3721         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3722         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3723         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3724         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3725         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3726         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3727         oldnum = rtlight->cached_numfrustumplanes;
3728         rtlight->cached_numfrustumplanes = 0;
3729         for (j = 0;j < oldnum;j++)
3730         {
3731                 // find the nearest point on the box to this plane
3732                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3733                 for (i = 1;i < 8;i++)
3734                 {
3735                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3736                         if (bestdist > dist)
3737                                 bestdist = dist;
3738                 }
3739                 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);
3740                 // if the nearest point is near or behind the plane, we want this
3741                 // plane, otherwise the plane is useless as it won't cull anything
3742                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3743                 {
3744                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3745                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3746                 }
3747         }
3748         }
3749 #endif
3750 }
3751
3752 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3753 {
3754         shadowmesh_t *mesh;
3755
3756         RSurf_ActiveWorldEntity();
3757
3758         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3759         {
3760                 CHECKGLERROR
3761                 GL_CullFace(GL_NONE);
3762                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3763                 for (;mesh;mesh = mesh->next)
3764                 {
3765                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3766                                 continue;
3767                         r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside];
3768                         R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
3769                         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);
3770                 }
3771                 CHECKGLERROR
3772         }
3773         else if (r_refdef.scene.worldentity->model)
3774                 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);
3775
3776         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3777 }
3778
3779 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3780 {
3781         qboolean zpass = false;
3782         shadowmesh_t *mesh;
3783         int t, tend;
3784         int surfacelistindex;
3785         msurface_t *surface;
3786
3787         // if triangle neighbors are disabled, shadowvolumes are disabled
3788         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3789                 return;
3790
3791         RSurf_ActiveWorldEntity();
3792
3793         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3794         {
3795                 CHECKGLERROR
3796                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3797                 {
3798                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3799                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3800                 }
3801                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3802                 for (;mesh;mesh = mesh->next)
3803                 {
3804                         r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
3805                         R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
3806                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3807                         {
3808                                 // increment stencil if frontface is infront of depthbuffer
3809                                 GL_CullFace(r_refdef.view.cullface_back);
3810                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3811                                 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);
3812                                 // decrement stencil if backface is infront of depthbuffer
3813                                 GL_CullFace(r_refdef.view.cullface_front);
3814                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3815                         }
3816                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3817                         {
3818                                 // decrement stencil if backface is behind depthbuffer
3819                                 GL_CullFace(r_refdef.view.cullface_front);
3820                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3821                                 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);
3822                                 // increment stencil if frontface is behind depthbuffer
3823                                 GL_CullFace(r_refdef.view.cullface_back);
3824                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3825                         }
3826                         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);
3827                 }
3828                 CHECKGLERROR
3829         }
3830         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3831         {
3832                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3833                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3834                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3835                 {
3836                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3837                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3838                                 if (CHECKPVSBIT(trispvs, t))
3839                                         shadowmarklist[numshadowmark++] = t;
3840                 }
3841                 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);
3842         }
3843         else if (numsurfaces)
3844         {
3845                 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);
3846         }
3847
3848         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3849 }
3850
3851 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3852 {
3853         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3854         vec_t relativeshadowradius;
3855         RSurf_ActiveModelEntity(ent, false, false, false);
3856         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3857         // we need to re-init the shader for each entity because the matrix changed
3858         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3859         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3860         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3861         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3862         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3863         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3864         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3865         switch (r_shadow_rendermode)
3866         {
3867         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3868                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3869                 break;
3870         default:
3871                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3872                 break;
3873         }
3874         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3875 }
3876
3877 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3878 {
3879         // set up properties for rendering light onto this entity
3880         RSurf_ActiveModelEntity(ent, true, true, false);
3881         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3882         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3883         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3884         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3885 }
3886
3887 static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3888 {
3889         if (!r_refdef.scene.worldmodel->DrawLight)
3890                 return;
3891
3892         // set up properties for rendering light onto this entity
3893         RSurf_ActiveWorldEntity();
3894         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3895         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3896         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3897         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3898
3899         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3900
3901         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3902 }
3903
3904 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
3905 {
3906         dp_model_t *model = ent->model;
3907         if (!model->DrawLight)
3908                 return;
3909
3910         R_Shadow_SetupEntityLight(ent);
3911
3912         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3913
3914         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3915 }
3916
3917 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
3918 {
3919         int i;
3920         float f;
3921         int numleafs, numsurfaces;
3922         int *leaflist, *surfacelist;
3923         unsigned char *leafpvs;
3924         unsigned char *shadowtrispvs;
3925         unsigned char *lighttrispvs;
3926         //unsigned char *surfacesides;
3927         int numlightentities;
3928         int numlightentities_noselfshadow;
3929         int numshadowentities;
3930         int numshadowentities_noselfshadow;
3931         static entity_render_t *lightentities[MAX_EDICTS];
3932         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3933         static entity_render_t *shadowentities[MAX_EDICTS];
3934         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3935         qboolean nolight;
3936
3937         rtlight->draw = false;
3938         rtlight->cached_numlightentities               = 0;
3939         rtlight->cached_numlightentities_noselfshadow  = 0;
3940         rtlight->cached_numshadowentities              = 0;
3941         rtlight->cached_numshadowentities_noselfshadow = 0;
3942         rtlight->cached_numsurfaces                    = 0;
3943         rtlight->cached_lightentities                  = NULL;
3944         rtlight->cached_lightentities_noselfshadow     = NULL;
3945         rtlight->cached_shadowentities                 = NULL;
3946         rtlight->cached_shadowentities_noselfshadow    = NULL;
3947         rtlight->cached_shadowtrispvs                  = NULL;
3948         rtlight->cached_lighttrispvs                   = NULL;
3949         rtlight->cached_surfacelist                    = NULL;
3950
3951         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3952         // skip lights that are basically invisible (color 0 0 0)
3953         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3954
3955         // loading is done before visibility checks because loading should happen
3956         // all at once at the start of a level, not when it stalls gameplay.
3957         // (especially important to benchmarks)
3958         // compile light
3959         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3960         {
3961                 if (rtlight->compiled)
3962                         R_RTLight_Uncompile(rtlight);
3963                 R_RTLight_Compile(rtlight);
3964         }
3965
3966         // load cubemap
3967         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3968
3969         // look up the light style value at this time
3970         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3971         VectorScale(rtlight->color, f, rtlight->currentcolor);
3972         /*
3973         if (rtlight->selected)
3974         {
3975                 f = 2 + sin(realtime * M_PI * 4.0);
3976                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3977         }
3978         */
3979
3980         // if lightstyle is currently off, don't draw the light
3981         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3982                 return;
3983
3984         // skip processing on corona-only lights
3985         if (nolight)
3986                 return;
3987
3988         // if the light box is offscreen, skip it
3989         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3990                 return;
3991
3992         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3993         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3994
3995         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3996
3997         // don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw
3998         if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer))
3999                 return;
4000
4001         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4002         {
4003                 // compiled light, world available and can receive realtime lighting
4004                 // retrieve leaf information
4005                 numleafs = rtlight->static_numleafs;
4006                 leaflist = rtlight->static_leaflist;
4007                 leafpvs = rtlight->static_leafpvs;
4008                 numsurfaces = rtlight->static_numsurfaces;
4009                 surfacelist = rtlight->static_surfacelist;
4010                 //surfacesides = NULL;
4011                 shadowtrispvs = rtlight->static_shadowtrispvs;
4012                 lighttrispvs = rtlight->static_lighttrispvs;
4013         }
4014         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4015         {
4016                 // dynamic light, world available and can receive realtime lighting
4017                 // calculate lit surfaces and leafs
4018                 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);
4019                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4020                 leaflist = r_shadow_buffer_leaflist;
4021                 leafpvs = r_shadow_buffer_leafpvs;
4022                 surfacelist = r_shadow_buffer_surfacelist;
4023                 //surfacesides = r_shadow_buffer_surfacesides;
4024                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4025                 lighttrispvs = r_shadow_buffer_lighttrispvs;
4026                 // if the reduced leaf bounds are offscreen, skip it
4027                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4028                         return;
4029         }
4030         else
4031         {
4032                 // no world
4033                 numleafs = 0;
4034                 leaflist = NULL;
4035                 leafpvs = NULL;
4036                 numsurfaces = 0;
4037                 surfacelist = NULL;
4038                 //surfacesides = NULL;
4039                 shadowtrispvs = NULL;
4040                 lighttrispvs = NULL;
4041         }
4042         // check if light is illuminating any visible leafs
4043         if (numleafs)
4044         {
4045                 for (i = 0;i < numleafs;i++)
4046                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4047                                 break;
4048                 if (i == numleafs)
4049                         return;
4050         }
4051
4052         // make a list of lit entities and shadow casting entities
4053         numlightentities = 0;
4054         numlightentities_noselfshadow = 0;
4055         numshadowentities = 0;
4056         numshadowentities_noselfshadow = 0;
4057
4058         // add dynamic entities that are lit by the light
4059         for (i = 0;i < r_refdef.scene.numentities;i++)
4060         {
4061                 dp_model_t *model;
4062                 entity_render_t *ent = r_refdef.scene.entities[i];
4063                 vec3_t org;
4064                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4065                         continue;
4066                 // skip the object entirely if it is not within the valid
4067                 // shadow-casting region (which includes the lit region)
4068                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4069                         continue;
4070                 if (!(model = ent->model))
4071                         continue;
4072                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4073                 {
4074                         // this entity wants to receive light, is visible, and is
4075                         // inside the light box
4076                         // TODO: check if the surfaces in the model can receive light
4077                         // so now check if it's in a leaf seen by the light
4078                         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))
4079                                 continue;
4080                         if (ent->flags & RENDER_NOSELFSHADOW)
4081                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4082                         else
4083                                 lightentities[numlightentities++] = ent;
4084                         // since it is lit, it probably also casts a shadow...
4085                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4086                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4087                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4088                         {
4089                                 // note: exterior models without the RENDER_NOSELFSHADOW
4090                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4091                                 // are lit normally, this means that they are
4092                                 // self-shadowing but do not shadow other
4093                                 // RENDER_NOSELFSHADOW entities such as the gun
4094                                 // (very weird, but keeps the player shadow off the gun)
4095                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4096                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4097                                 else
4098                                         shadowentities[numshadowentities++] = ent;
4099                         }
4100                 }
4101                 else if (ent->flags & RENDER_SHADOW)
4102                 {
4103                         // this entity is not receiving light, but may still need to
4104                         // cast a shadow...
4105                         // TODO: check if the surfaces in the model can cast shadow
4106                         // now check if it is 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                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4110                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4111                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4112                         {
4113                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4114                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4115                                 else
4116                                         shadowentities[numshadowentities++] = ent;
4117                         }
4118                 }
4119         }
4120
4121         // return if there's nothing at all to light
4122         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4123                 return;
4124
4125         // count this light in the r_speeds
4126         r_refdef.stats[r_stat_lights]++;
4127
4128         // flag it as worth drawing later
4129         rtlight->draw = true;
4130
4131         // cache all the animated entities that cast a shadow but are not visible
4132         for (i = 0;i < numshadowentities;i++)
4133                 R_AnimCache_GetEntity(shadowentities[i], false, false);
4134         for (i = 0;i < numshadowentities_noselfshadow;i++)
4135                 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4136
4137         // allocate some temporary memory for rendering this light later in the frame
4138         // reusable buffers need to be copied, static data can be used as-is
4139         rtlight->cached_numlightentities               = numlightentities;
4140         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4141         rtlight->cached_numshadowentities              = numshadowentities;
4142         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4143         rtlight->cached_numsurfaces                    = numsurfaces;
4144         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4145         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4146         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4147         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4148         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4149         {
4150                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4151                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4152                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4153                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4154                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4155         }
4156         else
4157         {
4158                 // compiled light data
4159                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4160                 rtlight->cached_lighttrispvs = lighttrispvs;
4161                 rtlight->cached_surfacelist = surfacelist;
4162         }
4163 }
4164
4165 static void R_Shadow_DrawLight(rtlight_t *rtlight)
4166 {
4167         int i;
4168         int numsurfaces;
4169         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4170         int numlightentities;
4171         int numlightentities_noselfshadow;
4172         int numshadowentities;
4173         int numshadowentities_noselfshadow;
4174         entity_render_t **lightentities;
4175         entity_render_t **lightentities_noselfshadow;
4176         entity_render_t **shadowentities;
4177         entity_render_t **shadowentities_noselfshadow;
4178         int *surfacelist;
4179         static unsigned char entitysides[MAX_EDICTS];
4180         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4181         vec3_t nearestpoint;
4182         vec_t distance;
4183         qboolean castshadows;
4184         int lodlinear;
4185
4186         // check if we cached this light this frame (meaning it is worth drawing)
4187         if (!rtlight->draw)
4188                 return;
4189
4190         numlightentities = rtlight->cached_numlightentities;
4191         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4192         numshadowentities = rtlight->cached_numshadowentities;
4193         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4194         numsurfaces = rtlight->cached_numsurfaces;
4195         lightentities = rtlight->cached_lightentities;
4196         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4197         shadowentities = rtlight->cached_shadowentities;
4198         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4199         shadowtrispvs = rtlight->cached_shadowtrispvs;
4200         lighttrispvs = rtlight->cached_lighttrispvs;
4201         surfacelist = rtlight->cached_surfacelist;
4202
4203         // set up a scissor rectangle for this light
4204         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4205                 return;
4206
4207         // don't let sound skip if going slow
4208         if (r_refdef.scene.extraupdate)
4209                 S_ExtraUpdate ();
4210
4211         // make this the active rtlight for rendering purposes
4212         R_Shadow_RenderMode_ActiveLight(rtlight);
4213
4214         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4215         {
4216                 // optionally draw visible shape of the shadow volumes
4217                 // for performance analysis by level designers
4218                 R_Shadow_RenderMode_VisibleShadowVolumes();
4219                 if (numsurfaces)
4220                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4221                 for (i = 0;i < numshadowentities;i++)
4222                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4223                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4224                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4225                 R_Shadow_RenderMode_VisibleLighting(false, false);
4226         }
4227
4228         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4229         {
4230                 // optionally draw the illuminated areas
4231                 // for performance analysis by level designers
4232                 R_Shadow_RenderMode_VisibleLighting(false, false);
4233                 if (numsurfaces)
4234                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4235                 for (i = 0;i < numlightentities;i++)
4236                         R_Shadow_DrawEntityLight(lightentities[i]);
4237                 for (i = 0;i < numlightentities_noselfshadow;i++)
4238                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4239         }
4240
4241         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4242
4243         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4244         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4245         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4246         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4247
4248         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4249         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4250         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4251
4252         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4253         {
4254                 float borderbias;
4255                 int side;
4256                 int size;
4257                 int castermask = 0;
4258                 int receivermask = 0;
4259                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4260                 Matrix4x4_Abs(&radiustolight);
4261
4262                 r_shadow_shadowmaplod = 0;
4263                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4264                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4265                                 r_shadow_shadowmaplod = i;
4266
4267                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4268                         
4269                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4270
4271                 surfacesides = NULL;
4272                 if (numsurfaces)
4273                 {
4274                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4275                         {
4276                                 castermask = rtlight->static_shadowmap_casters;
4277                                 receivermask = rtlight->static_shadowmap_receivers;
4278                         }
4279                         else
4280                         {
4281                                 surfacesides = r_shadow_buffer_surfacesides;
4282                                 for(i = 0;i < numsurfaces;i++)
4283                                 {
4284                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4285                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4286                                         castermask |= surfacesides[i];
4287                                         receivermask |= surfacesides[i];
4288                                 }
4289                         }
4290                 }
4291                 if (receivermask < 0x3F) 
4292                 {
4293                         for (i = 0;i < numlightentities;i++)
4294                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4295                         if (receivermask < 0x3F)
4296                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4297                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4298                 }
4299
4300                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4301
4302                 if (receivermask)
4303                 {
4304                         for (i = 0;i < numshadowentities;i++)
4305                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4306                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4307                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4308                 }
4309
4310                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4311
4312                 // render shadow casters into 6 sided depth texture
4313                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4314                 {
4315                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4316                         if (! (castermask & (1 << side))) continue;
4317                         if (numsurfaces)
4318                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4319                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4320                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4321                 }
4322
4323                 if (numlightentities_noselfshadow)
4324                 {
4325                         // render lighting using the depth texture as shadowmap
4326                         // draw lighting in the unmasked areas
4327                         R_Shadow_RenderMode_Lighting(false, false, true);
4328                         for (i = 0;i < numlightentities_noselfshadow;i++)
4329                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4330                 }
4331
4332                 // render shadow casters into 6 sided depth texture
4333                 if (numshadowentities_noselfshadow)
4334                 {
4335                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4336                         {
4337                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4338                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4339                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4340                         }
4341                 }
4342
4343                 // render lighting using the depth texture as shadowmap
4344                 // draw lighting in the unmasked areas
4345                 R_Shadow_RenderMode_Lighting(false, false, true);
4346                 // draw lighting in the unmasked areas
4347                 if (numsurfaces)
4348                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4349                 for (i = 0;i < numlightentities;i++)
4350                         R_Shadow_DrawEntityLight(lightentities[i]);
4351         }
4352         else if (castshadows && vid.stencil)
4353         {
4354                 // draw stencil shadow volumes to mask off pixels that are in shadow
4355                 // so that they won't receive lighting
4356                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4357                 R_Shadow_ClearStencil();
4358
4359                 if (numsurfaces)
4360                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4361                 for (i = 0;i < numshadowentities;i++)
4362                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4363
4364                 // draw lighting in the unmasked areas
4365                 R_Shadow_RenderMode_Lighting(true, false, false);
4366                 for (i = 0;i < numlightentities_noselfshadow;i++)
4367                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4368
4369                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4370                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4371
4372                 // draw lighting in the unmasked areas
4373                 R_Shadow_RenderMode_Lighting(true, false, false);
4374                 if (numsurfaces)
4375                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4376                 for (i = 0;i < numlightentities;i++)
4377                         R_Shadow_DrawEntityLight(lightentities[i]);
4378         }
4379         else
4380         {
4381                 // draw lighting in the unmasked areas
4382                 R_Shadow_RenderMode_Lighting(false, false, false);
4383                 if (numsurfaces)
4384                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4385                 for (i = 0;i < numlightentities;i++)
4386                         R_Shadow_DrawEntityLight(lightentities[i]);
4387                 for (i = 0;i < numlightentities_noselfshadow;i++)
4388                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4389         }
4390
4391         if (r_shadow_usingdeferredprepass)
4392         {
4393                 // when rendering deferred lighting, we simply rasterize the box
4394                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4395                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4396                 else if (castshadows && vid.stencil)
4397                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4398                 else
4399                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4400         }
4401 }
4402
4403 static void R_Shadow_FreeDeferred(void)
4404 {
4405         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4406         r_shadow_prepassgeometryfbo = 0;
4407
4408         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4409         r_shadow_prepasslightingdiffusespecularfbo = 0;
4410
4411         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4412         r_shadow_prepasslightingdiffusefbo = 0;
4413
4414         if (r_shadow_prepassgeometrydepthbuffer)
4415                 R_FreeTexture(r_shadow_prepassgeometrydepthbuffer);
4416         r_shadow_prepassgeometrydepthbuffer = NULL;
4417
4418         if (r_shadow_prepassgeometrynormalmaptexture)
4419                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4420         r_shadow_prepassgeometrynormalmaptexture = NULL;
4421
4422         if (r_shadow_prepasslightingdiffusetexture)
4423                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4424         r_shadow_prepasslightingdiffusetexture = NULL;
4425
4426         if (r_shadow_prepasslightingspeculartexture)
4427                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4428         r_shadow_prepasslightingspeculartexture = NULL;
4429 }
4430
4431 void R_Shadow_DrawPrepass(void)
4432 {
4433         int i;
4434         int flag;
4435         int lnum;
4436         size_t lightindex;
4437         dlight_t *light;
4438         size_t range;
4439         entity_render_t *ent;
4440         float clearcolor[4];
4441
4442         R_Mesh_ResetTextureState();
4443         GL_DepthMask(true);
4444         GL_ColorMask(1,1,1,1);
4445         GL_BlendFunc(GL_ONE, GL_ZERO);
4446         GL_Color(1,1,1,1);
4447         GL_DepthTest(true);
4448         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4449         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4450         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4451         if (r_timereport_active)
4452                 R_TimeReport("prepasscleargeom");
4453
4454         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4455                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4456         if (r_timereport_active)
4457                 R_TimeReport("prepassworld");
4458
4459         for (i = 0;i < r_refdef.scene.numentities;i++)
4460         {
4461                 if (!r_refdef.viewcache.entityvisible[i])
4462                         continue;
4463                 ent = r_refdef.scene.entities[i];
4464                 if (ent->model && ent->model->DrawPrepass != NULL)
4465                         ent->model->DrawPrepass(ent);
4466         }
4467
4468         if (r_timereport_active)
4469                 R_TimeReport("prepassmodels");
4470
4471         GL_DepthMask(false);
4472         GL_ColorMask(1,1,1,1);
4473         GL_Color(1,1,1,1);
4474         GL_DepthTest(true);
4475         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4476         Vector4Set(clearcolor, 0, 0, 0, 0);
4477         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4478         if (r_timereport_active)
4479                 R_TimeReport("prepassclearlit");
4480
4481         R_Shadow_RenderMode_Begin();
4482
4483         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4484         if (r_shadow_debuglight.integer >= 0)
4485         {
4486                 lightindex = r_shadow_debuglight.integer;
4487                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4488                 if (light && (light->flags & flag) && light->rtlight.draw)
4489                         R_Shadow_DrawLight(&light->rtlight);
4490         }
4491         else
4492         {
4493                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4494                 for (lightindex = 0;lightindex < range;lightindex++)
4495                 {
4496                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4497                         if (light && (light->flags & flag) && light->rtlight.draw)
4498                                 R_Shadow_DrawLight(&light->rtlight);
4499                 }
4500         }
4501         if (r_refdef.scene.rtdlight)
4502                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4503                         if (r_refdef.scene.lights[lnum]->draw)
4504                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4505
4506         R_Shadow_RenderMode_End();
4507
4508         if (r_timereport_active)
4509                 R_TimeReport("prepasslights");
4510 }
4511
4512 void R_Shadow_DrawLightSprites(void);
4513 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4514 {
4515         int flag;
4516         int lnum;
4517         size_t lightindex;
4518         dlight_t *light;
4519         size_t range;
4520         float f;
4521
4522         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4523                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4524                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4525                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4526                 r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || 
4527                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4528                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16) ||
4529                 r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
4530                 R_Shadow_FreeShadowMaps();
4531
4532         r_shadow_fb_fbo = fbo;
4533         r_shadow_fb_depthtexture = depthtexture;
4534         r_shadow_fb_colortexture = colortexture;
4535
4536         r_shadow_usingshadowmaportho = false;
4537
4538         switch (vid.renderpath)
4539         {
4540         case RENDERPATH_GL20:
4541         case RENDERPATH_D3D9:
4542         case RENDERPATH_D3D10:
4543         case RENDERPATH_D3D11:
4544         case RENDERPATH_SOFT:
4545 #ifndef USE_GLES2
4546                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4547                 {
4548                         r_shadow_usingdeferredprepass = false;
4549                         if (r_shadow_prepass_width)
4550                                 R_Shadow_FreeDeferred();
4551                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4552                         break;
4553                 }
4554
4555                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4556                 {
4557                         R_Shadow_FreeDeferred();
4558
4559                         r_shadow_usingdeferredprepass = true;
4560                         r_shadow_prepass_width = vid.width;
4561                         r_shadow_prepass_height = vid.height;
4562                         r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
4563                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4564                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4565                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4566
4567                         // set up the geometry pass fbo (depth + normalmap)
4568                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4569                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4570                         // render depth into a renderbuffer and other important properties into the normalmap texture
4571
4572                         // set up the lighting pass fbo (diffuse + specular)
4573                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4574                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4575                         // render diffuse into one texture and specular into another,
4576                         // with depth and normalmap bound as textures,
4577                         // with depth bound as attachment as well
4578
4579                         // set up the lighting pass fbo (diffuse)
4580                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4581                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4582                         // render diffuse into one texture,
4583                         // with depth and normalmap bound as textures,
4584                         // with depth bound as attachment as well
4585                 }
4586 #endif
4587                 break;
4588         case RENDERPATH_GL11:
4589         case RENDERPATH_GL13:
4590         case RENDERPATH_GLES1:
4591         case RENDERPATH_GLES2:
4592                 r_shadow_usingdeferredprepass = false;
4593                 break;
4594         }
4595
4596         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);
4597
4598         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4599         if (r_shadow_debuglight.integer >= 0)
4600         {
4601                 lightindex = r_shadow_debuglight.integer;
4602                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4603                 if (light)
4604                         R_Shadow_PrepareLight(&light->rtlight);
4605         }
4606         else
4607         {
4608                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4609                 for (lightindex = 0;lightindex < range;lightindex++)
4610                 {
4611                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4612                         if (light && (light->flags & flag))
4613                                 R_Shadow_PrepareLight(&light->rtlight);
4614                 }
4615         }
4616         if (r_refdef.scene.rtdlight)
4617         {
4618                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4619                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4620         }
4621         else if(gl_flashblend.integer)
4622         {
4623                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4624                 {
4625                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4626                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4627                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4628                 }
4629         }
4630
4631         if (r_editlights.integer)
4632                 R_Shadow_DrawLightSprites();
4633 }
4634
4635 void R_Shadow_DrawLights(void)
4636 {
4637         int flag;
4638         int lnum;
4639         size_t lightindex;
4640         dlight_t *light;
4641         size_t range;
4642
4643         R_Shadow_RenderMode_Begin();
4644
4645         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4646         if (r_shadow_debuglight.integer >= 0)
4647         {
4648                 lightindex = r_shadow_debuglight.integer;
4649                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4650                 if (light)
4651                         R_Shadow_DrawLight(&light->rtlight);
4652         }
4653         else
4654         {
4655                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4656                 for (lightindex = 0;lightindex < range;lightindex++)
4657                 {
4658                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4659                         if (light && (light->flags & flag))
4660                                 R_Shadow_DrawLight(&light->rtlight);
4661                 }
4662         }
4663         if (r_refdef.scene.rtdlight)
4664                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4665                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4666
4667         R_Shadow_RenderMode_End();
4668 }
4669
4670 #define MAX_MODELSHADOWS 1024
4671 static int r_shadow_nummodelshadows;
4672 static entity_render_t *r_shadow_modelshadows[MAX_MODELSHADOWS];
4673
4674 void R_Shadow_PrepareModelShadows(void)
4675 {
4676         int i;
4677         float scale, size, radius, dot1, dot2;
4678         prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4679         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4680         entity_render_t *ent;
4681
4682         r_shadow_nummodelshadows = 0;
4683         if (!r_refdef.scene.numentities)
4684                 return;
4685
4686         switch (r_shadow_shadowmode)
4687         {
4688         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4689                 if (r_shadows.integer >= 2) 
4690                         break;
4691                 // fall through
4692         case R_SHADOW_SHADOWMODE_STENCIL:
4693                 if (!vid.stencil)
4694                         return;
4695                 for (i = 0;i < r_refdef.scene.numentities;i++)
4696                 {
4697                         ent = r_refdef.scene.entities[i];
4698                         if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4699                         {
4700                                 if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
4701                                         break;
4702                                 r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
4703                                 R_AnimCache_GetEntity(ent, false, false);
4704                         }
4705                 }
4706                 return;
4707         default:
4708                 return;
4709         }
4710
4711         size = 2*r_shadow_shadowmapmaxsize;
4712         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4713         radius = 0.5f * size / scale;
4714
4715         Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4716         VectorCopy(prvmshadowdir, shadowdir);
4717         VectorNormalize(shadowdir);
4718         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4719         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4720         if (fabs(dot1) <= fabs(dot2))
4721                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4722         else
4723                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4724         VectorNormalize(shadowforward);
4725         CrossProduct(shadowdir, shadowforward, shadowright);
4726         Math_atov(r_shadows_focus.string, prvmshadowfocus);
4727         VectorCopy(prvmshadowfocus, shadowfocus);
4728         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4729         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4730         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4731         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4732         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4733                 dot1 = 1;
4734         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4735
4736         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4737         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4738         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4739         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4740         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4741         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4742
4743         for (i = 0;i < r_refdef.scene.numentities;i++)
4744         {
4745                 ent = r_refdef.scene.entities[i];
4746                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4747                         continue;
4748                 // cast shadows from anything of the map (submodels are optional)
4749                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4750                 {
4751                         if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
4752                                 break;
4753                         r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
4754                         R_AnimCache_GetEntity(ent, false, false);
4755                 }
4756         }
4757 }
4758
4759 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4760 {
4761         int i;
4762         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4763         entity_render_t *ent;
4764         vec3_t relativelightorigin;
4765         vec3_t relativelightdirection, relativeforward, relativeright;
4766         vec3_t relativeshadowmins, relativeshadowmaxs;
4767         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4768         prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4769         float m[12];
4770         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4771         r_viewport_t viewport;
4772         GLuint shadowfbo = 0;
4773         float clearcolor[4];
4774
4775         if (!r_shadow_nummodelshadows)
4776                 return;
4777
4778         switch (r_shadow_shadowmode)
4779         {
4780         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4781                 break;
4782         default:
4783                 return;
4784         }
4785
4786         r_shadow_fb_fbo = fbo;
4787         r_shadow_fb_depthtexture = depthtexture;
4788         r_shadow_fb_colortexture = colortexture;
4789
4790         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4791         R_Shadow_RenderMode_Begin();
4792         R_Shadow_RenderMode_ActiveLight(NULL);
4793
4794         switch (r_shadow_shadowmode)
4795         {
4796         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4797                 if (!r_shadow_shadowmap2ddepthtexture)
4798                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4799                 shadowfbo = r_shadow_fbo2d;
4800                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
4801                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
4802                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4803                 break;
4804         default:
4805                 break;
4806         }
4807
4808         size = 2*r_shadow_shadowmapmaxsize;
4809         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4810         radius = 0.5f / scale;
4811         nearclip = -r_shadows_throwdistance.value;
4812         farclip = r_shadows_throwdistance.value;
4813         bias = (r_shadows_shadowmapbias.value < 0) ? r_shadow_shadowmapping_bias.value : r_shadows_shadowmapbias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4814
4815         r_shadow_shadowmap_parameters[0] = size;
4816         r_shadow_shadowmap_parameters[1] = size;
4817         r_shadow_shadowmap_parameters[2] = 1.0;
4818         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4819
4820         Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4821         VectorCopy(prvmshadowdir, shadowdir);
4822         VectorNormalize(shadowdir);
4823         Math_atov(r_shadows_focus.string, prvmshadowfocus);
4824         VectorCopy(prvmshadowfocus, shadowfocus);
4825         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4826         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4827         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4828         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4829         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4830         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4831         if (fabs(dot1) <= fabs(dot2)) 
4832                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4833         else
4834                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4835         VectorNormalize(shadowforward);
4836         VectorM(scale, shadowforward, &m[0]);
4837         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4838                 dot1 = 1;
4839         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4840         CrossProduct(shadowdir, shadowforward, shadowright);
4841         VectorM(scale, shadowright, &m[4]);
4842         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4843         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4844         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4845         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4846         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4847         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4848
4849         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4850
4851         if (r_shadow_shadowmap2ddepthbuffer)
4852                 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
4853         else
4854                 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
4855         R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
4856         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4857         GL_DepthMask(true);
4858         GL_DepthTest(true);
4859         R_SetViewport(&viewport);
4860         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4861         Vector4Set(clearcolor, 1,1,1,1);
4862         // in D3D9 we have to render to a color texture shadowmap
4863         // in GL we render directly to a depth texture only
4864         if (r_shadow_shadowmap2ddepthbuffer)
4865                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4866         else
4867                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4868         // render into a slightly restricted region so that the borders of the
4869         // shadowmap area fade away, rather than streaking across everything
4870         // outside the usable area
4871         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4872
4873         for (i = 0;i < r_shadow_nummodelshadows;i++)
4874         {
4875                 ent = r_shadow_modelshadows[i];
4876                 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4877                 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4878                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4879                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4880                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4881                 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4882                 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4883                 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4884                 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4885                 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4886                 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4887                 RSurf_ActiveModelEntity(ent, false, false, false);
4888                 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4889                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4890         }
4891
4892 #if 0
4893         if (r_test.integer)
4894         {
4895                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4896                 CHECKGLERROR
4897                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4898                 CHECKGLERROR
4899                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4900                 Cvar_SetValueQuick(&r_test, 0);
4901                 Z_Free(rawpixels);
4902         }
4903 #endif
4904
4905         R_Shadow_RenderMode_End();
4906
4907         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4908         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4909         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4910         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4911         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4912         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4913
4914         switch (vid.renderpath)
4915         {
4916         case RENDERPATH_GL11:
4917         case RENDERPATH_GL13:
4918         case RENDERPATH_GL20:
4919         case RENDERPATH_SOFT:
4920         case RENDERPATH_GLES1:
4921         case RENDERPATH_GLES2:
4922                 break;
4923         case RENDERPATH_D3D9:
4924         case RENDERPATH_D3D10:
4925         case RENDERPATH_D3D11:
4926 #ifdef MATRIX4x4_OPENGLORIENTATION
4927                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4928                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4929                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4930                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4931 #else
4932                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4933                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4934                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4935                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4936 #endif
4937                 break;
4938         }
4939
4940         r_shadow_usingshadowmaportho = true;
4941         switch (r_shadow_shadowmode)
4942         {
4943         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4944                 r_shadow_usingshadowmap2d = true;
4945                 break;
4946         default:
4947                 break;
4948         }
4949 }
4950
4951 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4952 {
4953         int i;
4954         float relativethrowdistance;
4955         entity_render_t *ent;
4956         vec3_t relativelightorigin;
4957         vec3_t relativelightdirection;
4958         vec3_t relativeshadowmins, relativeshadowmaxs;
4959         vec3_t tmp, shadowdir;
4960         prvm_vec3_t prvmshadowdir;
4961
4962         if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4963                 return;
4964
4965         r_shadow_fb_fbo = fbo;
4966         r_shadow_fb_depthtexture = depthtexture;
4967         r_shadow_fb_colortexture = colortexture;
4968
4969         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4970         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4971         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4972         R_Shadow_RenderMode_Begin();
4973         R_Shadow_RenderMode_ActiveLight(NULL);
4974         r_shadow_lightscissor[0] = r_refdef.view.x;
4975         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4976         r_shadow_lightscissor[2] = r_refdef.view.width;
4977         r_shadow_lightscissor[3] = r_refdef.view.height;
4978         R_Shadow_RenderMode_StencilShadowVolumes(false);
4979
4980         // get shadow dir
4981         if (r_shadows.integer == 2)
4982         {
4983                 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4984                 VectorCopy(prvmshadowdir, shadowdir);
4985                 VectorNormalize(shadowdir);
4986         }
4987
4988         R_Shadow_ClearStencil();
4989
4990         for (i = 0;i < r_shadow_nummodelshadows;i++)
4991         {
4992                 ent = r_shadow_modelshadows[i];
4993
4994                 // cast shadows from anything of the map (submodels are optional)
4995                 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4996                 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4997                 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4998                 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4999                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5000                 else
5001                 {
5002                         if(ent->entitynumber != 0)
5003                         {
5004                                 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5005                                 {
5006                                         // FIXME handle this
5007                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5008                                 }
5009                                 else
5010                                 {
5011                                         // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5012                                         int entnum, entnum2, recursion;
5013                                         entnum = entnum2 = ent->entitynumber;
5014                                         for(recursion = 32; recursion > 0; --recursion)
5015                                         {
5016                                                 entnum2 = cl.entities[entnum].state_current.tagentity;
5017                                                 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5018                                                         entnum = entnum2;
5019                                                 else
5020                                                         break;
5021                                         }
5022                                         if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5023                                         {
5024                                                 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5025                                                 // transform into modelspace of OUR entity
5026                                                 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5027                                                 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5028                                         }
5029                                         else
5030                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5031                                 }
5032                         }
5033                         else
5034                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5035                 }
5036
5037                 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5038                 RSurf_ActiveModelEntity(ent, false, false, false);
5039                 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5040                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5041         }
5042
5043         // not really the right mode, but this will disable any silly stencil features
5044         R_Shadow_RenderMode_End();
5045
5046         // set up ortho view for rendering this pass
5047         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5048         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5049         //GL_ScissorTest(true);
5050         //R_EntityMatrix(&identitymatrix);
5051         //R_Mesh_ResetTextureState();
5052         R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5053
5054         // set up a darkening blend on shadowed areas
5055         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5056         //GL_DepthRange(0, 1);
5057         //GL_DepthTest(false);
5058         //GL_DepthMask(false);
5059         //GL_PolygonOffset(0, 0);CHECKGLERROR
5060         GL_Color(0, 0, 0, r_shadows_darken.value);
5061         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5062         //GL_DepthFunc(GL_ALWAYS);
5063         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5064
5065         // apply the blend to the shadowed areas
5066         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5067         R_SetupShader_Generic_NoTexture(false, true);
5068         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5069
5070         // restore the viewport
5071         R_SetViewport(&r_refdef.view.viewport);
5072
5073         // restore other state to normal
5074         //R_Shadow_RenderMode_End();
5075 }
5076
5077 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5078 {
5079         float zdist;
5080         vec3_t centerorigin;
5081 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5082         float vertex3f[12];
5083 #endif
5084         // if it's too close, skip it
5085         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5086                 return;
5087         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5088         if (zdist < 32)
5089                 return;
5090         if (usequery && r_numqueries + 2 <= r_maxqueries)
5091         {
5092                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5093                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5094                 // 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
5095                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5096
5097                 switch(vid.renderpath)
5098                 {
5099                 case RENDERPATH_GL11:
5100                 case RENDERPATH_GL13:
5101                 case RENDERPATH_GL20:
5102                 case RENDERPATH_GLES1:
5103                 case RENDERPATH_GLES2:
5104 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5105                         CHECKGLERROR
5106                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5107                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5108                         GL_DepthFunc(GL_ALWAYS);
5109                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5110                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
5111                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5112                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5113                         GL_DepthFunc(GL_LEQUAL);
5114                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5115                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5116                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
5117                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5118                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5119                         CHECKGLERROR
5120 #endif
5121                         break;
5122                 case RENDERPATH_D3D9:
5123                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5124                         break;
5125                 case RENDERPATH_D3D10:
5126                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5127                         break;
5128                 case RENDERPATH_D3D11:
5129                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5130                         break;
5131                 case RENDERPATH_SOFT:
5132                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5133                         break;
5134                 }
5135         }
5136         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5137 }
5138
5139 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5140
5141 static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5142 {
5143         vec3_t color;
5144         GLint allpixels = 0, visiblepixels = 0;
5145         // now we have to check the query result
5146         if (rtlight->corona_queryindex_visiblepixels)
5147         {
5148                 switch(vid.renderpath)
5149                 {
5150                 case RENDERPATH_GL11:
5151                 case RENDERPATH_GL13:
5152                 case RENDERPATH_GL20:
5153                 case RENDERPATH_GLES1:
5154                 case RENDERPATH_GLES2:
5155 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5156                         CHECKGLERROR
5157                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5158                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5159                         CHECKGLERROR
5160 #endif
5161                         break;
5162                 case RENDERPATH_D3D9:
5163                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5164                         break;
5165                 case RENDERPATH_D3D10:
5166                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5167                         break;
5168                 case RENDERPATH_D3D11:
5169                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5170                         break;
5171                 case RENDERPATH_SOFT:
5172                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5173                         break;
5174                 }
5175                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5176                 if (visiblepixels < 1 || allpixels < 1)
5177                         return;
5178                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5179                 cscale *= rtlight->corona_visibility;
5180         }
5181         else
5182         {
5183                 // FIXME: these traces should scan all render entities instead of cl.world
5184                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5185                         return;
5186         }
5187         VectorScale(rtlight->currentcolor, cscale, color);
5188         if (VectorLength(color) > (1.0f / 256.0f))
5189         {
5190                 float vertex3f[12];
5191                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5192                 if(negated)
5193                 {
5194                         VectorNegate(color, color);
5195                         GL_BlendEquationSubtract(true);
5196                 }
5197                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5198                 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);
5199                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST, 0, 4, 0, 2, false, false);
5200                 if(negated)
5201                         GL_BlendEquationSubtract(false);
5202         }
5203 }
5204
5205 void R_Shadow_DrawCoronas(void)
5206 {
5207         int i, flag;
5208         qboolean usequery = false;
5209         size_t lightindex;
5210         dlight_t *light;
5211         rtlight_t *rtlight;
5212         size_t range;
5213         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5214                 return;
5215         if (r_fb.water.renderingscene)
5216                 return;
5217         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5218         R_EntityMatrix(&identitymatrix);
5219
5220         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5221
5222         // check occlusion of coronas
5223         // use GL_ARB_occlusion_query if available
5224         // otherwise use raytraces
5225         r_numqueries = 0;
5226         switch (vid.renderpath)
5227         {
5228         case RENDERPATH_GL11:
5229         case RENDERPATH_GL13:
5230         case RENDERPATH_GL20:
5231         case RENDERPATH_GLES1:
5232         case RENDERPATH_GLES2:
5233                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5234 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
5235                 if (usequery)
5236                 {
5237                         GL_ColorMask(0,0,0,0);
5238                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5239                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5240                         {
5241                                 i = r_maxqueries;
5242                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5243                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5244                                 CHECKGLERROR
5245                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5246                                 CHECKGLERROR
5247                         }
5248                         RSurf_ActiveWorldEntity();
5249                         GL_BlendFunc(GL_ONE, GL_ZERO);
5250                         GL_CullFace(GL_NONE);
5251                         GL_DepthMask(false);
5252                         GL_DepthRange(0, 1);
5253                         GL_PolygonOffset(0, 0);
5254                         GL_DepthTest(true);
5255                         R_Mesh_ResetTextureState();
5256                         R_SetupShader_Generic_NoTexture(false, false);
5257                 }
5258 #endif
5259                 break;
5260         case RENDERPATH_D3D9:
5261                 usequery = false;
5262                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5263                 break;
5264         case RENDERPATH_D3D10:
5265                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5266                 break;
5267         case RENDERPATH_D3D11:
5268                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5269                 break;
5270         case RENDERPATH_SOFT:
5271                 usequery = false;
5272                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5273                 break;
5274         }
5275         for (lightindex = 0;lightindex < range;lightindex++)
5276         {
5277                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5278                 if (!light)
5279                         continue;
5280                 rtlight = &light->rtlight;
5281                 rtlight->corona_visibility = 0;
5282                 rtlight->corona_queryindex_visiblepixels = 0;
5283                 rtlight->corona_queryindex_allpixels = 0;
5284                 if (!(rtlight->flags & flag))
5285                         continue;
5286                 if (rtlight->corona <= 0)
5287                         continue;
5288                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5289                         continue;
5290                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5291         }
5292         for (i = 0;i < r_refdef.scene.numlights;i++)
5293         {
5294                 rtlight = r_refdef.scene.lights[i];
5295                 rtlight->corona_visibility = 0;
5296                 rtlight->corona_queryindex_visiblepixels = 0;
5297                 rtlight->corona_queryindex_allpixels = 0;
5298                 if (!(rtlight->flags & flag))
5299                         continue;
5300                 if (rtlight->corona <= 0)
5301                         continue;
5302                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5303         }
5304         if (usequery)
5305                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5306
5307         // now draw the coronas using the query data for intensity info
5308         for (lightindex = 0;lightindex < range;lightindex++)
5309         {
5310                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5311                 if (!light)
5312                         continue;
5313                 rtlight = &light->rtlight;
5314                 if (rtlight->corona_visibility <= 0)
5315                         continue;
5316                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5317         }
5318         for (i = 0;i < r_refdef.scene.numlights;i++)
5319         {
5320                 rtlight = r_refdef.scene.lights[i];
5321                 if (rtlight->corona_visibility <= 0)
5322                         continue;
5323                 if (gl_flashblend.integer)
5324                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5325                 else
5326                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5327         }
5328 }
5329
5330
5331
5332 static dlight_t *R_Shadow_NewWorldLight(void)
5333 {
5334         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5335 }
5336
5337 static 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)
5338 {
5339         matrix4x4_t matrix;
5340         // validate parameters
5341         if (style < 0 || style >= MAX_LIGHTSTYLES)
5342         {
5343                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5344                 style = 0;
5345         }
5346         if (!cubemapname)
5347                 cubemapname = "";
5348
5349         // copy to light properties
5350         VectorCopy(origin, light->origin);
5351         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5352         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5353         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5354         /*
5355         light->color[0] = max(color[0], 0);
5356         light->color[1] = max(color[1], 0);
5357         light->color[2] = max(color[2], 0);
5358         */
5359         light->color[0] = color[0];
5360         light->color[1] = color[1];
5361         light->color[2] = color[2];
5362         light->radius = max(radius, 0);
5363         light->style = style;
5364         light->shadow = shadowenable;
5365         light->corona = corona;
5366         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5367         light->coronasizescale = coronasizescale;
5368         light->ambientscale = ambientscale;
5369         light->diffusescale = diffusescale;
5370         light->specularscale = specularscale;
5371         light->flags = flags;
5372
5373         // update renderable light data
5374         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5375         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);
5376 }
5377
5378 static void R_Shadow_FreeWorldLight(dlight_t *light)
5379 {
5380         if (r_shadow_selectedlight == light)
5381                 r_shadow_selectedlight = NULL;
5382         R_RTLight_Uncompile(&light->rtlight);
5383         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5384 }
5385
5386 void R_Shadow_ClearWorldLights(void)
5387 {
5388         size_t lightindex;
5389         dlight_t *light;
5390         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5391         for (lightindex = 0;lightindex < range;lightindex++)
5392         {
5393                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5394                 if (light)
5395                         R_Shadow_FreeWorldLight(light);
5396         }
5397         r_shadow_selectedlight = NULL;
5398 }
5399
5400 static void R_Shadow_SelectLight(dlight_t *light)
5401 {
5402         if (r_shadow_selectedlight)
5403                 r_shadow_selectedlight->selected = false;
5404         r_shadow_selectedlight = light;
5405         if (r_shadow_selectedlight)
5406                 r_shadow_selectedlight->selected = true;
5407 }
5408
5409 static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5410 {
5411         // this is never batched (there can be only one)
5412         float vertex3f[12];
5413         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5414         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5415         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5416 }
5417
5418 static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5419 {
5420         float intensity;
5421         float s;
5422         vec3_t spritecolor;
5423         skinframe_t *skinframe;
5424         float vertex3f[12];
5425
5426         // this is never batched (due to the ent parameter changing every time)
5427         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5428         const dlight_t *light = (dlight_t *)ent;
5429         s = EDLIGHTSPRSIZE;
5430
5431         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5432
5433         intensity = 0.5f;
5434         VectorScale(light->color, intensity, spritecolor);
5435         if (VectorLength(spritecolor) < 0.1732f)
5436                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5437         if (VectorLength(spritecolor) > 1.0f)
5438                 VectorNormalize(spritecolor);
5439
5440         // draw light sprite
5441         if (light->cubemapname[0] && !light->shadow)
5442                 skinframe = r_editlights_sprcubemapnoshadowlight;
5443         else if (light->cubemapname[0])
5444                 skinframe = r_editlights_sprcubemaplight;
5445         else if (!light->shadow)
5446                 skinframe = r_editlights_sprnoshadowlight;
5447         else
5448                 skinframe = r_editlights_sprlight;
5449
5450         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);
5451         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5452
5453         // draw selection sprite if light is selected
5454         if (light->selected)
5455         {
5456                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5457                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5458                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5459         }
5460 }
5461
5462 void R_Shadow_DrawLightSprites(void)
5463 {
5464         size_t lightindex;
5465         dlight_t *light;
5466         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5467         for (lightindex = 0;lightindex < range;lightindex++)
5468         {
5469                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5470                 if (light)
5471                         R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5472         }
5473         if (!r_editlights_lockcursor)
5474                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5475 }
5476
5477 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5478 {
5479         unsigned int range;
5480         dlight_t *light;
5481         rtlight_t *rtlight;
5482         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5483         if (lightindex >= range)
5484                 return -1;
5485         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5486         if (!light)
5487                 return 0;
5488         rtlight = &light->rtlight;
5489         //if (!(rtlight->flags & flag))
5490         //      return 0;
5491         VectorCopy(rtlight->shadoworigin, origin);
5492         *radius = rtlight->radius;
5493         VectorCopy(rtlight->color, color);
5494         return 1;
5495 }
5496
5497 static void R_Shadow_SelectLightInView(void)
5498 {
5499         float bestrating, rating, temp[3];
5500         dlight_t *best;
5501         size_t lightindex;
5502         dlight_t *light;
5503         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5504         best = NULL;
5505         bestrating = 0;
5506
5507         if (r_editlights_lockcursor)
5508                 return;
5509         for (lightindex = 0;lightindex < range;lightindex++)
5510         {
5511                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5512                 if (!light)
5513                         continue;
5514                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5515                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5516                 if (rating >= 0.95)
5517                 {
5518                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5519                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5520                         {
5521                                 bestrating = rating;
5522                                 best = light;
5523                         }
5524                 }
5525         }
5526         R_Shadow_SelectLight(best);
5527 }
5528
5529 void R_Shadow_LoadWorldLights(void)
5530 {
5531         int n, a, style, shadow, flags;
5532         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5533         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5534         if (cl.worldmodel == NULL)
5535         {
5536                 Con_Print("No map loaded.\n");
5537                 return;
5538         }
5539         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5540         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5541         if (lightsstring)
5542         {
5543                 s = lightsstring;
5544                 n = 0;
5545                 while (*s)
5546                 {
5547                         /*
5548                         t = s;
5549                         shadow = true;
5550                         for (;COM_Parse(t, true) && strcmp(
5551                         if (COM_Parse(t, true))
5552                         {
5553                                 if (com_token[0] == '!')
5554                                 {
5555                                         shadow = false;
5556                                         origin[0] = atof(com_token+1);
5557                                 }
5558                                 else
5559                                         origin[0] = atof(com_token);
5560                                 if (Com_Parse(t
5561                         }
5562                         */
5563                         t = s;
5564                         while (*s && *s != '\n' && *s != '\r')
5565                                 s++;
5566                         if (!*s)
5567                                 break;
5568                         tempchar = *s;
5569                         shadow = true;
5570                         // check for modifier flags
5571                         if (*t == '!')
5572                         {
5573                                 shadow = false;
5574                                 t++;
5575                         }
5576                         *s = 0;
5577 #if _MSC_VER >= 1400
5578 #define sscanf sscanf_s
5579 #endif
5580                         cubemapname[sizeof(cubemapname)-1] = 0;
5581 #if MAX_QPATH != 128
5582 #error update this code if MAX_QPATH changes
5583 #endif
5584                         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
5585 #if _MSC_VER >= 1400
5586 , sizeof(cubemapname)
5587 #endif
5588 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5589                         *s = tempchar;
5590                         if (a < 18)
5591                                 flags = LIGHTFLAG_REALTIMEMODE;
5592                         if (a < 17)
5593                                 specularscale = 1;
5594                         if (a < 16)
5595                                 diffusescale = 1;
5596                         if (a < 15)
5597                                 ambientscale = 0;
5598                         if (a < 14)
5599                                 coronasizescale = 0.25f;
5600                         if (a < 13)
5601                                 VectorClear(angles);
5602                         if (a < 10)
5603                                 corona = 0;
5604                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5605                                 cubemapname[0] = 0;
5606                         // remove quotes on cubemapname
5607                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5608                         {
5609                                 size_t namelen;
5610                                 namelen = strlen(cubemapname) - 2;
5611                                 memmove(cubemapname, cubemapname + 1, namelen);
5612                                 cubemapname[namelen] = '\0';
5613                         }
5614                         if (a < 8)
5615                         {
5616                                 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);
5617                                 break;
5618                         }
5619                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5620                         if (*s == '\r')
5621                                 s++;
5622                         if (*s == '\n')
5623                                 s++;
5624                         n++;
5625                 }
5626                 if (*s)
5627                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5628                 Mem_Free(lightsstring);
5629         }
5630 }
5631
5632 void R_Shadow_SaveWorldLights(void)
5633 {
5634         size_t lightindex;
5635         dlight_t *light;
5636         size_t bufchars, bufmaxchars;
5637         char *buf, *oldbuf;
5638         char name[MAX_QPATH];
5639         char line[MAX_INPUTLINE];
5640         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5641         // I hate lines which are 3 times my screen size :( --blub
5642         if (!range)
5643                 return;
5644         if (cl.worldmodel == NULL)
5645         {
5646                 Con_Print("No map loaded.\n");
5647                 return;
5648         }
5649         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5650         bufchars = bufmaxchars = 0;
5651         buf = NULL;
5652         for (lightindex = 0;lightindex < range;lightindex++)
5653         {
5654                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5655                 if (!light)
5656                         continue;
5657                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5658                         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);
5659                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5660                         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]);
5661                 else
5662                         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);
5663                 if (bufchars + strlen(line) > bufmaxchars)
5664                 {
5665                         bufmaxchars = bufchars + strlen(line) + 2048;
5666                         oldbuf = buf;
5667                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5668                         if (oldbuf)
5669                         {
5670                                 if (bufchars)
5671                                         memcpy(buf, oldbuf, bufchars);
5672                                 Mem_Free(oldbuf);
5673                         }
5674                 }
5675                 if (strlen(line))
5676                 {
5677                         memcpy(buf + bufchars, line, strlen(line));
5678                         bufchars += strlen(line);
5679                 }
5680         }
5681         if (bufchars)
5682                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5683         if (buf)
5684                 Mem_Free(buf);
5685 }
5686
5687 void R_Shadow_LoadLightsFile(void)
5688 {
5689         int n, a, style;
5690         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5691         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5692         if (cl.worldmodel == NULL)
5693         {
5694                 Con_Print("No map loaded.\n");
5695                 return;
5696         }
5697         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5698         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5699         if (lightsstring)
5700         {
5701                 s = lightsstring;
5702                 n = 0;
5703                 while (*s)
5704                 {
5705                         t = s;
5706                         while (*s && *s != '\n' && *s != '\r')
5707                                 s++;
5708                         if (!*s)
5709                                 break;
5710                         tempchar = *s;
5711                         *s = 0;
5712                         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);
5713                         *s = tempchar;
5714                         if (a < 14)
5715                         {
5716                                 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);
5717                                 break;
5718                         }
5719                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5720                         radius = bound(15, radius, 4096);
5721                         VectorScale(color, (2.0f / (8388608.0f)), color);
5722                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5723                         if (*s == '\r')
5724                                 s++;
5725                         if (*s == '\n')
5726                                 s++;
5727                         n++;
5728                 }
5729                 if (*s)
5730                         Con_Printf("invalid lights file \"%s\"\n", name);
5731                 Mem_Free(lightsstring);
5732         }
5733 }
5734
5735 // tyrlite/hmap2 light types in the delay field
5736 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5737
5738 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5739 {
5740         int entnum;
5741         int style;
5742         int islight;
5743         int skin;
5744         int pflags;
5745         //int effects;
5746         int type;
5747         int n;
5748         char *entfiledata;
5749         const char *data;
5750         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5751         char key[256], value[MAX_INPUTLINE];
5752         char vabuf[1024];
5753
5754         if (cl.worldmodel == NULL)
5755         {
5756                 Con_Print("No map loaded.\n");
5757                 return;
5758         }
5759         // try to load a .ent file first
5760         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5761         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5762         // and if that is not found, fall back to the bsp file entity string
5763         if (!data)
5764                 data = cl.worldmodel->brush.entities;
5765         if (!data)
5766                 return;
5767         for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++)
5768         {
5769                 type = LIGHTTYPE_MINUSX;
5770                 origin[0] = origin[1] = origin[2] = 0;
5771                 originhack[0] = originhack[1] = originhack[2] = 0;
5772                 angles[0] = angles[1] = angles[2] = 0;
5773                 color[0] = color[1] = color[2] = 1;
5774                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5775                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5776                 fadescale = 1;
5777                 lightscale = 1;
5778                 style = 0;
5779                 skin = 0;
5780                 pflags = 0;
5781                 //effects = 0;
5782                 islight = false;
5783                 while (1)
5784                 {
5785                         if (!COM_ParseToken_Simple(&data, false, false, true))
5786                                 break; // error
5787                         if (com_token[0] == '}')
5788                                 break; // end of entity
5789                         if (com_token[0] == '_')
5790                                 strlcpy(key, com_token + 1, sizeof(key));
5791                         else
5792                                 strlcpy(key, com_token, sizeof(key));
5793                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5794                                 key[strlen(key)-1] = 0;
5795                         if (!COM_ParseToken_Simple(&data, false, false, true))
5796                                 break; // error
5797                         strlcpy(value, com_token, sizeof(value));
5798
5799                         // now that we have the key pair worked out...
5800                         if (!strcmp("light", key))
5801                         {
5802                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5803                                 if (n == 1)
5804                                 {
5805                                         // quake
5806                                         light[0] = vec[0] * (1.0f / 256.0f);
5807                                         light[1] = vec[0] * (1.0f / 256.0f);
5808                                         light[2] = vec[0] * (1.0f / 256.0f);
5809                                         light[3] = vec[0];
5810                                 }
5811                                 else if (n == 4)
5812                                 {
5813                                         // halflife
5814                                         light[0] = vec[0] * (1.0f / 255.0f);
5815                                         light[1] = vec[1] * (1.0f / 255.0f);
5816                                         light[2] = vec[2] * (1.0f / 255.0f);
5817                                         light[3] = vec[3];
5818                                 }
5819                         }
5820                         else if (!strcmp("delay", key))
5821                                 type = atoi(value);
5822                         else if (!strcmp("origin", key))
5823                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5824                         else if (!strcmp("angle", key))
5825                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5826                         else if (!strcmp("angles", key))
5827                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5828                         else if (!strcmp("color", key))
5829                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5830                         else if (!strcmp("wait", key))
5831                                 fadescale = atof(value);
5832                         else if (!strcmp("classname", key))
5833                         {
5834                                 if (!strncmp(value, "light", 5))
5835                                 {
5836                                         islight = true;
5837                                         if (!strcmp(value, "light_fluoro"))
5838                                         {
5839                                                 originhack[0] = 0;
5840                                                 originhack[1] = 0;
5841                                                 originhack[2] = 0;
5842                                                 overridecolor[0] = 1;
5843                                                 overridecolor[1] = 1;
5844                                                 overridecolor[2] = 1;
5845                                         }
5846                                         if (!strcmp(value, "light_fluorospark"))
5847                                         {
5848                                                 originhack[0] = 0;
5849                                                 originhack[1] = 0;
5850                                                 originhack[2] = 0;
5851                                                 overridecolor[0] = 1;
5852                                                 overridecolor[1] = 1;
5853                                                 overridecolor[2] = 1;
5854                                         }
5855                                         if (!strcmp(value, "light_globe"))
5856                                         {
5857                                                 originhack[0] = 0;
5858                                                 originhack[1] = 0;
5859                                                 originhack[2] = 0;
5860                                                 overridecolor[0] = 1;
5861                                                 overridecolor[1] = 0.8;
5862                                                 overridecolor[2] = 0.4;
5863                                         }
5864                                         if (!strcmp(value, "light_flame_large_yellow"))
5865                                         {
5866                                                 originhack[0] = 0;
5867                                                 originhack[1] = 0;
5868                                                 originhack[2] = 0;
5869                                                 overridecolor[0] = 1;
5870                                                 overridecolor[1] = 0.5;
5871                                                 overridecolor[2] = 0.1;
5872                                         }
5873                                         if (!strcmp(value, "light_flame_small_yellow"))
5874                                         {
5875                                                 originhack[0] = 0;
5876                                                 originhack[1] = 0;
5877                                                 originhack[2] = 0;
5878                                                 overridecolor[0] = 1;
5879                                                 overridecolor[1] = 0.5;
5880                                                 overridecolor[2] = 0.1;
5881                                         }
5882                                         if (!strcmp(value, "light_torch_small_white"))
5883                                         {
5884                                                 originhack[0] = 0;
5885                                                 originhack[1] = 0;
5886                                                 originhack[2] = 0;
5887                                                 overridecolor[0] = 1;
5888                                                 overridecolor[1] = 0.5;
5889                                                 overridecolor[2] = 0.1;
5890                                         }
5891                                         if (!strcmp(value, "light_torch_small_walltorch"))
5892                                         {
5893                                                 originhack[0] = 0;
5894                                                 originhack[1] = 0;
5895                                                 originhack[2] = 0;
5896                                                 overridecolor[0] = 1;
5897                                                 overridecolor[1] = 0.5;
5898                                                 overridecolor[2] = 0.1;
5899                                         }
5900                                 }
5901                         }
5902                         else if (!strcmp("style", key))
5903                                 style = atoi(value);
5904                         else if (!strcmp("skin", key))
5905                                 skin = (int)atof(value);
5906                         else if (!strcmp("pflags", key))
5907                                 pflags = (int)atof(value);
5908                         //else if (!strcmp("effects", key))
5909                         //      effects = (int)atof(value);
5910                         else if (cl.worldmodel->type == mod_brushq3)
5911                         {
5912                                 if (!strcmp("scale", key))
5913                                         lightscale = atof(value);
5914                                 if (!strcmp("fade", key))
5915                                         fadescale = atof(value);
5916                         }
5917                 }
5918                 if (!islight)
5919                         continue;
5920                 if (lightscale <= 0)
5921                         lightscale = 1;
5922                 if (fadescale <= 0)
5923                         fadescale = 1;
5924                 if (color[0] == color[1] && color[0] == color[2])
5925                 {
5926                         color[0] *= overridecolor[0];
5927                         color[1] *= overridecolor[1];
5928                         color[2] *= overridecolor[2];
5929                 }
5930                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5931                 color[0] = color[0] * light[0];
5932                 color[1] = color[1] * light[1];
5933                 color[2] = color[2] * light[2];
5934                 switch (type)
5935                 {
5936                 case LIGHTTYPE_MINUSX:
5937                         break;
5938                 case LIGHTTYPE_RECIPX:
5939                         radius *= 2;
5940                         VectorScale(color, (1.0f / 16.0f), color);
5941                         break;
5942                 case LIGHTTYPE_RECIPXX:
5943                         radius *= 2;
5944                         VectorScale(color, (1.0f / 16.0f), color);
5945                         break;
5946                 default:
5947                 case LIGHTTYPE_NONE:
5948                         break;
5949                 case LIGHTTYPE_SUN:
5950                         break;
5951                 case LIGHTTYPE_MINUSXX:
5952                         break;
5953                 }
5954                 VectorAdd(origin, originhack, origin);
5955                 if (radius >= 1)
5956                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5957         }
5958         if (entfiledata)
5959                 Mem_Free(entfiledata);
5960 }
5961
5962
5963 static void R_Shadow_SetCursorLocationForView(void)
5964 {
5965         vec_t dist, push;
5966         vec3_t dest, endpos;
5967         trace_t trace;
5968         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5969         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5970         if (trace.fraction < 1)
5971         {
5972                 dist = trace.fraction * r_editlights_cursordistance.value;
5973                 push = r_editlights_cursorpushback.value;
5974                 if (push > dist)
5975                         push = dist;
5976                 push = -push;
5977                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5978                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5979         }
5980         else
5981         {
5982                 VectorClear( endpos );
5983         }
5984         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5985         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5986         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5987 }
5988
5989 void R_Shadow_UpdateWorldLightSelection(void)
5990 {
5991         if (r_editlights.integer)
5992         {
5993                 R_Shadow_SetCursorLocationForView();
5994                 R_Shadow_SelectLightInView();
5995         }
5996         else
5997                 R_Shadow_SelectLight(NULL);
5998 }
5999
6000 static void R_Shadow_EditLights_Clear_f(void)
6001 {
6002         R_Shadow_ClearWorldLights();
6003 }
6004
6005 void R_Shadow_EditLights_Reload_f(void)
6006 {
6007         if (!cl.worldmodel)
6008                 return;
6009         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6010         R_Shadow_ClearWorldLights();
6011         R_Shadow_LoadWorldLights();
6012         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6013         {
6014                 R_Shadow_LoadLightsFile();
6015                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6016                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6017         }
6018 }
6019
6020 static void R_Shadow_EditLights_Save_f(void)
6021 {
6022         if (!cl.worldmodel)
6023                 return;
6024         R_Shadow_SaveWorldLights();
6025 }
6026
6027 static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6028 {
6029         R_Shadow_ClearWorldLights();
6030         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6031 }
6032
6033 static void R_Shadow_EditLights_ImportLightsFile_f(void)
6034 {
6035         R_Shadow_ClearWorldLights();
6036         R_Shadow_LoadLightsFile();
6037 }
6038
6039 static void R_Shadow_EditLights_Spawn_f(void)
6040 {
6041         vec3_t color;
6042         if (!r_editlights.integer)
6043         {
6044                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6045                 return;
6046         }
6047         if (Cmd_Argc() != 1)
6048         {
6049                 Con_Print("r_editlights_spawn does not take parameters\n");
6050                 return;
6051         }
6052         color[0] = color[1] = color[2] = 1;
6053         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6054 }
6055
6056 static void R_Shadow_EditLights_Edit_f(void)
6057 {
6058         vec3_t origin, angles, color;
6059         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6060         int style, shadows, flags, normalmode, realtimemode;
6061         char cubemapname[MAX_INPUTLINE];
6062         if (!r_editlights.integer)
6063         {
6064                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6065                 return;
6066         }
6067         if (!r_shadow_selectedlight)
6068         {
6069                 Con_Print("No selected light.\n");
6070                 return;
6071         }
6072         VectorCopy(r_shadow_selectedlight->origin, origin);
6073         VectorCopy(r_shadow_selectedlight->angles, angles);
6074         VectorCopy(r_shadow_selectedlight->color, color);
6075         radius = r_shadow_selectedlight->radius;
6076         style = r_shadow_selectedlight->style;
6077         if (r_shadow_selectedlight->cubemapname)
6078                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6079         else
6080                 cubemapname[0] = 0;
6081         shadows = r_shadow_selectedlight->shadow;
6082         corona = r_shadow_selectedlight->corona;
6083         coronasizescale = r_shadow_selectedlight->coronasizescale;
6084         ambientscale = r_shadow_selectedlight->ambientscale;
6085         diffusescale = r_shadow_selectedlight->diffusescale;
6086         specularscale = r_shadow_selectedlight->specularscale;
6087         flags = r_shadow_selectedlight->flags;
6088         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6089         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6090         if (!strcmp(Cmd_Argv(1), "origin"))
6091         {
6092                 if (Cmd_Argc() != 5)
6093                 {
6094                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6095                         return;
6096                 }
6097                 origin[0] = atof(Cmd_Argv(2));
6098                 origin[1] = atof(Cmd_Argv(3));
6099                 origin[2] = atof(Cmd_Argv(4));
6100         }
6101         else if (!strcmp(Cmd_Argv(1), "originscale"))
6102         {
6103                 if (Cmd_Argc() != 5)
6104                 {
6105                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6106                         return;
6107                 }
6108                 origin[0] *= atof(Cmd_Argv(2));
6109                 origin[1] *= atof(Cmd_Argv(3));
6110                 origin[2] *= atof(Cmd_Argv(4));
6111         }
6112         else if (!strcmp(Cmd_Argv(1), "originx"))
6113         {
6114                 if (Cmd_Argc() != 3)
6115                 {
6116                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6117                         return;
6118                 }
6119                 origin[0] = atof(Cmd_Argv(2));
6120         }
6121         else if (!strcmp(Cmd_Argv(1), "originy"))
6122         {
6123                 if (Cmd_Argc() != 3)
6124                 {
6125                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6126                         return;
6127                 }
6128                 origin[1] = atof(Cmd_Argv(2));
6129         }
6130         else if (!strcmp(Cmd_Argv(1), "originz"))
6131         {
6132                 if (Cmd_Argc() != 3)
6133                 {
6134                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6135                         return;
6136                 }
6137                 origin[2] = atof(Cmd_Argv(2));
6138         }
6139         else if (!strcmp(Cmd_Argv(1), "move"))
6140         {
6141                 if (Cmd_Argc() != 5)
6142                 {
6143                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6144                         return;
6145                 }
6146                 origin[0] += atof(Cmd_Argv(2));
6147                 origin[1] += atof(Cmd_Argv(3));
6148                 origin[2] += atof(Cmd_Argv(4));
6149         }
6150         else if (!strcmp(Cmd_Argv(1), "movex"))
6151         {
6152                 if (Cmd_Argc() != 3)
6153                 {
6154                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6155                         return;
6156                 }
6157                 origin[0] += atof(Cmd_Argv(2));
6158         }
6159         else if (!strcmp(Cmd_Argv(1), "movey"))
6160         {
6161                 if (Cmd_Argc() != 3)
6162                 {
6163                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6164                         return;
6165                 }
6166                 origin[1] += atof(Cmd_Argv(2));
6167         }
6168         else if (!strcmp(Cmd_Argv(1), "movez"))
6169         {
6170                 if (Cmd_Argc() != 3)
6171                 {
6172                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6173                         return;
6174                 }
6175                 origin[2] += atof(Cmd_Argv(2));
6176         }
6177         else if (!strcmp(Cmd_Argv(1), "angles"))
6178         {
6179                 if (Cmd_Argc() != 5)
6180                 {
6181                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6182                         return;
6183                 }
6184                 angles[0] = atof(Cmd_Argv(2));
6185                 angles[1] = atof(Cmd_Argv(3));
6186                 angles[2] = atof(Cmd_Argv(4));
6187         }
6188         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6189         {
6190                 if (Cmd_Argc() != 3)
6191                 {
6192                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6193                         return;
6194                 }
6195                 angles[0] = atof(Cmd_Argv(2));
6196         }
6197         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6198         {
6199                 if (Cmd_Argc() != 3)
6200                 {
6201                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6202                         return;
6203                 }
6204                 angles[1] = atof(Cmd_Argv(2));
6205         }
6206         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6207         {
6208                 if (Cmd_Argc() != 3)
6209                 {
6210                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6211                         return;
6212                 }
6213                 angles[2] = atof(Cmd_Argv(2));
6214         }
6215         else if (!strcmp(Cmd_Argv(1), "color"))
6216         {
6217                 if (Cmd_Argc() != 5)
6218                 {
6219                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6220                         return;
6221                 }
6222                 color[0] = atof(Cmd_Argv(2));
6223                 color[1] = atof(Cmd_Argv(3));
6224                 color[2] = atof(Cmd_Argv(4));
6225         }
6226         else if (!strcmp(Cmd_Argv(1), "radius"))
6227         {
6228                 if (Cmd_Argc() != 3)
6229                 {
6230                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6231                         return;
6232                 }
6233                 radius = atof(Cmd_Argv(2));
6234         }
6235         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6236         {
6237                 if (Cmd_Argc() == 3)
6238                 {
6239                         double scale = atof(Cmd_Argv(2));
6240                         color[0] *= scale;
6241                         color[1] *= scale;
6242                         color[2] *= scale;
6243                 }
6244                 else
6245                 {
6246                         if (Cmd_Argc() != 5)
6247                         {
6248                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6249                                 return;
6250                         }
6251                         color[0] *= atof(Cmd_Argv(2));
6252                         color[1] *= atof(Cmd_Argv(3));
6253                         color[2] *= atof(Cmd_Argv(4));
6254                 }
6255         }
6256         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6257         {
6258                 if (Cmd_Argc() != 3)
6259                 {
6260                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6261                         return;
6262                 }
6263                 radius *= atof(Cmd_Argv(2));
6264         }
6265         else if (!strcmp(Cmd_Argv(1), "style"))
6266         {
6267                 if (Cmd_Argc() != 3)
6268                 {
6269                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6270                         return;
6271                 }
6272                 style = atoi(Cmd_Argv(2));
6273         }
6274         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6275         {
6276                 if (Cmd_Argc() > 3)
6277                 {
6278                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6279                         return;
6280                 }
6281                 if (Cmd_Argc() == 3)
6282                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6283                 else
6284                         cubemapname[0] = 0;
6285         }
6286         else if (!strcmp(Cmd_Argv(1), "shadows"))
6287         {
6288                 if (Cmd_Argc() != 3)
6289                 {
6290                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6291                         return;
6292                 }
6293                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6294         }
6295         else if (!strcmp(Cmd_Argv(1), "corona"))
6296         {
6297                 if (Cmd_Argc() != 3)
6298                 {
6299                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6300                         return;
6301                 }
6302                 corona = atof(Cmd_Argv(2));
6303         }
6304         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6305         {
6306                 if (Cmd_Argc() != 3)
6307                 {
6308                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6309                         return;
6310                 }
6311                 coronasizescale = atof(Cmd_Argv(2));
6312         }
6313         else if (!strcmp(Cmd_Argv(1), "ambient"))
6314         {
6315                 if (Cmd_Argc() != 3)
6316                 {
6317                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6318                         return;
6319                 }
6320                 ambientscale = atof(Cmd_Argv(2));
6321         }
6322         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6323         {
6324                 if (Cmd_Argc() != 3)
6325                 {
6326                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6327                         return;
6328                 }
6329                 diffusescale = atof(Cmd_Argv(2));
6330         }
6331         else if (!strcmp(Cmd_Argv(1), "specular"))
6332         {
6333                 if (Cmd_Argc() != 3)
6334                 {
6335                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6336                         return;
6337                 }
6338                 specularscale = atof(Cmd_Argv(2));
6339         }
6340         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6341         {
6342                 if (Cmd_Argc() != 3)
6343                 {
6344                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6345                         return;
6346                 }
6347                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6348         }
6349         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6350         {
6351                 if (Cmd_Argc() != 3)
6352                 {
6353                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6354                         return;
6355                 }
6356                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6357         }
6358         else
6359         {
6360                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6361                 Con_Print("Selected light's properties:\n");
6362                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6363                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6364                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6365                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6366                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6367                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6368                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6369                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6370                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6371                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6372                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6373                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6374                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6375                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6376                 return;
6377         }
6378         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6379         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6380 }
6381
6382 static void R_Shadow_EditLights_EditAll_f(void)
6383 {
6384         size_t lightindex;
6385         dlight_t *light, *oldselected;
6386         size_t range;
6387
6388         if (!r_editlights.integer)
6389         {
6390                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6391                 return;
6392         }
6393
6394         oldselected = r_shadow_selectedlight;
6395         // EditLights doesn't seem to have a "remove" command or something so:
6396         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6397         for (lightindex = 0;lightindex < range;lightindex++)
6398         {
6399                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6400                 if (!light)
6401                         continue;
6402                 R_Shadow_SelectLight(light);
6403                 R_Shadow_EditLights_Edit_f();
6404         }
6405         // return to old selected (to not mess editing once selection is locked)
6406         R_Shadow_SelectLight(oldselected);
6407 }
6408
6409 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6410 {
6411         int lightnumber, lightcount;
6412         size_t lightindex, range;
6413         dlight_t *light;
6414         char temp[256];
6415         float x, y;
6416
6417         if (!r_editlights.integer)
6418                 return;
6419
6420         // update cvars so QC can query them
6421         if (r_shadow_selectedlight)
6422         {
6423                 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6424                 Cvar_SetQuick(&r_editlights_current_origin, temp);
6425                 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6426                 Cvar_SetQuick(&r_editlights_current_angles, temp);
6427                 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6428                 Cvar_SetQuick(&r_editlights_current_color, temp);
6429                 Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius);
6430                 Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona);
6431                 Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale);
6432                 Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style);
6433                 Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow);
6434                 Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname);
6435                 Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale);
6436                 Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale);
6437                 Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale);
6438                 Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0);
6439                 Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0);
6440         }
6441
6442         // draw properties on screen
6443         if (!r_editlights_drawproperties.integer)
6444                 return;
6445         x = vid_conwidth.value - 240;
6446         y = 5;
6447         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6448         lightnumber = -1;
6449         lightcount = 0;
6450         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6451         for (lightindex = 0;lightindex < range;lightindex++)
6452         {
6453                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6454                 if (!light)
6455                         continue;
6456                 if (light == r_shadow_selectedlight)
6457                         lightnumber = lightindex;
6458                 lightcount++;
6459         }
6460         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;
6461         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;
6462         y += 8;
6463         if (r_shadow_selectedlight == NULL)
6464                 return;
6465         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;
6466         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;
6467         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;
6468         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;
6469         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;
6470         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;
6471         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;
6472         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;
6473         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;
6474         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;
6475         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;
6476         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;
6477         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;
6478         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;
6479         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;
6480 }
6481
6482 static void R_Shadow_EditLights_ToggleShadow_f(void)
6483 {
6484         if (!r_editlights.integer)
6485         {
6486                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6487                 return;
6488         }
6489         if (!r_shadow_selectedlight)
6490         {
6491                 Con_Print("No selected light.\n");
6492                 return;
6493         }
6494         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);
6495 }
6496
6497 static void R_Shadow_EditLights_ToggleCorona_f(void)
6498 {
6499         if (!r_editlights.integer)
6500         {
6501                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6502                 return;
6503         }
6504         if (!r_shadow_selectedlight)
6505         {
6506                 Con_Print("No selected light.\n");
6507                 return;
6508         }
6509         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);
6510 }
6511
6512 static void R_Shadow_EditLights_Remove_f(void)
6513 {
6514         if (!r_editlights.integer)
6515         {
6516                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6517                 return;
6518         }
6519         if (!r_shadow_selectedlight)
6520         {
6521                 Con_Print("No selected light.\n");
6522                 return;
6523         }
6524         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6525         r_shadow_selectedlight = NULL;
6526 }
6527
6528 static void R_Shadow_EditLights_Help_f(void)
6529 {
6530         Con_Print(
6531 "Documentation on r_editlights system:\n"
6532 "Settings:\n"
6533 "r_editlights : enable/disable editing mode\n"
6534 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6535 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6536 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6537 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6538 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6539 "Commands:\n"
6540 "r_editlights_help : this help\n"
6541 "r_editlights_clear : remove all lights\n"
6542 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6543 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6544 "r_editlights_save : save to .rtlights file\n"
6545 "r_editlights_spawn : create a light with default settings\n"
6546 "r_editlights_edit command : edit selected light - more documentation below\n"
6547 "r_editlights_remove : remove selected light\n"
6548 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6549 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6550 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6551 "Edit commands:\n"
6552 "origin x y z : set light location\n"
6553 "originx x: set x component of light location\n"
6554 "originy y: set y component of light location\n"
6555 "originz z: set z component of light location\n"
6556 "move x y z : adjust light location\n"
6557 "movex x: adjust x component of light location\n"
6558 "movey y: adjust y component of light location\n"
6559 "movez z: adjust z component of light location\n"
6560 "angles x y z : set light angles\n"
6561 "anglesx x: set x component of light angles\n"
6562 "anglesy y: set y component of light angles\n"
6563 "anglesz z: set z component of light angles\n"
6564 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6565 "radius radius : set radius (size) of light\n"
6566 "colorscale grey : multiply color of light (1 does nothing)\n"
6567 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6568 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6569 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6570 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6571 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6572 "cubemap basename : set filter cubemap of light\n"
6573 "shadows 1/0 : turn on/off shadows\n"
6574 "corona n : set corona intensity\n"
6575 "coronasize n : set corona size (0-1)\n"
6576 "ambient n : set ambient intensity (0-1)\n"
6577 "diffuse n : set diffuse intensity (0-1)\n"
6578 "specular n : set specular intensity (0-1)\n"
6579 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6580 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6581 "<nothing> : print light properties to console\n"
6582         );
6583 }
6584
6585 static void R_Shadow_EditLights_CopyInfo_f(void)
6586 {
6587         if (!r_editlights.integer)
6588         {
6589                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6590                 return;
6591         }
6592         if (!r_shadow_selectedlight)
6593         {
6594                 Con_Print("No selected light.\n");
6595                 return;
6596         }
6597         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6598         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6599         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6600         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6601         if (r_shadow_selectedlight->cubemapname)
6602                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6603         else
6604                 r_shadow_bufferlight.cubemapname[0] = 0;
6605         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6606         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6607         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6608         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6609         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6610         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6611         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6612 }
6613
6614 static void R_Shadow_EditLights_PasteInfo_f(void)
6615 {
6616         if (!r_editlights.integer)
6617         {
6618                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6619                 return;
6620         }
6621         if (!r_shadow_selectedlight)
6622         {
6623                 Con_Print("No selected light.\n");
6624                 return;
6625         }
6626         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);
6627 }
6628
6629 static void R_Shadow_EditLights_Lock_f(void)
6630 {
6631         if (!r_editlights.integer)
6632         {
6633                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6634                 return;
6635         }
6636         if (r_editlights_lockcursor)
6637         {
6638                 r_editlights_lockcursor = false;
6639                 return;
6640         }
6641         if (!r_shadow_selectedlight)
6642         {
6643                 Con_Print("No selected light to lock on.\n");
6644                 return;
6645         }
6646         r_editlights_lockcursor = true;
6647 }
6648
6649 static void R_Shadow_EditLights_Init(void)
6650 {
6651         Cvar_RegisterVariable(&r_editlights);
6652         Cvar_RegisterVariable(&r_editlights_cursordistance);
6653         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6654         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6655         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6656         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6657         Cvar_RegisterVariable(&r_editlights_drawproperties);
6658         Cvar_RegisterVariable(&r_editlights_current_origin);
6659         Cvar_RegisterVariable(&r_editlights_current_angles);
6660         Cvar_RegisterVariable(&r_editlights_current_color);
6661         Cvar_RegisterVariable(&r_editlights_current_radius);
6662         Cvar_RegisterVariable(&r_editlights_current_corona);
6663         Cvar_RegisterVariable(&r_editlights_current_coronasize);
6664         Cvar_RegisterVariable(&r_editlights_current_style);
6665         Cvar_RegisterVariable(&r_editlights_current_shadows);
6666         Cvar_RegisterVariable(&r_editlights_current_cubemap);
6667         Cvar_RegisterVariable(&r_editlights_current_ambient);
6668         Cvar_RegisterVariable(&r_editlights_current_diffuse);
6669         Cvar_RegisterVariable(&r_editlights_current_specular);
6670         Cvar_RegisterVariable(&r_editlights_current_normalmode);
6671         Cvar_RegisterVariable(&r_editlights_current_realtimemode);
6672         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6673         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6674         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)");
6675         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6676         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6677         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6678         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)");
6679         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6680         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6681         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6682         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6683         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6684         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6685         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)");
6686         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6687 }
6688
6689
6690
6691 /*
6692 =============================================================================
6693
6694 LIGHT SAMPLING
6695
6696 =============================================================================
6697 */
6698
6699 void R_LightPoint(float *color, const vec3_t p, const int flags)
6700 {
6701         int i, numlights, flag;
6702         float f, relativepoint[3], dist, dist2, lightradius2;
6703         vec3_t diffuse, n;
6704         rtlight_t *light;
6705         dlight_t *dlight;
6706
6707         if (r_fullbright.integer)
6708         {
6709                 VectorSet(color, 1, 1, 1);
6710                 return;
6711         }
6712
6713         VectorClear(color);
6714
6715         if (flags & LP_LIGHTMAP)
6716         {
6717                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6718                 {
6719                         VectorClear(diffuse);
6720                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6721                         VectorAdd(color, diffuse, color);
6722                 }
6723                 else
6724                         VectorSet(color, 1, 1, 1);
6725                 color[0] += r_refdef.scene.ambient;
6726                 color[1] += r_refdef.scene.ambient;
6727                 color[2] += r_refdef.scene.ambient;
6728         }
6729
6730         if (flags & LP_RTWORLD)
6731         {
6732                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6733                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6734                 for (i = 0; i < numlights; i++)
6735                 {
6736                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6737                         if (!dlight)
6738                                 continue;
6739                         light = &dlight->rtlight;
6740                         if (!(light->flags & flag))
6741                                 continue;
6742                         // sample
6743                         lightradius2 = light->radius * light->radius;
6744                         VectorSubtract(light->shadoworigin, p, relativepoint);
6745                         dist2 = VectorLength2(relativepoint);
6746                         if (dist2 >= lightradius2)
6747                                 continue;
6748                         dist = sqrt(dist2) / light->radius;
6749                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6750                         if (f <= 0)
6751                                 continue;
6752                         // todo: add to both ambient and diffuse
6753                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6754                                 VectorMA(color, f, light->currentcolor, color);
6755                 }
6756         }
6757         if (flags & LP_DYNLIGHT)
6758         {
6759                 // sample dlights
6760                 for (i = 0;i < r_refdef.scene.numlights;i++)
6761                 {
6762                         light = r_refdef.scene.lights[i];
6763                         // sample
6764                         lightradius2 = light->radius * light->radius;
6765                         VectorSubtract(light->shadoworigin, p, relativepoint);
6766                         dist2 = VectorLength2(relativepoint);
6767                         if (dist2 >= lightradius2)
6768                                 continue;
6769                         dist = sqrt(dist2) / light->radius;
6770                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6771                         if (f <= 0)
6772                                 continue;
6773                         // todo: add to both ambient and diffuse
6774                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6775                                 VectorMA(color, f, light->color, color);
6776                 }
6777         }
6778 }
6779
6780 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6781 {
6782         int i, numlights, flag;
6783         rtlight_t *light;
6784         dlight_t *dlight;
6785         float relativepoint[3];
6786         float color[3];
6787         float dir[3];
6788         float dist;
6789         float dist2;
6790         float intensity;
6791         float sample[5*3];
6792         float lightradius2;
6793
6794         if (r_fullbright.integer)
6795         {
6796                 VectorSet(ambient, 1, 1, 1);
6797                 VectorClear(diffuse);
6798                 VectorClear(lightdir);
6799                 return;
6800         }
6801
6802         if (flags == LP_LIGHTMAP)
6803         {
6804                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6805                 VectorClear(diffuse);
6806                 VectorClear(lightdir);
6807                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6808                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6809                 else
6810                         VectorSet(ambient, 1, 1, 1);
6811                 return;
6812         }
6813
6814         memset(sample, 0, sizeof(sample));
6815         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6816
6817         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6818         {
6819                 vec3_t tempambient;
6820                 VectorClear(tempambient);
6821                 VectorClear(color);
6822                 VectorClear(relativepoint);
6823                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6824                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6825                 VectorScale(color, r_refdef.lightmapintensity, color);
6826                 VectorAdd(sample, tempambient, sample);
6827                 VectorMA(sample    , 0.5f            , color, sample    );
6828                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6829                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6830                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6831                 // calculate a weighted average light direction as well
6832                 intensity = VectorLength(color);
6833                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6834         }
6835
6836         if (flags & LP_RTWORLD)
6837         {
6838                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6839                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6840                 for (i = 0; i < numlights; i++)
6841                 {
6842                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6843                         if (!dlight)
6844                                 continue;
6845                         light = &dlight->rtlight;
6846                         if (!(light->flags & flag))
6847                                 continue;
6848                         // sample
6849                         lightradius2 = light->radius * light->radius;
6850                         VectorSubtract(light->shadoworigin, p, relativepoint);
6851                         dist2 = VectorLength2(relativepoint);
6852                         if (dist2 >= lightradius2)
6853                                 continue;
6854                         dist = sqrt(dist2) / light->radius;
6855                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6856                         if (intensity <= 0.0f)
6857                                 continue;
6858                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6859                                 continue;
6860                         // scale down intensity to add to both ambient and diffuse
6861                         //intensity *= 0.5f;
6862                         VectorNormalize(relativepoint);
6863                         VectorScale(light->currentcolor, intensity, color);
6864                         VectorMA(sample    , 0.5f            , color, sample    );
6865                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6866                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6867                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6868                         // calculate a weighted average light direction as well
6869                         intensity *= VectorLength(color);
6870                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6871                 }
6872                 // FIXME: sample bouncegrid too!
6873         }
6874
6875         if (flags & LP_DYNLIGHT)
6876         {
6877                 // sample dlights
6878                 for (i = 0;i < r_refdef.scene.numlights;i++)
6879                 {
6880                         light = r_refdef.scene.lights[i];
6881                         // sample
6882                         lightradius2 = light->radius * light->radius;
6883                         VectorSubtract(light->shadoworigin, p, relativepoint);
6884                         dist2 = VectorLength2(relativepoint);
6885                         if (dist2 >= lightradius2)
6886                                 continue;
6887                         dist = sqrt(dist2) / light->radius;
6888                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6889                         if (intensity <= 0.0f)
6890                                 continue;
6891                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6892                                 continue;
6893                         // scale down intensity to add to both ambient and diffuse
6894                         //intensity *= 0.5f;
6895                         VectorNormalize(relativepoint);
6896                         VectorScale(light->currentcolor, intensity, color);
6897                         VectorMA(sample    , 0.5f            , color, sample    );
6898                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6899                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6900                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6901                         // calculate a weighted average light direction as well
6902                         intensity *= VectorLength(color);
6903                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6904                 }
6905         }
6906
6907         // calculate the direction we'll use to reduce the sample to a directional light source
6908         VectorCopy(sample + 12, dir);
6909         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6910         VectorNormalize(dir);
6911         // extract the diffuse color along the chosen direction and scale it
6912         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6913         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6914         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6915         // subtract some of diffuse from ambient
6916         VectorMA(sample, -0.333f, diffuse, ambient);
6917         // store the normalized lightdir
6918         VectorCopy(dir, lightdir);
6919 }