]> git.xonotic.org Git - xonotic/darkplaces.git/blob - r_shadow.c
Move Alpha-To-Coverage stuff to gl_backend.c, fix bug with shadows rendering.
[xonotic/darkplaces.git] / r_shadow.c
1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142 #include "dpsoftrast.h"
143
144 #ifdef SUPPORTD3D
145 #include <d3d9.h>
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
147 #endif
148
149 extern void R_Shadow_EditLights_Init(void);
150
151 typedef enum r_shadow_rendermode_e
152 {
153         R_SHADOW_RENDERMODE_NONE,
154         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164         R_SHADOW_RENDERMODE_LIGHT_GLSL,
165         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167         R_SHADOW_RENDERMODE_SHADOWMAP2D
168 }
169 r_shadow_rendermode_t;
170
171 typedef enum r_shadow_shadowmode_e
172 {
173     R_SHADOW_SHADOWMODE_STENCIL,
174     R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 }
176 r_shadow_shadowmode_t;
177
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
187 #if 0
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
190 #endif
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
204
205 int maxshadowtriangles;
206 int *shadowelements;
207
208 int maxshadowvertices;
209 float *shadowvertex3f;
210
211 int maxshadowmark;
212 int numshadowmark;
213 int *shadowmark;
214 int *shadowmarklist;
215 int shadowmarkcount;
216
217 int maxshadowsides;
218 int numshadowsides;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
221
222 int maxvertexupdate;
223 int *vertexupdate;
224 int *vertexremap;
225 int vertexupdatenum;
226
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
231
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
236
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
241
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
252
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
266
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
269
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
271
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
281 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
297 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
304 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
321 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
322 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
323 cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
324 cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
325 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
337 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
338 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
341 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
359
360 typedef struct r_shadow_bouncegrid_settings_s
361 {
362         qboolean staticmode;
363         qboolean bounceanglediffuse;
364         qboolean directionalshading;
365         qboolean includedirectlighting;
366         float dlightparticlemultiplier;
367         qboolean hitmodels;
368         float lightradiusscale;
369         int maxbounce;
370         float particlebounceintensity;
371         float particleintensity;
372         int photons;
373         float spacing[3];
374         int stablerandom;
375         float airstepmax;
376         float airstepsize;
377 }
378 r_shadow_bouncegrid_settings_t;
379
380 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
381 rtexture_t *r_shadow_bouncegridtexture;
382 matrix4x4_t r_shadow_bouncegridmatrix;
383 vec_t r_shadow_bouncegridintensity;
384 qboolean r_shadow_bouncegriddirectional;
385 static double r_shadow_bouncegridtime;
386 static int r_shadow_bouncegridresolution[3];
387 static int r_shadow_bouncegridnumpixels;
388 static unsigned char *r_shadow_bouncegridpixels;
389 static float *r_shadow_bouncegridhighpixels;
390
391 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
392 #define ATTENTABLESIZE 256
393 // 1D gradient, 2D circle and 3D sphere attenuation textures
394 #define ATTEN1DSIZE 32
395 #define ATTEN2DSIZE 64
396 #define ATTEN3DSIZE 32
397
398 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
399 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
400 static float r_shadow_attentable[ATTENTABLESIZE+1];
401
402 rtlight_t *r_shadow_compilingrtlight;
403 static memexpandablearray_t r_shadow_worldlightsarray;
404 dlight_t *r_shadow_selectedlight;
405 dlight_t r_shadow_bufferlight;
406 vec3_t r_editlights_cursorlocation;
407 qboolean r_editlights_lockcursor;
408
409 extern int con_vislines;
410
411 void R_Shadow_UncompileWorldLights(void);
412 void R_Shadow_ClearWorldLights(void);
413 void R_Shadow_SaveWorldLights(void);
414 void R_Shadow_LoadWorldLights(void);
415 void R_Shadow_LoadLightsFile(void);
416 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
417 void R_Shadow_EditLights_Reload_f(void);
418 void R_Shadow_ValidateCvars(void);
419 static void R_Shadow_MakeTextures(void);
420
421 #define EDLIGHTSPRSIZE                  8
422 skinframe_t *r_editlights_sprcursor;
423 skinframe_t *r_editlights_sprlight;
424 skinframe_t *r_editlights_sprnoshadowlight;
425 skinframe_t *r_editlights_sprcubemaplight;
426 skinframe_t *r_editlights_sprcubemapnoshadowlight;
427 skinframe_t *r_editlights_sprselection;
428
429 void R_Shadow_SetShadowMode(void)
430 {
431         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
432         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
433         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
434         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
435         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
436         r_shadow_shadowmaplod = -1;
437         r_shadow_shadowmapsize = 0;
438         r_shadow_shadowmapsampler = false;
439         r_shadow_shadowmappcf = 0;
440         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
441         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
442         {
443                 switch(vid.renderpath)
444                 {
445                 case RENDERPATH_GL20:
446                         if(r_shadow_shadowmapfilterquality < 0)
447                         {
448                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
449                                         r_shadow_shadowmappcf = 1;
450                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
451                                 {
452                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
453                                         r_shadow_shadowmappcf = 1;
454                                 }
455                                 else if(strstr(gl_vendor, "ATI")) 
456                                         r_shadow_shadowmappcf = 1;
457                                 else 
458                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
459                         }
460                         else 
461                         {
462                                 switch (r_shadow_shadowmapfilterquality)
463                                 {
464                                 case 1:
465                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
466                                         break;
467                                 case 2:
468                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
469                                         r_shadow_shadowmappcf = 1;
470                                         break;
471                                 case 3:
472                                         r_shadow_shadowmappcf = 1;
473                                         break;
474                                 case 4:
475                                         r_shadow_shadowmappcf = 2;
476                                         break;
477                                 }
478                         }
479                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
480                         break;
481                 case RENDERPATH_D3D9:
482                 case RENDERPATH_D3D10:
483                 case RENDERPATH_D3D11:
484                 case RENDERPATH_SOFT:
485                         r_shadow_shadowmapsampler = false;
486                         r_shadow_shadowmappcf = 1;
487                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
488                         break;
489                 case RENDERPATH_GL11:
490                 case RENDERPATH_GL13:
491                 case RENDERPATH_GLES1:
492                 case RENDERPATH_GLES2:
493                         break;
494                 }
495         }
496 }
497
498 qboolean R_Shadow_ShadowMappingEnabled(void)
499 {
500         switch (r_shadow_shadowmode)
501         {
502         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
503                 return true;
504         default:
505                 return false;
506         }
507 }
508
509 void R_Shadow_FreeShadowMaps(void)
510 {
511         R_Shadow_SetShadowMode();
512
513         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
514
515         r_shadow_fbo2d = 0;
516
517         if (r_shadow_shadowmap2dtexture)
518                 R_FreeTexture(r_shadow_shadowmap2dtexture);
519         r_shadow_shadowmap2dtexture = NULL;
520
521         if (r_shadow_shadowmap2dcolortexture)
522                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
523         r_shadow_shadowmap2dcolortexture = NULL;
524
525         if (r_shadow_shadowmapvsdcttexture)
526                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
527         r_shadow_shadowmapvsdcttexture = NULL;
528 }
529
530 void r_shadow_start(void)
531 {
532         // allocate vertex processing arrays
533         r_shadow_bouncegridpixels = NULL;
534         r_shadow_bouncegridhighpixels = NULL;
535         r_shadow_bouncegridnumpixels = 0;
536         r_shadow_bouncegridtexture = NULL;
537         r_shadow_bouncegriddirectional = false;
538         r_shadow_attenuationgradienttexture = NULL;
539         r_shadow_attenuation2dtexture = NULL;
540         r_shadow_attenuation3dtexture = NULL;
541         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
542         r_shadow_shadowmap2dtexture = NULL;
543         r_shadow_shadowmap2dcolortexture = NULL;
544         r_shadow_shadowmapvsdcttexture = NULL;
545         r_shadow_shadowmapmaxsize = 0;
546         r_shadow_shadowmapsize = 0;
547         r_shadow_shadowmaplod = 0;
548         r_shadow_shadowmapfilterquality = -1;
549         r_shadow_shadowmapdepthbits = 0;
550         r_shadow_shadowmapvsdct = false;
551         r_shadow_shadowmapsampler = false;
552         r_shadow_shadowmappcf = 0;
553         r_shadow_fbo2d = 0;
554
555         R_Shadow_FreeShadowMaps();
556
557         r_shadow_texturepool = NULL;
558         r_shadow_filters_texturepool = NULL;
559         R_Shadow_ValidateCvars();
560         R_Shadow_MakeTextures();
561         maxshadowtriangles = 0;
562         shadowelements = NULL;
563         maxshadowvertices = 0;
564         shadowvertex3f = NULL;
565         maxvertexupdate = 0;
566         vertexupdate = NULL;
567         vertexremap = NULL;
568         vertexupdatenum = 0;
569         maxshadowmark = 0;
570         numshadowmark = 0;
571         shadowmark = NULL;
572         shadowmarklist = NULL;
573         shadowmarkcount = 0;
574         maxshadowsides = 0;
575         numshadowsides = 0;
576         shadowsides = NULL;
577         shadowsideslist = NULL;
578         r_shadow_buffer_numleafpvsbytes = 0;
579         r_shadow_buffer_visitingleafpvs = NULL;
580         r_shadow_buffer_leafpvs = NULL;
581         r_shadow_buffer_leaflist = NULL;
582         r_shadow_buffer_numsurfacepvsbytes = 0;
583         r_shadow_buffer_surfacepvs = NULL;
584         r_shadow_buffer_surfacelist = NULL;
585         r_shadow_buffer_surfacesides = NULL;
586         r_shadow_buffer_numshadowtrispvsbytes = 0;
587         r_shadow_buffer_shadowtrispvs = NULL;
588         r_shadow_buffer_numlighttrispvsbytes = 0;
589         r_shadow_buffer_lighttrispvs = NULL;
590
591         r_shadow_usingdeferredprepass = false;
592         r_shadow_prepass_width = r_shadow_prepass_height = 0;
593 }
594
595 static void R_Shadow_FreeDeferred(void);
596 void r_shadow_shutdown(void)
597 {
598         CHECKGLERROR
599         R_Shadow_UncompileWorldLights();
600
601         R_Shadow_FreeShadowMaps();
602
603         r_shadow_usingdeferredprepass = false;
604         if (r_shadow_prepass_width)
605                 R_Shadow_FreeDeferred();
606         r_shadow_prepass_width = r_shadow_prepass_height = 0;
607
608         CHECKGLERROR
609         r_shadow_bouncegridtexture = NULL;
610         r_shadow_bouncegridpixels = NULL;
611         r_shadow_bouncegridhighpixels = NULL;
612         r_shadow_bouncegridnumpixels = 0;
613         r_shadow_bouncegriddirectional = false;
614         r_shadow_attenuationgradienttexture = NULL;
615         r_shadow_attenuation2dtexture = NULL;
616         r_shadow_attenuation3dtexture = NULL;
617         R_FreeTexturePool(&r_shadow_texturepool);
618         R_FreeTexturePool(&r_shadow_filters_texturepool);
619         maxshadowtriangles = 0;
620         if (shadowelements)
621                 Mem_Free(shadowelements);
622         shadowelements = NULL;
623         if (shadowvertex3f)
624                 Mem_Free(shadowvertex3f);
625         shadowvertex3f = NULL;
626         maxvertexupdate = 0;
627         if (vertexupdate)
628                 Mem_Free(vertexupdate);
629         vertexupdate = NULL;
630         if (vertexremap)
631                 Mem_Free(vertexremap);
632         vertexremap = NULL;
633         vertexupdatenum = 0;
634         maxshadowmark = 0;
635         numshadowmark = 0;
636         if (shadowmark)
637                 Mem_Free(shadowmark);
638         shadowmark = NULL;
639         if (shadowmarklist)
640                 Mem_Free(shadowmarklist);
641         shadowmarklist = NULL;
642         shadowmarkcount = 0;
643         maxshadowsides = 0;
644         numshadowsides = 0;
645         if (shadowsides)
646                 Mem_Free(shadowsides);
647         shadowsides = NULL;
648         if (shadowsideslist)
649                 Mem_Free(shadowsideslist);
650         shadowsideslist = NULL;
651         r_shadow_buffer_numleafpvsbytes = 0;
652         if (r_shadow_buffer_visitingleafpvs)
653                 Mem_Free(r_shadow_buffer_visitingleafpvs);
654         r_shadow_buffer_visitingleafpvs = NULL;
655         if (r_shadow_buffer_leafpvs)
656                 Mem_Free(r_shadow_buffer_leafpvs);
657         r_shadow_buffer_leafpvs = NULL;
658         if (r_shadow_buffer_leaflist)
659                 Mem_Free(r_shadow_buffer_leaflist);
660         r_shadow_buffer_leaflist = NULL;
661         r_shadow_buffer_numsurfacepvsbytes = 0;
662         if (r_shadow_buffer_surfacepvs)
663                 Mem_Free(r_shadow_buffer_surfacepvs);
664         r_shadow_buffer_surfacepvs = NULL;
665         if (r_shadow_buffer_surfacelist)
666                 Mem_Free(r_shadow_buffer_surfacelist);
667         r_shadow_buffer_surfacelist = NULL;
668         if (r_shadow_buffer_surfacesides)
669                 Mem_Free(r_shadow_buffer_surfacesides);
670         r_shadow_buffer_surfacesides = NULL;
671         r_shadow_buffer_numshadowtrispvsbytes = 0;
672         if (r_shadow_buffer_shadowtrispvs)
673                 Mem_Free(r_shadow_buffer_shadowtrispvs);
674         r_shadow_buffer_numlighttrispvsbytes = 0;
675         if (r_shadow_buffer_lighttrispvs)
676                 Mem_Free(r_shadow_buffer_lighttrispvs);
677 }
678
679 void r_shadow_newmap(void)
680 {
681         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
682         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
683         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
684         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
685         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
686         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
687         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
688         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
689         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
690                 R_Shadow_EditLights_Reload_f();
691 }
692
693 void R_Shadow_Init(void)
694 {
695         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
696         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
697         Cvar_RegisterVariable(&r_shadow_usebihculling);
698         Cvar_RegisterVariable(&r_shadow_usenormalmap);
699         Cvar_RegisterVariable(&r_shadow_debuglight);
700         Cvar_RegisterVariable(&r_shadow_deferred);
701         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
702 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
703         Cvar_RegisterVariable(&r_shadow_gloss);
704         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
705         Cvar_RegisterVariable(&r_shadow_glossintensity);
706         Cvar_RegisterVariable(&r_shadow_glossexponent);
707         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
708         Cvar_RegisterVariable(&r_shadow_glossexact);
709         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
710         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
711         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
712         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
713         Cvar_RegisterVariable(&r_shadow_projectdistance);
714         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
715         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
716         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
717         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
718         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
719         Cvar_RegisterVariable(&r_shadow_realtime_world);
720         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
721         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
722         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
723         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
724         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
725         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
726         Cvar_RegisterVariable(&r_shadow_scissor);
727         Cvar_RegisterVariable(&r_shadow_shadowmapping);
728         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
729         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
730         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
731         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
732         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
733         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
734 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
735 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
736         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
737         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
738         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
739         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
740         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
741         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
742         Cvar_RegisterVariable(&r_shadow_polygonfactor);
743         Cvar_RegisterVariable(&r_shadow_polygonoffset);
744         Cvar_RegisterVariable(&r_shadow_texture3d);
745         Cvar_RegisterVariable(&r_shadow_bouncegrid);
746         Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax);
747         Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize);
748         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
749         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
750         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
751         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
752         Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
753         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
754         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
755         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
756         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
757         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
758         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
759         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
760         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
761         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
762         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
763         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
764         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
765         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
766         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
767         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
768         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
769         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
770         Cvar_RegisterVariable(&r_coronas);
771         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
772         Cvar_RegisterVariable(&r_coronas_occlusionquery);
773         Cvar_RegisterVariable(&gl_flashblend);
774         Cvar_RegisterVariable(&gl_ext_separatestencil);
775         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
776         R_Shadow_EditLights_Init();
777         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
778         maxshadowtriangles = 0;
779         shadowelements = NULL;
780         maxshadowvertices = 0;
781         shadowvertex3f = NULL;
782         maxvertexupdate = 0;
783         vertexupdate = NULL;
784         vertexremap = NULL;
785         vertexupdatenum = 0;
786         maxshadowmark = 0;
787         numshadowmark = 0;
788         shadowmark = NULL;
789         shadowmarklist = NULL;
790         shadowmarkcount = 0;
791         maxshadowsides = 0;
792         numshadowsides = 0;
793         shadowsides = NULL;
794         shadowsideslist = NULL;
795         r_shadow_buffer_numleafpvsbytes = 0;
796         r_shadow_buffer_visitingleafpvs = NULL;
797         r_shadow_buffer_leafpvs = NULL;
798         r_shadow_buffer_leaflist = NULL;
799         r_shadow_buffer_numsurfacepvsbytes = 0;
800         r_shadow_buffer_surfacepvs = NULL;
801         r_shadow_buffer_surfacelist = NULL;
802         r_shadow_buffer_surfacesides = NULL;
803         r_shadow_buffer_shadowtrispvs = NULL;
804         r_shadow_buffer_lighttrispvs = NULL;
805         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
806 }
807
808 matrix4x4_t matrix_attenuationxyz =
809 {
810         {
811                 {0.5, 0.0, 0.0, 0.5},
812                 {0.0, 0.5, 0.0, 0.5},
813                 {0.0, 0.0, 0.5, 0.5},
814                 {0.0, 0.0, 0.0, 1.0}
815         }
816 };
817
818 matrix4x4_t matrix_attenuationz =
819 {
820         {
821                 {0.0, 0.0, 0.5, 0.5},
822                 {0.0, 0.0, 0.0, 0.5},
823                 {0.0, 0.0, 0.0, 0.5},
824                 {0.0, 0.0, 0.0, 1.0}
825         }
826 };
827
828 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
829 {
830         numvertices = ((numvertices + 255) & ~255) * vertscale;
831         numtriangles = ((numtriangles + 255) & ~255) * triscale;
832         // make sure shadowelements is big enough for this volume
833         if (maxshadowtriangles < numtriangles)
834         {
835                 maxshadowtriangles = numtriangles;
836                 if (shadowelements)
837                         Mem_Free(shadowelements);
838                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
839         }
840         // make sure shadowvertex3f is big enough for this volume
841         if (maxshadowvertices < numvertices)
842         {
843                 maxshadowvertices = numvertices;
844                 if (shadowvertex3f)
845                         Mem_Free(shadowvertex3f);
846                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
847         }
848 }
849
850 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
851 {
852         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
853         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
854         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
855         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
856         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
857         {
858                 if (r_shadow_buffer_visitingleafpvs)
859                         Mem_Free(r_shadow_buffer_visitingleafpvs);
860                 if (r_shadow_buffer_leafpvs)
861                         Mem_Free(r_shadow_buffer_leafpvs);
862                 if (r_shadow_buffer_leaflist)
863                         Mem_Free(r_shadow_buffer_leaflist);
864                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
865                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
866                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
867                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
868         }
869         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
870         {
871                 if (r_shadow_buffer_surfacepvs)
872                         Mem_Free(r_shadow_buffer_surfacepvs);
873                 if (r_shadow_buffer_surfacelist)
874                         Mem_Free(r_shadow_buffer_surfacelist);
875                 if (r_shadow_buffer_surfacesides)
876                         Mem_Free(r_shadow_buffer_surfacesides);
877                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
878                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
879                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
880                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
881         }
882         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
883         {
884                 if (r_shadow_buffer_shadowtrispvs)
885                         Mem_Free(r_shadow_buffer_shadowtrispvs);
886                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
887                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
888         }
889         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
890         {
891                 if (r_shadow_buffer_lighttrispvs)
892                         Mem_Free(r_shadow_buffer_lighttrispvs);
893                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
894                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
895         }
896 }
897
898 void R_Shadow_PrepareShadowMark(int numtris)
899 {
900         // make sure shadowmark is big enough for this volume
901         if (maxshadowmark < numtris)
902         {
903                 maxshadowmark = numtris;
904                 if (shadowmark)
905                         Mem_Free(shadowmark);
906                 if (shadowmarklist)
907                         Mem_Free(shadowmarklist);
908                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
909                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
910                 shadowmarkcount = 0;
911         }
912         shadowmarkcount++;
913         // if shadowmarkcount wrapped we clear the array and adjust accordingly
914         if (shadowmarkcount == 0)
915         {
916                 shadowmarkcount = 1;
917                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
918         }
919         numshadowmark = 0;
920 }
921
922 void R_Shadow_PrepareShadowSides(int numtris)
923 {
924     if (maxshadowsides < numtris)
925     {
926         maxshadowsides = numtris;
927         if (shadowsides)
928                         Mem_Free(shadowsides);
929                 if (shadowsideslist)
930                         Mem_Free(shadowsideslist);
931                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
932                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
933         }
934         numshadowsides = 0;
935 }
936
937 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
938 {
939         int i, j;
940         int outtriangles = 0, outvertices = 0;
941         const int *element;
942         const float *vertex;
943         float ratio, direction[3], projectvector[3];
944
945         if (projectdirection)
946                 VectorScale(projectdirection, projectdistance, projectvector);
947         else
948                 VectorClear(projectvector);
949
950         // create the vertices
951         if (projectdirection)
952         {
953                 for (i = 0;i < numshadowmarktris;i++)
954                 {
955                         element = inelement3i + shadowmarktris[i] * 3;
956                         for (j = 0;j < 3;j++)
957                         {
958                                 if (vertexupdate[element[j]] != vertexupdatenum)
959                                 {
960                                         vertexupdate[element[j]] = vertexupdatenum;
961                                         vertexremap[element[j]] = outvertices;
962                                         vertex = invertex3f + element[j] * 3;
963                                         // project one copy of the vertex according to projectvector
964                                         VectorCopy(vertex, outvertex3f);
965                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
966                                         outvertex3f += 6;
967                                         outvertices += 2;
968                                 }
969                         }
970                 }
971         }
972         else
973         {
974                 for (i = 0;i < numshadowmarktris;i++)
975                 {
976                         element = inelement3i + shadowmarktris[i] * 3;
977                         for (j = 0;j < 3;j++)
978                         {
979                                 if (vertexupdate[element[j]] != vertexupdatenum)
980                                 {
981                                         vertexupdate[element[j]] = vertexupdatenum;
982                                         vertexremap[element[j]] = outvertices;
983                                         vertex = invertex3f + element[j] * 3;
984                                         // project one copy of the vertex to the sphere radius of the light
985                                         // (FIXME: would projecting it to the light box be better?)
986                                         VectorSubtract(vertex, projectorigin, direction);
987                                         ratio = projectdistance / VectorLength(direction);
988                                         VectorCopy(vertex, outvertex3f);
989                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
990                                         outvertex3f += 6;
991                                         outvertices += 2;
992                                 }
993                         }
994                 }
995         }
996
997         if (r_shadow_frontsidecasting.integer)
998         {
999                 for (i = 0;i < numshadowmarktris;i++)
1000                 {
1001                         int remappedelement[3];
1002                         int markindex;
1003                         const int *neighbortriangle;
1004
1005                         markindex = shadowmarktris[i] * 3;
1006                         element = inelement3i + markindex;
1007                         neighbortriangle = inneighbor3i + markindex;
1008                         // output the front and back triangles
1009                         outelement3i[0] = vertexremap[element[0]];
1010                         outelement3i[1] = vertexremap[element[1]];
1011                         outelement3i[2] = vertexremap[element[2]];
1012                         outelement3i[3] = vertexremap[element[2]] + 1;
1013                         outelement3i[4] = vertexremap[element[1]] + 1;
1014                         outelement3i[5] = vertexremap[element[0]] + 1;
1015
1016                         outelement3i += 6;
1017                         outtriangles += 2;
1018                         // output the sides (facing outward from this triangle)
1019                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1020                         {
1021                                 remappedelement[0] = vertexremap[element[0]];
1022                                 remappedelement[1] = vertexremap[element[1]];
1023                                 outelement3i[0] = remappedelement[1];
1024                                 outelement3i[1] = remappedelement[0];
1025                                 outelement3i[2] = remappedelement[0] + 1;
1026                                 outelement3i[3] = remappedelement[1];
1027                                 outelement3i[4] = remappedelement[0] + 1;
1028                                 outelement3i[5] = remappedelement[1] + 1;
1029
1030                                 outelement3i += 6;
1031                                 outtriangles += 2;
1032                         }
1033                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1034                         {
1035                                 remappedelement[1] = vertexremap[element[1]];
1036                                 remappedelement[2] = vertexremap[element[2]];
1037                                 outelement3i[0] = remappedelement[2];
1038                                 outelement3i[1] = remappedelement[1];
1039                                 outelement3i[2] = remappedelement[1] + 1;
1040                                 outelement3i[3] = remappedelement[2];
1041                                 outelement3i[4] = remappedelement[1] + 1;
1042                                 outelement3i[5] = remappedelement[2] + 1;
1043
1044                                 outelement3i += 6;
1045                                 outtriangles += 2;
1046                         }
1047                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1048                         {
1049                                 remappedelement[0] = vertexremap[element[0]];
1050                                 remappedelement[2] = vertexremap[element[2]];
1051                                 outelement3i[0] = remappedelement[0];
1052                                 outelement3i[1] = remappedelement[2];
1053                                 outelement3i[2] = remappedelement[2] + 1;
1054                                 outelement3i[3] = remappedelement[0];
1055                                 outelement3i[4] = remappedelement[2] + 1;
1056                                 outelement3i[5] = remappedelement[0] + 1;
1057
1058                                 outelement3i += 6;
1059                                 outtriangles += 2;
1060                         }
1061                 }
1062         }
1063         else
1064         {
1065                 for (i = 0;i < numshadowmarktris;i++)
1066                 {
1067                         int remappedelement[3];
1068                         int markindex;
1069                         const int *neighbortriangle;
1070
1071                         markindex = shadowmarktris[i] * 3;
1072                         element = inelement3i + markindex;
1073                         neighbortriangle = inneighbor3i + markindex;
1074                         // output the front and back triangles
1075                         outelement3i[0] = vertexremap[element[2]];
1076                         outelement3i[1] = vertexremap[element[1]];
1077                         outelement3i[2] = vertexremap[element[0]];
1078                         outelement3i[3] = vertexremap[element[0]] + 1;
1079                         outelement3i[4] = vertexremap[element[1]] + 1;
1080                         outelement3i[5] = vertexremap[element[2]] + 1;
1081
1082                         outelement3i += 6;
1083                         outtriangles += 2;
1084                         // output the sides (facing outward from this triangle)
1085                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1086                         {
1087                                 remappedelement[0] = vertexremap[element[0]];
1088                                 remappedelement[1] = vertexremap[element[1]];
1089                                 outelement3i[0] = remappedelement[0];
1090                                 outelement3i[1] = remappedelement[1];
1091                                 outelement3i[2] = remappedelement[1] + 1;
1092                                 outelement3i[3] = remappedelement[0];
1093                                 outelement3i[4] = remappedelement[1] + 1;
1094                                 outelement3i[5] = remappedelement[0] + 1;
1095
1096                                 outelement3i += 6;
1097                                 outtriangles += 2;
1098                         }
1099                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1100                         {
1101                                 remappedelement[1] = vertexremap[element[1]];
1102                                 remappedelement[2] = vertexremap[element[2]];
1103                                 outelement3i[0] = remappedelement[1];
1104                                 outelement3i[1] = remappedelement[2];
1105                                 outelement3i[2] = remappedelement[2] + 1;
1106                                 outelement3i[3] = remappedelement[1];
1107                                 outelement3i[4] = remappedelement[2] + 1;
1108                                 outelement3i[5] = remappedelement[1] + 1;
1109
1110                                 outelement3i += 6;
1111                                 outtriangles += 2;
1112                         }
1113                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1114                         {
1115                                 remappedelement[0] = vertexremap[element[0]];
1116                                 remappedelement[2] = vertexremap[element[2]];
1117                                 outelement3i[0] = remappedelement[2];
1118                                 outelement3i[1] = remappedelement[0];
1119                                 outelement3i[2] = remappedelement[0] + 1;
1120                                 outelement3i[3] = remappedelement[2];
1121                                 outelement3i[4] = remappedelement[0] + 1;
1122                                 outelement3i[5] = remappedelement[2] + 1;
1123
1124                                 outelement3i += 6;
1125                                 outtriangles += 2;
1126                         }
1127                 }
1128         }
1129         if (outnumvertices)
1130                 *outnumvertices = outvertices;
1131         return outtriangles;
1132 }
1133
1134 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1135 {
1136         int i, j, k;
1137         int outtriangles = 0, outvertices = 0;
1138         const int *element;
1139         const float *vertex;
1140         float ratio, direction[3], projectvector[3];
1141         qboolean side[4];
1142
1143         if (projectdirection)
1144                 VectorScale(projectdirection, projectdistance, projectvector);
1145         else
1146                 VectorClear(projectvector);
1147
1148         for (i = 0;i < numshadowmarktris;i++)
1149         {
1150                 int remappedelement[3];
1151                 int markindex;
1152                 const int *neighbortriangle;
1153
1154                 markindex = shadowmarktris[i] * 3;
1155                 neighbortriangle = inneighbor3i + markindex;
1156                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1157                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1158                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1159                 if (side[0] + side[1] + side[2] == 0)
1160                         continue;
1161
1162                 side[3] = side[0];
1163                 element = inelement3i + markindex;
1164
1165                 // create the vertices
1166                 for (j = 0;j < 3;j++)
1167                 {
1168                         if (side[j] + side[j+1] == 0)
1169                                 continue;
1170                         k = element[j];
1171                         if (vertexupdate[k] != vertexupdatenum)
1172                         {
1173                                 vertexupdate[k] = vertexupdatenum;
1174                                 vertexremap[k] = outvertices;
1175                                 vertex = invertex3f + k * 3;
1176                                 VectorCopy(vertex, outvertex3f);
1177                                 if (projectdirection)
1178                                 {
1179                                         // project one copy of the vertex according to projectvector
1180                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1181                                 }
1182                                 else
1183                                 {
1184                                         // project one copy of the vertex to the sphere radius of the light
1185                                         // (FIXME: would projecting it to the light box be better?)
1186                                         VectorSubtract(vertex, projectorigin, direction);
1187                                         ratio = projectdistance / VectorLength(direction);
1188                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1189                                 }
1190                                 outvertex3f += 6;
1191                                 outvertices += 2;
1192                         }
1193                 }
1194
1195                 // output the sides (facing outward from this triangle)
1196                 if (!side[0])
1197                 {
1198                         remappedelement[0] = vertexremap[element[0]];
1199                         remappedelement[1] = vertexremap[element[1]];
1200                         outelement3i[0] = remappedelement[1];
1201                         outelement3i[1] = remappedelement[0];
1202                         outelement3i[2] = remappedelement[0] + 1;
1203                         outelement3i[3] = remappedelement[1];
1204                         outelement3i[4] = remappedelement[0] + 1;
1205                         outelement3i[5] = remappedelement[1] + 1;
1206
1207                         outelement3i += 6;
1208                         outtriangles += 2;
1209                 }
1210                 if (!side[1])
1211                 {
1212                         remappedelement[1] = vertexremap[element[1]];
1213                         remappedelement[2] = vertexremap[element[2]];
1214                         outelement3i[0] = remappedelement[2];
1215                         outelement3i[1] = remappedelement[1];
1216                         outelement3i[2] = remappedelement[1] + 1;
1217                         outelement3i[3] = remappedelement[2];
1218                         outelement3i[4] = remappedelement[1] + 1;
1219                         outelement3i[5] = remappedelement[2] + 1;
1220
1221                         outelement3i += 6;
1222                         outtriangles += 2;
1223                 }
1224                 if (!side[2])
1225                 {
1226                         remappedelement[0] = vertexremap[element[0]];
1227                         remappedelement[2] = vertexremap[element[2]];
1228                         outelement3i[0] = remappedelement[0];
1229                         outelement3i[1] = remappedelement[2];
1230                         outelement3i[2] = remappedelement[2] + 1;
1231                         outelement3i[3] = remappedelement[0];
1232                         outelement3i[4] = remappedelement[2] + 1;
1233                         outelement3i[5] = remappedelement[0] + 1;
1234
1235                         outelement3i += 6;
1236                         outtriangles += 2;
1237                 }
1238         }
1239         if (outnumvertices)
1240                 *outnumvertices = outvertices;
1241         return outtriangles;
1242 }
1243
1244 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1245 {
1246         int t, tend;
1247         const int *e;
1248         const float *v[3];
1249         float normal[3];
1250         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1251                 return;
1252         tend = firsttriangle + numtris;
1253         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1254         {
1255                 // surface box entirely inside light box, no box cull
1256                 if (projectdirection)
1257                 {
1258                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1259                         {
1260                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1261                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1262                                         shadowmarklist[numshadowmark++] = t;
1263                         }
1264                 }
1265                 else
1266                 {
1267                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1268                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1269                                         shadowmarklist[numshadowmark++] = t;
1270                 }
1271         }
1272         else
1273         {
1274                 // surface box not entirely inside light box, cull each triangle
1275                 if (projectdirection)
1276                 {
1277                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1278                         {
1279                                 v[0] = invertex3f + e[0] * 3;
1280                                 v[1] = invertex3f + e[1] * 3;
1281                                 v[2] = invertex3f + e[2] * 3;
1282                                 TriangleNormal(v[0], v[1], v[2], normal);
1283                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1284                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1285                                         shadowmarklist[numshadowmark++] = t;
1286                         }
1287                 }
1288                 else
1289                 {
1290                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1291                         {
1292                                 v[0] = invertex3f + e[0] * 3;
1293                                 v[1] = invertex3f + e[1] * 3;
1294                                 v[2] = invertex3f + e[2] * 3;
1295                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1296                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1297                                         shadowmarklist[numshadowmark++] = t;
1298                         }
1299                 }
1300         }
1301 }
1302
1303 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1304 {
1305 #if 1
1306         return false;
1307 #else
1308         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1309                 return false;
1310         // check if the shadow volume intersects the near plane
1311         //
1312         // a ray between the eye and light origin may intersect the caster,
1313         // indicating that the shadow may touch the eye location, however we must
1314         // test the near plane (a polygon), not merely the eye location, so it is
1315         // easiest to enlarge the caster bounding shape slightly for this.
1316         // TODO
1317         return true;
1318 #endif
1319 }
1320
1321 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1322 {
1323         int i, tris, outverts;
1324         if (projectdistance < 0.1)
1325         {
1326                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1327                 return;
1328         }
1329         if (!numverts || !nummarktris)
1330                 return;
1331         // make sure shadowelements is big enough for this volume
1332         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1333                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1334
1335         if (maxvertexupdate < numverts)
1336         {
1337                 maxvertexupdate = numverts;
1338                 if (vertexupdate)
1339                         Mem_Free(vertexupdate);
1340                 if (vertexremap)
1341                         Mem_Free(vertexremap);
1342                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1343                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1344                 vertexupdatenum = 0;
1345         }
1346         vertexupdatenum++;
1347         if (vertexupdatenum == 0)
1348         {
1349                 vertexupdatenum = 1;
1350                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1351                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1352         }
1353
1354         for (i = 0;i < nummarktris;i++)
1355                 shadowmark[marktris[i]] = shadowmarkcount;
1356
1357         if (r_shadow_compilingrtlight)
1358         {
1359                 // if we're compiling an rtlight, capture the mesh
1360                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1361                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1362                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1363                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1364         }
1365         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1366         {
1367                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1368                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1369                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1370         }
1371         else
1372         {
1373                 // decide which type of shadow to generate and set stencil mode
1374                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1375                 // generate the sides or a solid volume, depending on type
1376                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1377                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1378                 else
1379                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1381                 r_refdef.stats.lights_shadowtriangles += tris;
1382                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1383                 {
1384                         // increment stencil if frontface is infront of depthbuffer
1385                         GL_CullFace(r_refdef.view.cullface_front);
1386                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1387                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1388                         // decrement stencil if backface is infront of depthbuffer
1389                         GL_CullFace(r_refdef.view.cullface_back);
1390                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1391                 }
1392                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1393                 {
1394                         // decrement stencil if backface is behind depthbuffer
1395                         GL_CullFace(r_refdef.view.cullface_front);
1396                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1397                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1398                         // increment stencil if frontface is behind depthbuffer
1399                         GL_CullFace(r_refdef.view.cullface_back);
1400                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1401                 }
1402                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1403                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1404         }
1405 }
1406
1407 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1408 {
1409     // p1, p2, p3 are in the cubemap's local coordinate system
1410     // bias = border/(size - border)
1411         int mask = 0x3F;
1412
1413     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1414           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1415           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1416         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1417         mask &= (3<<4)
1418                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1419                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1420                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1421     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1422         mask &= (3<<4)
1423             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1424             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1425             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1426
1427     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1428     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1429     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1430     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1431         mask &= (3<<0)
1432             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1433             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1434             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1435     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1436         mask &= (3<<0)
1437             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1438             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1439             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1440
1441     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1442     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1443     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1444     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1445         mask &= (3<<2)
1446             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1447             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1448             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1449     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1450         mask &= (3<<2)
1451             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1452             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1453             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1454
1455         return mask;
1456 }
1457
1458 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1459 {
1460         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1461         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1462         int mask = 0x3F;
1463
1464         VectorSubtract(maxs, mins, radius);
1465     VectorScale(radius, 0.5f, radius);
1466     VectorAdd(mins, radius, center);
1467     Matrix4x4_Transform(worldtolight, center, lightcenter);
1468         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1469         VectorSubtract(lightcenter, lightradius, pmin);
1470         VectorAdd(lightcenter, lightradius, pmax);
1471
1472     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1473     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1474     if(ap1 > bias*an1 && ap2 > bias*an2)
1475         mask &= (3<<4)
1476             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1477             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1478     if(an1 > bias*ap1 && an2 > bias*ap2)
1479         mask &= (3<<4)
1480             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1481             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1482
1483     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1484     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1485     if(ap1 > bias*an1 && ap2 > bias*an2)
1486         mask &= (3<<0)
1487             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1488             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1489     if(an1 > bias*ap1 && an2 > bias*ap2)
1490         mask &= (3<<0)
1491             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1492             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1493
1494     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1495     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1496     if(ap1 > bias*an1 && ap2 > bias*an2)
1497         mask &= (3<<2)
1498             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1499             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1500     if(an1 > bias*ap1 && an2 > bias*ap2)
1501         mask &= (3<<2)
1502             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1503             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1504
1505     return mask;
1506 }
1507
1508 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1509
1510 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1511 {
1512     // p is in the cubemap's local coordinate system
1513     // bias = border/(size - border)
1514     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1515     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1516     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1517     int mask = 0x3F;
1518     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1519     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1520     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1521     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1522     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1523     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1524     return mask;
1525 }
1526
1527 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1528 {
1529         int i;
1530         vec3_t p, n;
1531         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1532         float scale = (size - 2*border)/size, len;
1533         float bias = border / (float)(size - border), dp, dn, ap, an;
1534         // check if cone enclosing side would cross frustum plane 
1535         scale = 2 / (scale*scale + 2);
1536         for (i = 0;i < 5;i++)
1537         {
1538                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1539                         continue;
1540                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1541                 len = scale*VectorLength2(n);
1542                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1543                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1544                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1545         }
1546         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1547         {
1548         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1549         len = scale*VectorLength(n);
1550                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1551                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1552                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1553         }
1554         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1555         // check if frustum corners/origin cross plane sides
1556 #if 1
1557     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1558     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1559     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1560     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1561     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1562     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1563     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1564     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1565     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1566     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1567     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1568     for (i = 0;i < 4;i++)
1569     {
1570         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1571         VectorSubtract(n, p, n);
1572         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1573         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1574         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1575         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1576         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1577         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1578         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1579         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1580         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1581     }
1582 #else
1583     // finite version, assumes corners are a finite distance from origin dependent on far plane
1584         for (i = 0;i < 5;i++)
1585         {
1586                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1587                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1588                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1589                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1590                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1591                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1592                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1593                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1594                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1595                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1596         }
1597 #endif
1598         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1599 }
1600
1601 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1602 {
1603         int t, tend;
1604         const int *e;
1605         const float *v[3];
1606         float normal[3];
1607         vec3_t p[3];
1608         float bias;
1609         int mask, surfacemask = 0;
1610         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1611                 return 0;
1612         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1613         tend = firsttriangle + numtris;
1614         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1615         {
1616                 // surface box entirely inside light box, no box cull
1617                 if (projectdirection)
1618                 {
1619                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1620                         {
1621                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1622                                 TriangleNormal(v[0], v[1], v[2], normal);
1623                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1624                                 {
1625                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1626                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1627                                         surfacemask |= mask;
1628                                         if(totals)
1629                                         {
1630                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1631                                                 shadowsides[numshadowsides] = mask;
1632                                                 shadowsideslist[numshadowsides++] = t;
1633                                         }
1634                                 }
1635                         }
1636                 }
1637                 else
1638                 {
1639                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1640                         {
1641                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1642                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1643                                 {
1644                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1645                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1646                                         surfacemask |= mask;
1647                                         if(totals)
1648                                         {
1649                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1650                                                 shadowsides[numshadowsides] = mask;
1651                                                 shadowsideslist[numshadowsides++] = t;
1652                                         }
1653                                 }
1654                         }
1655                 }
1656         }
1657         else
1658         {
1659                 // surface box not entirely inside light box, cull each triangle
1660                 if (projectdirection)
1661                 {
1662                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1663                         {
1664                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1665                                 TriangleNormal(v[0], v[1], v[2], normal);
1666                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1667                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1668                                 {
1669                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1670                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1671                                         surfacemask |= mask;
1672                                         if(totals)
1673                                         {
1674                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1675                                                 shadowsides[numshadowsides] = mask;
1676                                                 shadowsideslist[numshadowsides++] = t;
1677                                         }
1678                                 }
1679                         }
1680                 }
1681                 else
1682                 {
1683                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1684                         {
1685                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1686                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1687                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1688                                 {
1689                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1690                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1691                                         surfacemask |= mask;
1692                                         if(totals)
1693                                         {
1694                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1695                                                 shadowsides[numshadowsides] = mask;
1696                                                 shadowsideslist[numshadowsides++] = t;
1697                                         }
1698                                 }
1699                         }
1700                 }
1701         }
1702         return surfacemask;
1703 }
1704
1705 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1706 {
1707         int i, j, outtriangles = 0;
1708         int *outelement3i[6];
1709         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1710                 return;
1711         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1712         // make sure shadowelements is big enough for this mesh
1713         if (maxshadowtriangles < outtriangles)
1714                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1715
1716         // compute the offset and size of the separate index lists for each cubemap side
1717         outtriangles = 0;
1718         for (i = 0;i < 6;i++)
1719         {
1720                 outelement3i[i] = shadowelements + outtriangles * 3;
1721                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1722                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1723                 outtriangles += sidetotals[i];
1724         }
1725
1726         // gather up the (sparse) triangles into separate index lists for each cubemap side
1727         for (i = 0;i < numsidetris;i++)
1728         {
1729                 const int *element = elements + sidetris[i] * 3;
1730                 for (j = 0;j < 6;j++)
1731                 {
1732                         if (sides[i] & (1 << j))
1733                         {
1734                                 outelement3i[j][0] = element[0];
1735                                 outelement3i[j][1] = element[1];
1736                                 outelement3i[j][2] = element[2];
1737                                 outelement3i[j] += 3;
1738                         }
1739                 }
1740         }
1741                         
1742         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1743 }
1744
1745 static void R_Shadow_MakeTextures_MakeCorona(void)
1746 {
1747         float dx, dy;
1748         int x, y, a;
1749         unsigned char pixels[32][32][4];
1750         for (y = 0;y < 32;y++)
1751         {
1752                 dy = (y - 15.5f) * (1.0f / 16.0f);
1753                 for (x = 0;x < 32;x++)
1754                 {
1755                         dx = (x - 15.5f) * (1.0f / 16.0f);
1756                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1757                         a = bound(0, a, 255);
1758                         pixels[y][x][0] = a;
1759                         pixels[y][x][1] = a;
1760                         pixels[y][x][2] = a;
1761                         pixels[y][x][3] = 255;
1762                 }
1763         }
1764         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1765 }
1766
1767 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1768 {
1769         float dist = sqrt(x*x+y*y+z*z);
1770         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1771         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1772         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1773 }
1774
1775 static void R_Shadow_MakeTextures(void)
1776 {
1777         int x, y, z;
1778         float intensity, dist;
1779         unsigned int *data;
1780         R_Shadow_FreeShadowMaps();
1781         R_FreeTexturePool(&r_shadow_texturepool);
1782         r_shadow_texturepool = R_AllocTexturePool();
1783         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1784         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1785         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1786         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1787         for (x = 0;x <= ATTENTABLESIZE;x++)
1788         {
1789                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1790                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791                 r_shadow_attentable[x] = bound(0, intensity, 1);
1792         }
1793         // 1D gradient texture
1794         for (x = 0;x < ATTEN1DSIZE;x++)
1795                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1796         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1797         // 2D circle texture
1798         for (y = 0;y < ATTEN2DSIZE;y++)
1799                 for (x = 0;x < ATTEN2DSIZE;x++)
1800                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1801         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1802         // 3D sphere texture
1803         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1804         {
1805                 for (z = 0;z < ATTEN3DSIZE;z++)
1806                         for (y = 0;y < ATTEN3DSIZE;y++)
1807                                 for (x = 0;x < ATTEN3DSIZE;x++)
1808                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1809                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1810         }
1811         else
1812                 r_shadow_attenuation3dtexture = NULL;
1813         Mem_Free(data);
1814
1815         R_Shadow_MakeTextures_MakeCorona();
1816
1817         // Editor light sprites
1818         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1819         "................"
1820         ".3............3."
1821         "..5...2332...5.."
1822         "...7.3....3.7..."
1823         "....7......7...."
1824         "...3.7....7.3..."
1825         "..2...7..7...2.."
1826         "..3..........3.."
1827         "..3..........3.."
1828         "..2...7..7...2.."
1829         "...3.7....7.3..."
1830         "....7......7...."
1831         "...7.3....3.7..."
1832         "..5...2332...5.."
1833         ".3............3."
1834         "................"
1835         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1836         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1837         "................"
1838         "................"
1839         "......1111......"
1840         "....11233211...."
1841         "...1234554321..."
1842         "...1356776531..."
1843         "..124677776421.."
1844         "..135777777531.."
1845         "..135777777531.."
1846         "..124677776421.."
1847         "...1356776531..."
1848         "...1234554321..."
1849         "....11233211...."
1850         "......1111......"
1851         "................"
1852         "................"
1853         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1854         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1855         "................"
1856         "................"
1857         "......1111......"
1858         "....11233211...."
1859         "...1234554321..."
1860         "...1356226531..."
1861         "..12462..26421.."
1862         "..1352....2531.."
1863         "..1352....2531.."
1864         "..12462..26421.."
1865         "...1356226531..."
1866         "...1234554321..."
1867         "....11233211...."
1868         "......1111......"
1869         "................"
1870         "................"
1871         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1872         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1873         "................"
1874         "................"
1875         "......2772......"
1876         "....27755772...."
1877         "..277533335772.."
1878         "..753333333357.."
1879         "..777533335777.."
1880         "..735775577537.."
1881         "..733357753337.."
1882         "..733337733337.."
1883         "..753337733357.."
1884         "..277537735772.."
1885         "....27777772...."
1886         "......2772......"
1887         "................"
1888         "................"
1889         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1890         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1891         "................"
1892         "................"
1893         "......2772......"
1894         "....27722772...."
1895         "..2772....2772.."
1896         "..72........27.."
1897         "..7772....2777.."
1898         "..7.27722772.7.."
1899         "..7...2772...7.."
1900         "..7....77....7.."
1901         "..72...77...27.."
1902         "..2772.77.2772.."
1903         "....27777772...."
1904         "......2772......"
1905         "................"
1906         "................"
1907         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1908         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1909         "................"
1910         ".777752..257777."
1911         ".742........247."
1912         ".72..........27."
1913         ".7............7."
1914         ".5............5."
1915         ".2............2."
1916         "................"
1917         "................"
1918         ".2............2."
1919         ".5............5."
1920         ".7............7."
1921         ".72..........27."
1922         ".742........247."
1923         ".777752..257777."
1924         "................"
1925         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1926 }
1927
1928 void R_Shadow_ValidateCvars(void)
1929 {
1930         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1931                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1932         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1933                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1934         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1935                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1936 }
1937
1938 void R_Shadow_RenderMode_Begin(void)
1939 {
1940 #if 0
1941         GLint drawbuffer;
1942         GLint readbuffer;
1943 #endif
1944         R_Shadow_ValidateCvars();
1945
1946         if (!r_shadow_attenuation2dtexture
1947          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1948          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1949          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1950                 R_Shadow_MakeTextures();
1951
1952         CHECKGLERROR
1953         R_Mesh_ResetTextureState();
1954         GL_BlendFunc(GL_ONE, GL_ZERO);
1955         GL_AlphaTest(false);
1956         GL_DepthRange(0, 1);
1957         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1958         GL_DepthTest(true);
1959         GL_DepthMask(false);
1960         GL_Color(0, 0, 0, 1);
1961         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1962         
1963         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1964
1965         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1966         {
1967                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1968                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1969         }
1970         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1971         {
1972                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1973                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1974         }
1975         else
1976         {
1977                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1978                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1979         }
1980
1981         switch(vid.renderpath)
1982         {
1983         case RENDERPATH_GL20:
1984         case RENDERPATH_D3D9:
1985         case RENDERPATH_D3D10:
1986         case RENDERPATH_D3D11:
1987         case RENDERPATH_SOFT:
1988         case RENDERPATH_GLES2:
1989                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1990                 break;
1991         case RENDERPATH_GL11:
1992         case RENDERPATH_GL13:
1993         case RENDERPATH_GLES1:
1994                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1995                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1996                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1997                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1998                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1999                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2000                 else
2001                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2002                 break;
2003         }
2004
2005         CHECKGLERROR
2006 #if 0
2007         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2008         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2009         r_shadow_drawbuffer = drawbuffer;
2010         r_shadow_readbuffer = readbuffer;
2011 #endif
2012         r_shadow_cullface_front = r_refdef.view.cullface_front;
2013         r_shadow_cullface_back = r_refdef.view.cullface_back;
2014 }
2015
2016 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2017 {
2018         rsurface.rtlight = rtlight;
2019 }
2020
2021 void R_Shadow_RenderMode_Reset(void)
2022 {
2023         R_Mesh_SetMainRenderTargets();
2024         R_SetViewport(&r_refdef.view.viewport);
2025         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2026         R_Mesh_ResetTextureState();
2027         GL_DepthRange(0, 1);
2028         GL_DepthTest(true);
2029         GL_DepthMask(false);
2030         GL_DepthFunc(GL_LEQUAL);
2031         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2032         r_refdef.view.cullface_front = r_shadow_cullface_front;
2033         r_refdef.view.cullface_back = r_shadow_cullface_back;
2034         GL_CullFace(r_refdef.view.cullface_back);
2035         GL_Color(1, 1, 1, 1);
2036         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2037         GL_BlendFunc(GL_ONE, GL_ZERO);
2038         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2039         r_shadow_usingshadowmap2d = false;
2040         r_shadow_usingshadowmaportho = false;
2041         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2042 }
2043
2044 void R_Shadow_ClearStencil(void)
2045 {
2046         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2047         r_refdef.stats.lights_clears++;
2048 }
2049
2050 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2051 {
2052         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2053         if (r_shadow_rendermode == mode)
2054                 return;
2055         R_Shadow_RenderMode_Reset();
2056         GL_DepthFunc(GL_LESS);
2057         GL_ColorMask(0, 0, 0, 0);
2058         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2059         GL_CullFace(GL_NONE);
2060         R_SetupShader_DepthOrShadow();
2061         r_shadow_rendermode = mode;
2062         switch(mode)
2063         {
2064         default:
2065                 break;
2066         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2067         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2068                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2069                 break;
2070         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2071         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2072                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2073                 break;
2074         }
2075 }
2076
2077 static void R_Shadow_MakeVSDCT(void)
2078 {
2079         // maps to a 2x3 texture rectangle with normalized coordinates
2080         // +-
2081         // XX
2082         // YY
2083         // ZZ
2084         // stores abs(dir.xy), offset.xy/2.5
2085         unsigned char data[4*6] =
2086         {
2087                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2088                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2089                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2090                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2091                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2092                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2093         };
2094         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2095 }
2096
2097 static void R_Shadow_MakeShadowMap(int side, int size)
2098 {
2099         switch (r_shadow_shadowmode)
2100         {
2101         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2102                 if (r_shadow_shadowmap2dtexture) return;
2103                 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2104                 r_shadow_shadowmap2dcolortexture = NULL;
2105                 switch(vid.renderpath)
2106                 {
2107 #ifdef SUPPORTD3D
2108                 case RENDERPATH_D3D9:
2109                         r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2110                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2111                         break;
2112 #endif
2113                 default:
2114                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2115                         break;
2116                 }
2117                 break;
2118         default:
2119                 return;
2120         }
2121
2122         // render depth into the fbo, do not render color at all
2123         // validate the fbo now
2124         if (qglDrawBuffer)
2125         {
2126                 int status;
2127                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2128                 qglReadBuffer(GL_NONE);CHECKGLERROR
2129                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2130                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2131                 {
2132                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2133                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2134                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2135                 }
2136         }
2137 }
2138
2139 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2140 {
2141         float nearclip, farclip, bias;
2142         r_viewport_t viewport;
2143         int flipped;
2144         GLuint fbo = 0;
2145         float clearcolor[4];
2146         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2147         farclip = 1.0f;
2148         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2149         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2150         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2151         r_shadow_shadowmapside = side;
2152         r_shadow_shadowmapsize = size;
2153
2154         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2155         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2156         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2157         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2158
2159         // complex unrolled cube approach (more flexible)
2160         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2161                 R_Shadow_MakeVSDCT();
2162         if (!r_shadow_shadowmap2dtexture)
2163                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2164         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2165         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2166         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2167         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2168
2169         R_Mesh_ResetTextureState();
2170         R_Shadow_RenderMode_Reset();
2171         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2172         R_SetupShader_DepthOrShadow();
2173         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2174         GL_DepthMask(true);
2175         GL_DepthTest(true);
2176
2177 init_done:
2178         R_SetViewport(&viewport);
2179         flipped = (side & 1) ^ (side >> 2);
2180         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2181         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2182         switch(vid.renderpath)
2183         {
2184         case RENDERPATH_GL11:
2185         case RENDERPATH_GL13:
2186         case RENDERPATH_GL20:
2187         case RENDERPATH_SOFT:
2188         case RENDERPATH_GLES1:
2189         case RENDERPATH_GLES2:
2190                 GL_CullFace(r_refdef.view.cullface_back);
2191                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2192                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2193                 {
2194                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2195                         int x1 = clear & 0x15 ? 0 : size;
2196                         int x2 = clear & 0x2A ? 2 * size : size;
2197                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2198                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2199                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2200                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2201                 }
2202                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2203                 break;
2204         case RENDERPATH_D3D9:
2205         case RENDERPATH_D3D10:
2206         case RENDERPATH_D3D11:
2207                 Vector4Set(clearcolor, 1,1,1,1);
2208                 // completely different meaning than in OpenGL path
2209                 r_shadow_shadowmap_parameters[1] = 0;
2210                 r_shadow_shadowmap_parameters[3] = -bias;
2211                 // we invert the cull mode because we flip the projection matrix
2212                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2213                 GL_CullFace(r_refdef.view.cullface_front);
2214                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2215                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2216                 if (r_shadow_shadowmapsampler)
2217                 {
2218                         GL_ColorMask(0,0,0,0);
2219                         if (clear)
2220                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2221                 }
2222                 else
2223                 {
2224                         GL_ColorMask(1,1,1,1);
2225                         if (clear)
2226                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2227                 }
2228                 break;
2229         }
2230 }
2231
2232 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2233 {
2234         R_Mesh_ResetTextureState();
2235         R_Mesh_SetMainRenderTargets();
2236         if (transparent)
2237         {
2238                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2239                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2240                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2241                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2242         }
2243         R_Shadow_RenderMode_Reset();
2244         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2245         if (!transparent)
2246                 GL_DepthFunc(GL_EQUAL);
2247         // do global setup needed for the chosen lighting mode
2248         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2249                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2250         r_shadow_usingshadowmap2d = shadowmapping;
2251         r_shadow_rendermode = r_shadow_lightingrendermode;
2252         // only draw light where this geometry was already rendered AND the
2253         // stencil is 128 (values other than this mean shadow)
2254         if (stenciltest)
2255                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2256         else
2257                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2258 }
2259
2260 static const unsigned short bboxelements[36] =
2261 {
2262         5, 1, 3, 5, 3, 7,
2263         6, 2, 0, 6, 0, 4,
2264         7, 3, 2, 7, 2, 6,
2265         4, 0, 1, 4, 1, 5,
2266         4, 5, 7, 4, 7, 6,
2267         1, 0, 2, 1, 2, 3,
2268 };
2269
2270 static const float bboxpoints[8][3] =
2271 {
2272         {-1,-1,-1},
2273         { 1,-1,-1},
2274         {-1, 1,-1},
2275         { 1, 1,-1},
2276         {-1,-1, 1},
2277         { 1,-1, 1},
2278         {-1, 1, 1},
2279         { 1, 1, 1},
2280 };
2281
2282 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2283 {
2284         int i;
2285         float vertex3f[8*3];
2286         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2287 // do global setup needed for the chosen lighting mode
2288         R_Shadow_RenderMode_Reset();
2289         r_shadow_rendermode = r_shadow_lightingrendermode;
2290         R_EntityMatrix(&identitymatrix);
2291         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2292         // only draw light where this geometry was already rendered AND the
2293         // stencil is 128 (values other than this mean shadow)
2294         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2295         if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2296                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2297         else
2298                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2299
2300         r_shadow_usingshadowmap2d = shadowmapping;
2301
2302         // render the lighting
2303         R_SetupShader_DeferredLight(rsurface.rtlight);
2304         for (i = 0;i < 8;i++)
2305                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2306         GL_ColorMask(1,1,1,1);
2307         GL_DepthMask(false);
2308         GL_DepthRange(0, 1);
2309         GL_PolygonOffset(0, 0);
2310         GL_DepthTest(true);
2311         GL_DepthFunc(GL_GREATER);
2312         GL_CullFace(r_refdef.view.cullface_back);
2313         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2314         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2315 }
2316
2317 static void R_Shadow_UpdateBounceGridTexture(void)
2318 {
2319 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2320         dlight_t *light;
2321         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2322         int bouncecount;
2323         int hitsupercontentsmask;
2324         int maxbounce;
2325         int numpixels;
2326         int resolution[3];
2327         int shootparticles;
2328         int shotparticles;
2329         int photoncount;
2330         int tex[3];
2331         trace_t cliptrace;
2332         //trace_t cliptrace2;
2333         //trace_t cliptrace3;
2334         unsigned char *pixel;
2335         unsigned char *pixels;
2336         float *highpixel;
2337         float *highpixels;
2338         unsigned int lightindex;
2339         unsigned int range;
2340         unsigned int range1;
2341         unsigned int range2;
2342         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2343         vec3_t shotcolor;
2344         vec3_t baseshotcolor;
2345         vec3_t surfcolor;
2346         vec3_t clipend;
2347         vec3_t clipstart;
2348         vec3_t clipdiff;
2349         vec3_t ispacing;
2350         vec3_t maxs;
2351         vec3_t mins;
2352         vec3_t size;
2353         vec3_t spacing;
2354         vec3_t lightcolor;
2355         vec3_t steppos;
2356         vec3_t stepdelta;
2357         vec_t radius;
2358         vec_t s;
2359         vec_t lightintensity;
2360         vec_t photonscaling;
2361         vec_t photonresidual;
2362         float m[16];
2363         float texlerp[2][3];
2364         float splatcolor[32];
2365         float pixelweight[8];
2366         float w;
2367         int c[4];
2368         int pixelindex[8];
2369         int corner;
2370         int pixelsperband;
2371         int pixelband;
2372         int pixelbands;
2373         int numsteps;
2374         int step;
2375         int x, y, z;
2376         rtlight_t *rtlight;
2377         r_shadow_bouncegrid_settings_t settings;
2378         qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2379         qboolean allowdirectionalshading = false;
2380         switch(vid.renderpath)
2381         {
2382         case RENDERPATH_GL20:
2383                 allowdirectionalshading = true;
2384                 if (!vid.support.ext_texture_3d)
2385                         return;
2386                 break;
2387         case RENDERPATH_GLES2:
2388                 // for performance reasons, do not use directional shading on GLES devices
2389                 if (!vid.support.ext_texture_3d)
2390                         return;
2391                 break;
2392                 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2393         case RENDERPATH_GL11:
2394         case RENDERPATH_GL13:
2395         case RENDERPATH_GLES1:
2396         case RENDERPATH_SOFT:
2397         case RENDERPATH_D3D9:
2398         case RENDERPATH_D3D10:
2399         case RENDERPATH_D3D11:
2400                 return;
2401         }
2402
2403         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2404
2405         // see if there are really any lights to render...
2406         if (enable && r_shadow_bouncegrid_static.integer)
2407         {
2408                 enable = false;
2409                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2410                 for (lightindex = 0;lightindex < range;lightindex++)
2411                 {
2412                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2413                         if (!light || !(light->flags & flag))
2414                                 continue;
2415                         rtlight = &light->rtlight;
2416                         // when static, we skip styled lights because they tend to change...
2417                         if (rtlight->style > 0)
2418                                 continue;
2419                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2420                         if (!VectorLength2(lightcolor))
2421                                 continue;
2422                         enable = true;
2423                         break;
2424                 }
2425         }
2426
2427         if (!enable)
2428         {
2429                 if (r_shadow_bouncegridtexture)
2430                 {
2431                         R_FreeTexture(r_shadow_bouncegridtexture);
2432                         r_shadow_bouncegridtexture = NULL;
2433                 }
2434                 if (r_shadow_bouncegridpixels)
2435                         Mem_Free(r_shadow_bouncegridpixels);
2436                 r_shadow_bouncegridpixels = NULL;
2437                 if (r_shadow_bouncegridhighpixels)
2438                         Mem_Free(r_shadow_bouncegridhighpixels);
2439                 r_shadow_bouncegridhighpixels = NULL;
2440                 r_shadow_bouncegridnumpixels = 0;
2441                 r_shadow_bouncegriddirectional = false;
2442                 return;
2443         }
2444
2445         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2446         memset(&settings, 0, sizeof(settings));
2447         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2448         settings.airstepmax                    = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576);
2449         settings.airstepsize                   = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f);
2450         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2451         settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2452         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2453         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2454         settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0;
2455         settings.lightradiusscale              = r_shadow_bouncegrid_lightradiusscale.value;
2456         settings.maxbounce                     = r_shadow_bouncegrid_maxbounce.integer;
2457         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2458         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value;
2459         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2460         settings.spacing[0]                    = r_shadow_bouncegrid_spacingx.value;
2461         settings.spacing[1]                    = r_shadow_bouncegrid_spacingy.value;
2462         settings.spacing[2]                    = r_shadow_bouncegrid_spacingz.value;
2463         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2464
2465         // bound the values for sanity
2466         settings.photons = bound(1, settings.photons, 1048576);
2467         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2468         settings.maxbounce = bound(0, settings.maxbounce, 16);
2469         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2470         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2471         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2472
2473         // get the spacing values
2474         spacing[0] = settings.spacing[0];
2475         spacing[1] = settings.spacing[1];
2476         spacing[2] = settings.spacing[2];
2477         ispacing[0] = 1.0f / spacing[0];
2478         ispacing[1] = 1.0f / spacing[1];
2479         ispacing[2] = 1.0f / spacing[2];
2480
2481         // calculate texture size enclosing entire world bounds at the spacing
2482         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2483         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2484         VectorSubtract(maxs, mins, size);
2485         // now we can calculate the resolution we want
2486         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2487         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2488         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2489         // figure out the exact texture size (honoring power of 2 if required)
2490         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2491         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2492         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2493         if (vid.support.arb_texture_non_power_of_two)
2494         {
2495                 resolution[0] = c[0];
2496                 resolution[1] = c[1];
2497                 resolution[2] = c[2];
2498         }
2499         else
2500         {
2501                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2502                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2503                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2504         }
2505         size[0] = spacing[0] * resolution[0];
2506         size[1] = spacing[1] * resolution[1];
2507         size[2] = spacing[2] * resolution[2];
2508
2509         // if dynamic we may or may not want to use the world bounds
2510         // if the dynamic size is smaller than the world bounds, use it instead
2511         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2512         {
2513                 // we know the resolution we want
2514                 c[0] = r_shadow_bouncegrid_x.integer;
2515                 c[1] = r_shadow_bouncegrid_y.integer;
2516                 c[2] = r_shadow_bouncegrid_z.integer;
2517                 // now we can calculate the texture size (power of 2 if required)
2518                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2519                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2520                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2521                 if (vid.support.arb_texture_non_power_of_two)
2522                 {
2523                         resolution[0] = c[0];
2524                         resolution[1] = c[1];
2525                         resolution[2] = c[2];
2526                 }
2527                 else
2528                 {
2529                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2530                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2531                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2532                 }
2533                 size[0] = spacing[0] * resolution[0];
2534                 size[1] = spacing[1] * resolution[1];
2535                 size[2] = spacing[2] * resolution[2];
2536                 // center the rendering on the view
2537                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2538                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2539                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2540         }
2541
2542         // recalculate the maxs in case the resolution was not satisfactory
2543         VectorAdd(mins, size, maxs);
2544
2545         // if all the settings seem identical to the previous update, return
2546         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2547                 return;
2548
2549         // store the new settings
2550         r_shadow_bouncegridsettings = settings;
2551
2552         pixelbands = settings.directionalshading ? 8 : 1;
2553         pixelsperband = resolution[0]*resolution[1]*resolution[2];
2554         numpixels = pixelsperband*pixelbands;
2555
2556         // we're going to update the bouncegrid, update the matrix...
2557         memset(m, 0, sizeof(m));
2558         m[0] = 1.0f / size[0];
2559         m[3] = -mins[0] * m[0];
2560         m[5] = 1.0f / size[1];
2561         m[7] = -mins[1] * m[5];
2562         m[10] = 1.0f / size[2];
2563         m[11] = -mins[2] * m[10];
2564         m[15] = 1.0f;
2565         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2566         // reallocate pixels for this update if needed...
2567         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2568         {
2569                 if (r_shadow_bouncegridtexture)
2570                 {
2571                         R_FreeTexture(r_shadow_bouncegridtexture);
2572                         r_shadow_bouncegridtexture = NULL;
2573                 }
2574                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2575                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2576         }
2577         r_shadow_bouncegridnumpixels = numpixels;
2578         pixels = r_shadow_bouncegridpixels;
2579         highpixels = r_shadow_bouncegridhighpixels;
2580         x = pixelsperband*4;
2581         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2582         {
2583                 if (pixelband == 1)
2584                         memset(pixels + pixelband * x, 128, x);
2585                 else
2586                         memset(pixels + pixelband * x, 0, x);
2587         }
2588         memset(highpixels, 0, numpixels * sizeof(float[4]));
2589         // figure out what we want to interact with
2590         if (settings.hitmodels)
2591                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2592         else
2593                 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2594         maxbounce = settings.maxbounce;
2595         // clear variables that produce warnings otherwise
2596         memset(splatcolor, 0, sizeof(splatcolor));
2597         // iterate world rtlights
2598         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2599         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2600         range2 = range + range1;
2601         photoncount = 0;
2602         for (lightindex = 0;lightindex < range2;lightindex++)
2603         {
2604                 if (settings.staticmode)
2605                 {
2606                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2607                         if (!light || !(light->flags & flag))
2608                                 continue;
2609                         rtlight = &light->rtlight;
2610                         // when static, we skip styled lights because they tend to change...
2611                         if (rtlight->style > 0)
2612                                 continue;
2613                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2614                 }
2615                 else
2616                 {
2617                         if (lightindex < range)
2618                         {
2619                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2620                                 rtlight = &light->rtlight;
2621                         }
2622                         else
2623                                 rtlight = r_refdef.scene.lights[lightindex - range];
2624                         // draw only visible lights (major speedup)
2625                         if (!rtlight->draw)
2626                                 continue;
2627                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2628                 }
2629                 if (!VectorLength2(lightcolor))
2630                         continue;
2631                 // shoot particles from this light
2632                 // use a calculation for the number of particles that will not
2633                 // vary with lightstyle, otherwise we get randomized particle
2634                 // distribution, the seeded random is only consistent for a
2635                 // consistent number of particles on this light...
2636                 radius = rtlight->radius * settings.lightradiusscale;
2637                 s = rtlight->radius;
2638                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2639                 if (lightindex >= range)
2640                         lightintensity *= settings.dlightparticlemultiplier;
2641                 photoncount += max(0.0f, lightintensity * s * s);
2642         }
2643         photonscaling = (float)settings.photons / max(1, photoncount);
2644         photonresidual = 0.0f;
2645         for (lightindex = 0;lightindex < range2;lightindex++)
2646         {
2647                 if (settings.staticmode)
2648                 {
2649                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2650                         if (!light || !(light->flags & flag))
2651                                 continue;
2652                         rtlight = &light->rtlight;
2653                         // when static, we skip styled lights because they tend to change...
2654                         if (rtlight->style > 0)
2655                                 continue;
2656                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2657                 }
2658                 else
2659                 {
2660                         if (lightindex < range)
2661                         {
2662                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2663                                 rtlight = &light->rtlight;
2664                         }
2665                         else
2666                                 rtlight = r_refdef.scene.lights[lightindex - range];
2667                         // draw only visible lights (major speedup)
2668                         if (!rtlight->draw)
2669                                 continue;
2670                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2671                 }
2672                 if (!VectorLength2(lightcolor))
2673                         continue;
2674                 // shoot particles from this light
2675                 // use a calculation for the number of particles that will not
2676                 // vary with lightstyle, otherwise we get randomized particle
2677                 // distribution, the seeded random is only consistent for a
2678                 // consistent number of particles on this light...
2679                 radius = rtlight->radius * settings.lightradiusscale;
2680                 s = rtlight->radius;
2681                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2682                 if (lightindex >= range)
2683                         lightintensity *= settings.dlightparticlemultiplier;
2684                 photonresidual += lightintensity * s * s * photonscaling;
2685                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2686                 if (!shootparticles)
2687                         continue;
2688                 photonresidual -= shootparticles;
2689                 s = settings.particleintensity / shootparticles;
2690                 VectorScale(lightcolor, s, baseshotcolor);
2691                 if (VectorLength2(baseshotcolor) == 0.0f)
2692                         break;
2693                 r_refdef.stats.bouncegrid_lights++;
2694                 r_refdef.stats.bouncegrid_particles += shootparticles;
2695                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2696                 {
2697                         if (settings.stablerandom > 0)
2698                                 seed = lightindex * 11937 + shotparticles;
2699                         VectorCopy(baseshotcolor, shotcolor);
2700                         VectorCopy(rtlight->shadoworigin, clipstart);
2701                         if (settings.stablerandom < 0)
2702                                 VectorRandom(clipend);
2703                         else
2704                                 VectorCheeseRandom(clipend);
2705                         VectorMA(clipstart, radius, clipend, clipend);
2706                         for (bouncecount = 0;;bouncecount++)
2707                         {
2708                                 r_refdef.stats.bouncegrid_traces++;
2709                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2710                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2711                                 if (settings.staticmode)
2712                                         Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2713                                 else
2714                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2715                                 if (bouncecount > 0 || settings.includedirectlighting)
2716                                 {
2717                                         // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2718                                         // accumulate average shotcolor
2719                                         w = VectorLength(shotcolor);
2720                                         splatcolor[ 0] = shotcolor[0];
2721                                         splatcolor[ 1] = shotcolor[1];
2722                                         splatcolor[ 2] = shotcolor[2];
2723                                         splatcolor[ 3] = 0.0f;
2724                                         if (pixelbands > 1)
2725                                         {
2726                                                 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2727                                                 VectorNormalize(clipdiff);
2728                                                 // store bentnormal in case the shader has a use for it
2729                                                 splatcolor[ 4] = clipdiff[0] * w;
2730                                                 splatcolor[ 5] = clipdiff[1] * w;
2731                                                 splatcolor[ 6] = clipdiff[2] * w;
2732                                                 splatcolor[ 7] = w;
2733                                                 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2734                                                 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2735                                                 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2736                                                 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2737                                                 splatcolor[11] = 0.0f;
2738                                                 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2739                                                 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2740                                                 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2741                                                 splatcolor[15] = 0.0f;
2742                                                 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2743                                                 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2744                                                 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2745                                                 splatcolor[19] = 0.0f;
2746                                                 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2747                                                 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2748                                                 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2749                                                 splatcolor[23] = 0.0f;
2750                                                 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2751                                                 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2752                                                 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2753                                                 splatcolor[27] = 0.0f;
2754                                                 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2755                                                 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2756                                                 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2757                                                 splatcolor[31] = 0.0f;
2758                                         }
2759                                         // calculate the number of steps we need to traverse this distance
2760                                         VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2761                                         numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize);
2762                                         numsteps = bound(1, numsteps, settings.airstepmax);
2763                                         w = 1.0f / numsteps;
2764                                         VectorScale(stepdelta, w, stepdelta);
2765                                         VectorMA(clipstart, 0.5f, stepdelta, steppos);
2766                                         if (settings.airstepmax == 1)
2767                                                 VectorCopy(cliptrace.endpos, steppos);
2768                                         for (step = 0;step < numsteps;step++)
2769                                         {
2770                                                 r_refdef.stats.bouncegrid_splats++;
2771                                                 // figure out which texture pixel this is in
2772                                                 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]);
2773                                                 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]);
2774                                                 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]);
2775                                                 tex[0] = (int)floor(texlerp[1][0]);
2776                                                 tex[1] = (int)floor(texlerp[1][1]);
2777                                                 tex[2] = (int)floor(texlerp[1][2]);
2778                                                 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)
2779                                                 {
2780                                                         // it is within bounds...  do the real work now
2781                                                         // calculate the lerp factors
2782                                                         texlerp[1][0] -= tex[0];
2783                                                         texlerp[1][1] -= tex[1];
2784                                                         texlerp[1][2] -= tex[2];
2785                                                         texlerp[0][0] = 1.0f - texlerp[1][0];
2786                                                         texlerp[0][1] = 1.0f - texlerp[1][1];
2787                                                         texlerp[0][2] = 1.0f - texlerp[1][2];
2788                                                         // calculate individual pixel indexes and weights
2789                                                         pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2790                                                         pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2791                                                         pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2792                                                         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]);
2793                                                         pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2794                                                         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]);
2795                                                         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]);
2796                                                         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]);
2797                                                         // update the 8 pixels...
2798                                                         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2799                                                         {
2800                                                                 for (corner = 0;corner < 8;corner++)
2801                                                                 {
2802                                                                         // calculate address for pixel
2803                                                                         w = pixelweight[corner];
2804                                                                         pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2805                                                                         highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2806                                                                         // add to the high precision pixel color
2807                                                                         highpixel[0] += (splatcolor[pixelband*4+0]*w);
2808                                                                         highpixel[1] += (splatcolor[pixelband*4+1]*w);
2809                                                                         highpixel[2] += (splatcolor[pixelband*4+2]*w);
2810                                                                         highpixel[3] += (splatcolor[pixelband*4+3]*w);
2811                                                                         // flag the low precision pixel as needing to be updated
2812                                                                         pixel[3] = 255;
2813                                                                         // advance to next band of coefficients
2814                                                                         //pixel += pixelsperband*4;
2815                                                                         //highpixel += pixelsperband*4;
2816                                                                 }
2817                                                         }
2818                                                 }
2819                                                 VectorAdd(steppos, stepdelta, steppos);
2820                                         }
2821                                 }
2822                                 if (cliptrace.fraction >= 1.0f)
2823                                         break;
2824                                 r_refdef.stats.bouncegrid_hits++;
2825                                 if (bouncecount >= maxbounce)
2826                                         break;
2827                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2828                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2829                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2830                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2831                                 else
2832                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2833                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2834                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2835                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2836                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2837                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2838                                 if (VectorLength2(baseshotcolor) == 0.0f)
2839                                         break;
2840                                 r_refdef.stats.bouncegrid_bounces++;
2841                                 if (settings.bounceanglediffuse)
2842                                 {
2843                                         // random direction, primarily along plane normal
2844                                         s = VectorDistance(cliptrace.endpos, clipend);
2845                                         if (settings.stablerandom < 0)
2846                                                 VectorRandom(clipend);
2847                                         else
2848                                                 VectorCheeseRandom(clipend);
2849                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2850                                         VectorNormalize(clipend);
2851                                         VectorScale(clipend, s, clipend);
2852                                 }
2853                                 else
2854                                 {
2855                                         // reflect the remaining portion of the line across plane normal
2856                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2857                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2858                                 }
2859                                 // calculate the new line start and end
2860                                 VectorCopy(cliptrace.endpos, clipstart);
2861                                 VectorAdd(clipstart, clipend, clipend);
2862                         }
2863                 }
2864         }
2865         // generate pixels array from highpixels array
2866         // skip first and last columns, rows, and layers as these are blank
2867         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2868         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2869         {
2870                 for (z = 1;z < resolution[2]-1;z++)
2871                 {
2872                         for (y = 1;y < resolution[1]-1;y++)
2873                         {
2874                                 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)
2875                                 {
2876                                         // only convert pixels that were hit by photons
2877                                         if (pixel[3] == 255)
2878                                         {
2879                                                 // normalize the bentnormal...
2880                                                 if (pixelband == 1)
2881                                                 {
2882                                                         VectorNormalize(highpixel);
2883                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2884                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2885                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2886                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2887                                                 }
2888                                                 else
2889                                                 {
2890                                                         c[0] = (int)(highpixel[0]*256.0f);
2891                                                         c[1] = (int)(highpixel[1]*256.0f);
2892                                                         c[2] = (int)(highpixel[2]*256.0f);
2893                                                         c[3] = (int)(highpixel[3]*256.0f);
2894                                                 }
2895                                                 pixel[2] = (unsigned char)bound(0, c[0], 255);
2896                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2897                                                 pixel[0] = (unsigned char)bound(0, c[2], 255);
2898                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2899                                         }
2900                                 }
2901                         }
2902                 }
2903         }
2904         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)
2905                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2906         else
2907         {
2908                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2909                 r_shadow_bouncegriddirectional = settings.directionalshading;
2910                 if (r_shadow_bouncegridtexture)
2911                         R_FreeTexture(r_shadow_bouncegridtexture);
2912                 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);
2913         }
2914         r_shadow_bouncegridtime = realtime;
2915 }
2916
2917 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2918 {
2919         R_Shadow_RenderMode_Reset();
2920         GL_BlendFunc(GL_ONE, GL_ONE);
2921         GL_DepthRange(0, 1);
2922         GL_DepthTest(r_showshadowvolumes.integer < 2);
2923         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2924         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2925         GL_CullFace(GL_NONE);
2926         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2927 }
2928
2929 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2930 {
2931         R_Shadow_RenderMode_Reset();
2932         GL_BlendFunc(GL_ONE, GL_ONE);
2933         GL_DepthRange(0, 1);
2934         GL_DepthTest(r_showlighting.integer < 2);
2935         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2936         if (!transparent)
2937                 GL_DepthFunc(GL_EQUAL);
2938         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2939         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2940 }
2941
2942 void R_Shadow_RenderMode_End(void)
2943 {
2944         R_Shadow_RenderMode_Reset();
2945         R_Shadow_RenderMode_ActiveLight(NULL);
2946         GL_DepthMask(true);
2947         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2948         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2949 }
2950
2951 int bboxedges[12][2] =
2952 {
2953         // top
2954         {0, 1}, // +X
2955         {0, 2}, // +Y
2956         {1, 3}, // Y, +X
2957         {2, 3}, // X, +Y
2958         // bottom
2959         {4, 5}, // +X
2960         {4, 6}, // +Y
2961         {5, 7}, // Y, +X
2962         {6, 7}, // X, +Y
2963         // verticals
2964         {0, 4}, // +Z
2965         {1, 5}, // X, +Z
2966         {2, 6}, // Y, +Z
2967         {3, 7}, // XY, +Z
2968 };
2969
2970 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2971 {
2972         if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
2973         {
2974                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2975                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2976                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2977                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2978                 return false;
2979         }
2980         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2981                 return true; // invisible
2982         if(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                 r_refdef.stats.lights_scissored++;
2987         return false;
2988 }
2989
2990 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2991 {
2992         int i;
2993         const float *vertex3f;
2994         const float *normal3f;
2995         float *color4f;
2996         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2997         switch (r_shadow_rendermode)
2998         {
2999         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3000         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3001                 if (VectorLength2(diffusecolor) > 0)
3002                 {
3003                         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)
3004                         {
3005                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3006                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3007                                 if ((dot = DotProduct(n, v)) < 0)
3008                                 {
3009                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3010                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3011                                 }
3012                                 else
3013                                         VectorCopy(ambientcolor, color4f);
3014                                 if (r_refdef.fogenabled)
3015                                 {
3016                                         float f;
3017                                         f = RSurf_FogVertex(vertex3f);
3018                                         VectorScale(color4f, f, color4f);
3019                                 }
3020                                 color4f[3] = 1;
3021                         }
3022                 }
3023                 else
3024                 {
3025                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3026                         {
3027                                 VectorCopy(ambientcolor, color4f);
3028                                 if (r_refdef.fogenabled)
3029                                 {
3030                                         float f;
3031                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3032                                         f = RSurf_FogVertex(vertex3f);
3033                                         VectorScale(color4f + 4*i, f, color4f);
3034                                 }
3035                                 color4f[3] = 1;
3036                         }
3037                 }
3038                 break;
3039         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3040                 if (VectorLength2(diffusecolor) > 0)
3041                 {
3042                         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)
3043                         {
3044                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3045                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3046                                 {
3047                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3048                                         if ((dot = DotProduct(n, v)) < 0)
3049                                         {
3050                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3051                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3052                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3053                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3054                                         }
3055                                         else
3056                                         {
3057                                                 color4f[0] = ambientcolor[0] * distintensity;
3058                                                 color4f[1] = ambientcolor[1] * distintensity;
3059                                                 color4f[2] = ambientcolor[2] * distintensity;
3060                                         }
3061                                         if (r_refdef.fogenabled)
3062                                         {
3063                                                 float f;
3064                                                 f = RSurf_FogVertex(vertex3f);
3065                                                 VectorScale(color4f, f, color4f);
3066                                         }
3067                                 }
3068                                 else
3069                                         VectorClear(color4f);
3070                                 color4f[3] = 1;
3071                         }
3072                 }
3073                 else
3074                 {
3075                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3076                         {
3077                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3078                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3079                                 {
3080                                         color4f[0] = ambientcolor[0] * distintensity;
3081                                         color4f[1] = ambientcolor[1] * distintensity;
3082                                         color4f[2] = ambientcolor[2] * distintensity;
3083                                         if (r_refdef.fogenabled)
3084                                         {
3085                                                 float f;
3086                                                 f = RSurf_FogVertex(vertex3f);
3087                                                 VectorScale(color4f, f, color4f);
3088                                         }
3089                                 }
3090                                 else
3091                                         VectorClear(color4f);
3092                                 color4f[3] = 1;
3093                         }
3094                 }
3095                 break;
3096         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3097                 if (VectorLength2(diffusecolor) > 0)
3098                 {
3099                         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)
3100                         {
3101                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3102                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3103                                 {
3104                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3105                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3106                                         if ((dot = DotProduct(n, v)) < 0)
3107                                         {
3108                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3109                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3110                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3111                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3112                                         }
3113                                         else
3114                                         {
3115                                                 color4f[0] = ambientcolor[0] * distintensity;
3116                                                 color4f[1] = ambientcolor[1] * distintensity;
3117                                                 color4f[2] = ambientcolor[2] * distintensity;
3118                                         }
3119                                         if (r_refdef.fogenabled)
3120                                         {
3121                                                 float f;
3122                                                 f = RSurf_FogVertex(vertex3f);
3123                                                 VectorScale(color4f, f, color4f);
3124                                         }
3125                                 }
3126                                 else
3127                                         VectorClear(color4f);
3128                                 color4f[3] = 1;
3129                         }
3130                 }
3131                 else
3132                 {
3133                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3134                         {
3135                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3136                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3137                                 {
3138                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3139                                         color4f[0] = ambientcolor[0] * distintensity;
3140                                         color4f[1] = ambientcolor[1] * distintensity;
3141                                         color4f[2] = ambientcolor[2] * distintensity;
3142                                         if (r_refdef.fogenabled)
3143                                         {
3144                                                 float f;
3145                                                 f = RSurf_FogVertex(vertex3f);
3146                                                 VectorScale(color4f, f, color4f);
3147                                         }
3148                                 }
3149                                 else
3150                                         VectorClear(color4f);
3151                                 color4f[3] = 1;
3152                         }
3153                 }
3154                 break;
3155         default:
3156                 break;
3157         }
3158 }
3159
3160 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3161 {
3162         // used to display how many times a surface is lit for level design purposes
3163         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3164         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3165         RSurf_DrawBatch();
3166 }
3167
3168 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3169 {
3170         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3171         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
3172         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3173                 GL_DepthFunc(GL_EQUAL);
3174         RSurf_DrawBatch();
3175         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3176                 GL_DepthFunc(GL_LEQUAL);
3177 }
3178
3179 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3180 {
3181         int renders;
3182         int i;
3183         int stop;
3184         int newfirstvertex;
3185         int newlastvertex;
3186         int newnumtriangles;
3187         int *newe;
3188         const int *e;
3189         float *c;
3190         int maxtriangles = 4096;
3191         static int newelements[4096*3];
3192         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3193         for (renders = 0;renders < 4;renders++)
3194         {
3195                 stop = true;
3196                 newfirstvertex = 0;
3197                 newlastvertex = 0;
3198                 newnumtriangles = 0;
3199                 newe = newelements;
3200                 // due to low fillrate on the cards this vertex lighting path is
3201                 // designed for, we manually cull all triangles that do not
3202                 // contain a lit vertex
3203                 // this builds batches of triangles from multiple surfaces and
3204                 // renders them at once
3205                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3206                 {
3207                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3208                         {
3209                                 if (newnumtriangles)
3210                                 {
3211                                         newfirstvertex = min(newfirstvertex, e[0]);
3212                                         newlastvertex  = max(newlastvertex, e[0]);
3213                                 }
3214                                 else
3215                                 {
3216                                         newfirstvertex = e[0];
3217                                         newlastvertex = e[0];
3218                                 }
3219                                 newfirstvertex = min(newfirstvertex, e[1]);
3220                                 newlastvertex  = max(newlastvertex, e[1]);
3221                                 newfirstvertex = min(newfirstvertex, e[2]);
3222                                 newlastvertex  = max(newlastvertex, e[2]);
3223                                 newe[0] = e[0];
3224                                 newe[1] = e[1];
3225                                 newe[2] = e[2];
3226                                 newnumtriangles++;
3227                                 newe += 3;
3228                                 if (newnumtriangles >= maxtriangles)
3229                                 {
3230                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3231                                         newnumtriangles = 0;
3232                                         newe = newelements;
3233                                         stop = false;
3234                                 }
3235                         }
3236                 }
3237                 if (newnumtriangles >= 1)
3238                 {
3239                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3240                         stop = false;
3241                 }
3242                 // if we couldn't find any lit triangles, exit early
3243                 if (stop)
3244                         break;
3245                 // now reduce the intensity for the next overbright pass
3246                 // we have to clamp to 0 here incase the drivers have improper
3247                 // handling of negative colors
3248                 // (some old drivers even have improper handling of >1 color)
3249                 stop = true;
3250                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3251                 {
3252                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3253                         {
3254                                 c[0] = max(0, c[0] - 1);
3255                                 c[1] = max(0, c[1] - 1);
3256                                 c[2] = max(0, c[2] - 1);
3257                                 stop = false;
3258                         }
3259                         else
3260                                 VectorClear(c);
3261                 }
3262                 // another check...
3263                 if (stop)
3264                         break;
3265         }
3266 }
3267
3268 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3269 {
3270         // OpenGL 1.1 path (anything)
3271         float ambientcolorbase[3], diffusecolorbase[3];
3272         float ambientcolorpants[3], diffusecolorpants[3];
3273         float ambientcolorshirt[3], diffusecolorshirt[3];
3274         const float *surfacecolor = rsurface.texture->dlightcolor;
3275         const float *surfacepants = rsurface.colormap_pantscolor;
3276         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3277         rtexture_t *basetexture = rsurface.texture->basetexture;
3278         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3279         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3280         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3281         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3282         ambientscale *= 2 * r_refdef.view.colorscale;
3283         diffusescale *= 2 * r_refdef.view.colorscale;
3284         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3285         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3286         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3287         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3288         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3289         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3290         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3291         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3292         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3293         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3294         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3295         R_Mesh_TexBind(0, basetexture);
3296         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3297         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3298         switch(r_shadow_rendermode)
3299         {
3300         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3301                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3302                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3303                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3304                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3305                 break;
3306         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3307                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3308                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3309                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3310                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3311                 // fall through
3312         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3313                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3314                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3315                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3316                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3317                 break;
3318         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3319                 break;
3320         default:
3321                 break;
3322         }
3323         //R_Mesh_TexBind(0, basetexture);
3324         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3325         if (dopants)
3326         {
3327                 R_Mesh_TexBind(0, pantstexture);
3328                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3329         }
3330         if (doshirt)
3331         {
3332                 R_Mesh_TexBind(0, shirttexture);
3333                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3334         }
3335 }
3336
3337 extern cvar_t gl_lightmaps;
3338 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3339 {
3340         float ambientscale, diffusescale, specularscale;
3341         qboolean negated;
3342         float lightcolor[3];
3343         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3344         ambientscale = rsurface.rtlight->ambientscale;
3345         diffusescale = rsurface.rtlight->diffusescale;
3346         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3347         if (!r_shadow_usenormalmap.integer)
3348         {
3349                 ambientscale += 1.0f * diffusescale;
3350                 diffusescale = 0;
3351                 specularscale = 0;
3352         }
3353         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3354                 return;
3355         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3356         if(negated)
3357         {
3358                 VectorNegate(lightcolor, lightcolor);
3359                 switch(vid.renderpath)
3360                 {
3361                 case RENDERPATH_GL11:
3362                 case RENDERPATH_GL13:
3363                 case RENDERPATH_GL20:
3364                 case RENDERPATH_GLES1:
3365                 case RENDERPATH_GLES2:
3366                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3367                         break;
3368                 case RENDERPATH_D3D9:
3369 #ifdef SUPPORTD3D
3370                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3371 #endif
3372                         break;
3373                 case RENDERPATH_D3D10:
3374                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3375                         break;
3376                 case RENDERPATH_D3D11:
3377                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3378                         break;
3379                 case RENDERPATH_SOFT:
3380                         DPSOFTRAST_BlendSubtract(true);
3381                         break;
3382                 }
3383         }
3384         RSurf_SetupDepthAndCulling();
3385         switch (r_shadow_rendermode)
3386         {
3387         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3388                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3389                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3390                 break;
3391         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3392                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3393                 break;
3394         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3395         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3396         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3397         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3398                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3399                 break;
3400         default:
3401                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3402                 break;
3403         }
3404         if(negated)
3405         {
3406                 switch(vid.renderpath)
3407                 {
3408                 case RENDERPATH_GL11:
3409                 case RENDERPATH_GL13:
3410                 case RENDERPATH_GL20:
3411                 case RENDERPATH_GLES1:
3412                 case RENDERPATH_GLES2:
3413                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3414                         break;
3415                 case RENDERPATH_D3D9:
3416 #ifdef SUPPORTD3D
3417                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3418 #endif
3419                         break;
3420                 case RENDERPATH_D3D10:
3421                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3422                         break;
3423                 case RENDERPATH_D3D11:
3424                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3425                         break;
3426                 case RENDERPATH_SOFT:
3427                         DPSOFTRAST_BlendSubtract(false);
3428                         break;
3429                 }
3430         }
3431 }
3432
3433 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)
3434 {
3435         matrix4x4_t tempmatrix = *matrix;
3436         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3437
3438         // if this light has been compiled before, free the associated data
3439         R_RTLight_Uncompile(rtlight);
3440
3441         // clear it completely to avoid any lingering data
3442         memset(rtlight, 0, sizeof(*rtlight));
3443
3444         // copy the properties
3445         rtlight->matrix_lighttoworld = tempmatrix;
3446         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3447         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3448         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3449         VectorCopy(color, rtlight->color);
3450         rtlight->cubemapname[0] = 0;
3451         if (cubemapname && cubemapname[0])
3452                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3453         rtlight->shadow = shadow;
3454         rtlight->corona = corona;
3455         rtlight->style = style;
3456         rtlight->isstatic = isstatic;
3457         rtlight->coronasizescale = coronasizescale;
3458         rtlight->ambientscale = ambientscale;
3459         rtlight->diffusescale = diffusescale;
3460         rtlight->specularscale = specularscale;
3461         rtlight->flags = flags;
3462
3463         // compute derived data
3464         //rtlight->cullradius = rtlight->radius;
3465         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3466         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3467         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3468         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3469         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3470         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3471         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3472 }
3473
3474 // compiles rtlight geometry
3475 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3476 void R_RTLight_Compile(rtlight_t *rtlight)
3477 {
3478         int i;
3479         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3480         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3481         entity_render_t *ent = r_refdef.scene.worldentity;
3482         dp_model_t *model = r_refdef.scene.worldmodel;
3483         unsigned char *data;
3484         shadowmesh_t *mesh;
3485
3486         // compile the light
3487         rtlight->compiled = true;
3488         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3489         rtlight->static_numleafs = 0;
3490         rtlight->static_numleafpvsbytes = 0;
3491         rtlight->static_leaflist = NULL;
3492         rtlight->static_leafpvs = NULL;
3493         rtlight->static_numsurfaces = 0;
3494         rtlight->static_surfacelist = NULL;
3495         rtlight->static_shadowmap_receivers = 0x3F;
3496         rtlight->static_shadowmap_casters = 0x3F;
3497         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3498         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3499         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3500         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3501         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3502         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3503
3504         if (model && model->GetLightInfo)
3505         {
3506                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3507                 r_shadow_compilingrtlight = rtlight;
3508                 R_FrameData_SetMark();
3509                 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);
3510                 R_FrameData_ReturnToMark();
3511                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3512                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3513                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3514                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3515                 rtlight->static_numsurfaces = numsurfaces;
3516                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3517                 rtlight->static_numleafs = numleafs;
3518                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3519                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3520                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3521                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3522                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3523                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3524                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3525                 if (rtlight->static_numsurfaces)
3526                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3527                 if (rtlight->static_numleafs)
3528                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3529                 if (rtlight->static_numleafpvsbytes)
3530                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3531                 if (rtlight->static_numshadowtrispvsbytes)
3532                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3533                 if (rtlight->static_numlighttrispvsbytes)
3534                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3535                 R_FrameData_SetMark();
3536                 switch (rtlight->shadowmode)
3537                 {
3538                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3539                         if (model->CompileShadowMap && rtlight->shadow)
3540                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3541                         break;
3542                 default:
3543                         if (model->CompileShadowVolume && rtlight->shadow)
3544                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3545                         break;
3546                 }
3547                 R_FrameData_ReturnToMark();
3548                 // now we're done compiling the rtlight
3549                 r_shadow_compilingrtlight = NULL;
3550         }
3551
3552
3553         // use smallest available cullradius - box radius or light radius
3554         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3555         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3556
3557         shadowzpasstris = 0;
3558         if (rtlight->static_meshchain_shadow_zpass)
3559                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3560                         shadowzpasstris += mesh->numtriangles;
3561
3562         shadowzfailtris = 0;
3563         if (rtlight->static_meshchain_shadow_zfail)
3564                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3565                         shadowzfailtris += mesh->numtriangles;
3566
3567         lighttris = 0;
3568         if (rtlight->static_numlighttrispvsbytes)
3569                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3570                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3571                                 lighttris++;
3572
3573         shadowtris = 0;
3574         if (rtlight->static_numlighttrispvsbytes)
3575                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3576                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3577                                 shadowtris++;
3578
3579         if (developer_extra.integer)
3580                 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);
3581 }
3582
3583 void R_RTLight_Uncompile(rtlight_t *rtlight)
3584 {
3585         if (rtlight->compiled)
3586         {
3587                 if (rtlight->static_meshchain_shadow_zpass)
3588                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3589                 rtlight->static_meshchain_shadow_zpass = NULL;
3590                 if (rtlight->static_meshchain_shadow_zfail)
3591                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3592                 rtlight->static_meshchain_shadow_zfail = NULL;
3593                 if (rtlight->static_meshchain_shadow_shadowmap)
3594                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3595                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3596                 // these allocations are grouped
3597                 if (rtlight->static_surfacelist)
3598                         Mem_Free(rtlight->static_surfacelist);
3599                 rtlight->static_numleafs = 0;
3600                 rtlight->static_numleafpvsbytes = 0;
3601                 rtlight->static_leaflist = NULL;
3602                 rtlight->static_leafpvs = NULL;
3603                 rtlight->static_numsurfaces = 0;
3604                 rtlight->static_surfacelist = NULL;
3605                 rtlight->static_numshadowtrispvsbytes = 0;
3606                 rtlight->static_shadowtrispvs = NULL;
3607                 rtlight->static_numlighttrispvsbytes = 0;
3608                 rtlight->static_lighttrispvs = NULL;
3609                 rtlight->compiled = false;
3610         }
3611 }
3612
3613 void R_Shadow_UncompileWorldLights(void)
3614 {
3615         size_t lightindex;
3616         dlight_t *light;
3617         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3618         for (lightindex = 0;lightindex < range;lightindex++)
3619         {
3620                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3621                 if (!light)
3622                         continue;
3623                 R_RTLight_Uncompile(&light->rtlight);
3624         }
3625 }
3626
3627 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3628 {
3629         int i, j;
3630         mplane_t plane;
3631         // reset the count of frustum planes
3632         // see rtlight->cached_frustumplanes definition for how much this array
3633         // can hold
3634         rtlight->cached_numfrustumplanes = 0;
3635
3636         // haven't implemented a culling path for ortho rendering
3637         if (!r_refdef.view.useperspective)
3638         {
3639                 // check if the light is on screen and copy the 4 planes if it is
3640                 for (i = 0;i < 4;i++)
3641                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3642                                 break;
3643                 if (i == 4)
3644                         for (i = 0;i < 4;i++)
3645                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3646                 return;
3647         }
3648
3649 #if 1
3650         // generate a deformed frustum that includes the light origin, this is
3651         // used to cull shadow casting surfaces that can not possibly cast a
3652         // shadow onto the visible light-receiving surfaces, which can be a
3653         // performance gain
3654         //
3655         // if the light origin is onscreen the result will be 4 planes exactly
3656         // if the light origin is offscreen on only one axis the result will
3657         // be exactly 5 planes (split-side case)
3658         // if the light origin is offscreen on two axes the result will be
3659         // exactly 4 planes (stretched corner case)
3660         for (i = 0;i < 4;i++)
3661         {
3662                 // quickly reject standard frustum planes that put the light
3663                 // origin outside the frustum
3664                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3665                         continue;
3666                 // copy the plane
3667                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3668         }
3669         // if all the standard frustum planes were accepted, the light is onscreen
3670         // otherwise we need to generate some more planes below...
3671         if (rtlight->cached_numfrustumplanes < 4)
3672         {
3673                 // at least one of the stock frustum planes failed, so we need to
3674                 // create one or two custom planes to enclose the light origin
3675                 for (i = 0;i < 4;i++)
3676                 {
3677                         // create a plane using the view origin and light origin, and a
3678                         // single point from the frustum corner set
3679                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3680                         VectorNormalize(plane.normal);
3681                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3682                         // see if this plane is backwards and flip it if so
3683                         for (j = 0;j < 4;j++)
3684                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3685                                         break;
3686                         if (j < 4)
3687                         {
3688                                 VectorNegate(plane.normal, plane.normal);
3689                                 plane.dist *= -1;
3690                                 // flipped plane, test again to see if it is now valid
3691                                 for (j = 0;j < 4;j++)
3692                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3693                                                 break;
3694                                 // if the plane is still not valid, then it is dividing the
3695                                 // frustum and has to be rejected
3696                                 if (j < 4)
3697                                         continue;
3698                         }
3699                         // we have created a valid plane, compute extra info
3700                         PlaneClassify(&plane);
3701                         // copy the plane
3702                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3703 #if 1
3704                         // if we've found 5 frustum planes then we have constructed a
3705                         // proper split-side case and do not need to keep searching for
3706                         // planes to enclose the light origin
3707                         if (rtlight->cached_numfrustumplanes == 5)
3708                                 break;
3709 #endif
3710                 }
3711         }
3712 #endif
3713
3714 #if 0
3715         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3716         {
3717                 plane = rtlight->cached_frustumplanes[i];
3718                 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));
3719         }
3720 #endif
3721
3722 #if 0
3723         // now add the light-space box planes if the light box is rotated, as any
3724         // caster outside the oriented light box is irrelevant (even if it passed
3725         // the worldspace light box, which is axial)
3726         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3727         {
3728                 for (i = 0;i < 6;i++)
3729                 {
3730                         vec3_t v;
3731                         VectorClear(v);
3732                         v[i >> 1] = (i & 1) ? -1 : 1;
3733                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3734                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3735                         plane.dist = VectorNormalizeLength(plane.normal);
3736                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3737                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3738                 }
3739         }
3740 #endif
3741
3742 #if 0
3743         // add the world-space reduced box planes
3744         for (i = 0;i < 6;i++)
3745         {
3746                 VectorClear(plane.normal);
3747                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3748                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3749                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3750         }
3751 #endif
3752
3753 #if 0
3754         {
3755         int j, oldnum;
3756         vec3_t points[8];
3757         vec_t bestdist;
3758         // reduce all plane distances to tightly fit the rtlight cull box, which
3759         // is in worldspace
3760         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3761         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3762         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3763         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3764         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3765         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3766         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3767         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3768         oldnum = rtlight->cached_numfrustumplanes;
3769         rtlight->cached_numfrustumplanes = 0;
3770         for (j = 0;j < oldnum;j++)
3771         {
3772                 // find the nearest point on the box to this plane
3773                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3774                 for (i = 1;i < 8;i++)
3775                 {
3776                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3777                         if (bestdist > dist)
3778                                 bestdist = dist;
3779                 }
3780                 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);
3781                 // if the nearest point is near or behind the plane, we want this
3782                 // plane, otherwise the plane is useless as it won't cull anything
3783                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3784                 {
3785                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3786                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3787                 }
3788         }
3789         }
3790 #endif
3791 }
3792
3793 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3794 {
3795         shadowmesh_t *mesh;
3796
3797         RSurf_ActiveWorldEntity();
3798
3799         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3800         {
3801                 CHECKGLERROR
3802                 GL_CullFace(GL_NONE);
3803                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3804                 for (;mesh;mesh = mesh->next)
3805                 {
3806                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3807                                 continue;
3808                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3809                         if (mesh->vertex3fbuffer)
3810                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3811                         else
3812                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3813                         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);
3814                 }
3815                 CHECKGLERROR
3816         }
3817         else if (r_refdef.scene.worldentity->model)
3818                 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);
3819
3820         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3821 }
3822
3823 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3824 {
3825         qboolean zpass = false;
3826         shadowmesh_t *mesh;
3827         int t, tend;
3828         int surfacelistindex;
3829         msurface_t *surface;
3830
3831         // if triangle neighbors are disabled, shadowvolumes are disabled
3832         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3833                 return;
3834
3835         RSurf_ActiveWorldEntity();
3836
3837         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3838         {
3839                 CHECKGLERROR
3840                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3841                 {
3842                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3843                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3844                 }
3845                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3846                 for (;mesh;mesh = mesh->next)
3847                 {
3848                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3849                         if (mesh->vertex3fbuffer)
3850                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3851                         else
3852                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3853                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3854                         {
3855                                 // increment stencil if frontface is infront of depthbuffer
3856                                 GL_CullFace(r_refdef.view.cullface_back);
3857                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3858                                 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);
3859                                 // decrement stencil if backface is infront of depthbuffer
3860                                 GL_CullFace(r_refdef.view.cullface_front);
3861                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3862                         }
3863                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3864                         {
3865                                 // decrement stencil if backface is behind depthbuffer
3866                                 GL_CullFace(r_refdef.view.cullface_front);
3867                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3868                                 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);
3869                                 // increment stencil if frontface is behind depthbuffer
3870                                 GL_CullFace(r_refdef.view.cullface_back);
3871                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3872                         }
3873                         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);
3874                 }
3875                 CHECKGLERROR
3876         }
3877         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3878         {
3879                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3880                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3881                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3882                 {
3883                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3884                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3885                                 if (CHECKPVSBIT(trispvs, t))
3886                                         shadowmarklist[numshadowmark++] = t;
3887                 }
3888                 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);
3889         }
3890         else if (numsurfaces)
3891         {
3892                 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);
3893         }
3894
3895         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3896 }
3897
3898 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3899 {
3900         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3901         vec_t relativeshadowradius;
3902         RSurf_ActiveModelEntity(ent, false, false, false);
3903         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3904         // we need to re-init the shader for each entity because the matrix changed
3905         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3906         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3907         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3908         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3909         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3910         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3911         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3912         switch (r_shadow_rendermode)
3913         {
3914         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3915                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3916                 break;
3917         default:
3918                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3919                 break;
3920         }
3921         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3922 }
3923
3924 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3925 {
3926         // set up properties for rendering light onto this entity
3927         RSurf_ActiveModelEntity(ent, true, true, false);
3928         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3929         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3930         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3931         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3932 }
3933
3934 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3935 {
3936         if (!r_refdef.scene.worldmodel->DrawLight)
3937                 return;
3938
3939         // set up properties for rendering light onto this entity
3940         RSurf_ActiveWorldEntity();
3941         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3942         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3943         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3944         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3945
3946         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3947
3948         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3949 }
3950
3951 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3952 {
3953         dp_model_t *model = ent->model;
3954         if (!model->DrawLight)
3955                 return;
3956
3957         R_Shadow_SetupEntityLight(ent);
3958
3959         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3960
3961         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3962 }
3963
3964 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3965 {
3966         int i;
3967         float f;
3968         int numleafs, numsurfaces;
3969         int *leaflist, *surfacelist;
3970         unsigned char *leafpvs;
3971         unsigned char *shadowtrispvs;
3972         unsigned char *lighttrispvs;
3973         //unsigned char *surfacesides;
3974         int numlightentities;
3975         int numlightentities_noselfshadow;
3976         int numshadowentities;
3977         int numshadowentities_noselfshadow;
3978         static entity_render_t *lightentities[MAX_EDICTS];
3979         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3980         static entity_render_t *shadowentities[MAX_EDICTS];
3981         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3982         qboolean nolight;
3983
3984         rtlight->draw = false;
3985
3986         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3987         // skip lights that are basically invisible (color 0 0 0)
3988         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3989
3990         // loading is done before visibility checks because loading should happen
3991         // all at once at the start of a level, not when it stalls gameplay.
3992         // (especially important to benchmarks)
3993         // compile light
3994         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3995         {
3996                 if (rtlight->compiled)
3997                         R_RTLight_Uncompile(rtlight);
3998                 R_RTLight_Compile(rtlight);
3999         }
4000
4001         // load cubemap
4002         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
4003
4004         // look up the light style value at this time
4005         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4006         VectorScale(rtlight->color, f, rtlight->currentcolor);
4007         /*
4008         if (rtlight->selected)
4009         {
4010                 f = 2 + sin(realtime * M_PI * 4.0);
4011                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
4012         }
4013         */
4014
4015         // if lightstyle is currently off, don't draw the light
4016         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
4017                 return;
4018
4019         // skip processing on corona-only lights
4020         if (nolight)
4021                 return;
4022
4023         // if the light box is offscreen, skip it
4024         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4025                 return;
4026
4027         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4028         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4029
4030         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4031
4032         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4033         {
4034                 // compiled light, world available and can receive realtime lighting
4035                 // retrieve leaf information
4036                 numleafs = rtlight->static_numleafs;
4037                 leaflist = rtlight->static_leaflist;
4038                 leafpvs = rtlight->static_leafpvs;
4039                 numsurfaces = rtlight->static_numsurfaces;
4040                 surfacelist = rtlight->static_surfacelist;
4041                 //surfacesides = NULL;
4042                 shadowtrispvs = rtlight->static_shadowtrispvs;
4043                 lighttrispvs = rtlight->static_lighttrispvs;
4044         }
4045         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4046         {
4047                 // dynamic light, world available and can receive realtime lighting
4048                 // calculate lit surfaces and leafs
4049                 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);
4050                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4051                 leaflist = r_shadow_buffer_leaflist;
4052                 leafpvs = r_shadow_buffer_leafpvs;
4053                 surfacelist = r_shadow_buffer_surfacelist;
4054                 //surfacesides = r_shadow_buffer_surfacesides;
4055                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4056                 lighttrispvs = r_shadow_buffer_lighttrispvs;
4057                 // if the reduced leaf bounds are offscreen, skip it
4058                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4059                         return;
4060         }
4061         else
4062         {
4063                 // no world
4064                 numleafs = 0;
4065                 leaflist = NULL;
4066                 leafpvs = NULL;
4067                 numsurfaces = 0;
4068                 surfacelist = NULL;
4069                 //surfacesides = NULL;
4070                 shadowtrispvs = NULL;
4071                 lighttrispvs = NULL;
4072         }
4073         // check if light is illuminating any visible leafs
4074         if (numleafs)
4075         {
4076                 for (i = 0;i < numleafs;i++)
4077                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4078                                 break;
4079                 if (i == numleafs)
4080                         return;
4081         }
4082
4083         // make a list of lit entities and shadow casting entities
4084         numlightentities = 0;
4085         numlightentities_noselfshadow = 0;
4086         numshadowentities = 0;
4087         numshadowentities_noselfshadow = 0;
4088
4089         // add dynamic entities that are lit by the light
4090         for (i = 0;i < r_refdef.scene.numentities;i++)
4091         {
4092                 dp_model_t *model;
4093                 entity_render_t *ent = r_refdef.scene.entities[i];
4094                 vec3_t org;
4095                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4096                         continue;
4097                 // skip the object entirely if it is not within the valid
4098                 // shadow-casting region (which includes the lit region)
4099                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4100                         continue;
4101                 if (!(model = ent->model))
4102                         continue;
4103                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4104                 {
4105                         // this entity wants to receive light, is visible, and is
4106                         // inside the light box
4107                         // TODO: check if the surfaces in the model can receive light
4108                         // so now check if it's in a leaf seen by the light
4109                         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))
4110                                 continue;
4111                         if (ent->flags & RENDER_NOSELFSHADOW)
4112                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4113                         else
4114                                 lightentities[numlightentities++] = ent;
4115                         // since it is lit, it probably also casts a shadow...
4116                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4117                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4118                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4119                         {
4120                                 // note: exterior models without the RENDER_NOSELFSHADOW
4121                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4122                                 // are lit normally, this means that they are
4123                                 // self-shadowing but do not shadow other
4124                                 // RENDER_NOSELFSHADOW entities such as the gun
4125                                 // (very weird, but keeps the player shadow off the gun)
4126                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4127                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4128                                 else
4129                                         shadowentities[numshadowentities++] = ent;
4130                         }
4131                 }
4132                 else if (ent->flags & RENDER_SHADOW)
4133                 {
4134                         // this entity is not receiving light, but may still need to
4135                         // cast a shadow...
4136                         // TODO: check if the surfaces in the model can cast shadow
4137                         // now check if it is in a leaf seen by the light
4138                         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))
4139                                 continue;
4140                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4141                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4142                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4143                         {
4144                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4145                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4146                                 else
4147                                         shadowentities[numshadowentities++] = ent;
4148                         }
4149                 }
4150         }
4151
4152         // return if there's nothing at all to light
4153         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4154                 return;
4155
4156         // count this light in the r_speeds
4157         r_refdef.stats.lights++;
4158
4159         // flag it as worth drawing later
4160         rtlight->draw = true;
4161
4162         // cache all the animated entities that cast a shadow but are not visible
4163         for (i = 0;i < numshadowentities;i++)
4164                 if (!shadowentities[i]->animcache_vertex3f)
4165                         R_AnimCache_GetEntity(shadowentities[i], false, false);
4166         for (i = 0;i < numshadowentities_noselfshadow;i++)
4167                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4168                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4169
4170         // allocate some temporary memory for rendering this light later in the frame
4171         // reusable buffers need to be copied, static data can be used as-is
4172         rtlight->cached_numlightentities               = numlightentities;
4173         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4174         rtlight->cached_numshadowentities              = numshadowentities;
4175         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4176         rtlight->cached_numsurfaces                    = numsurfaces;
4177         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4178         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4179         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4180         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4181         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4182         {
4183                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4184                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4185                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4186                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4187                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4188         }
4189         else
4190         {
4191                 // compiled light data
4192                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4193                 rtlight->cached_lighttrispvs = lighttrispvs;
4194                 rtlight->cached_surfacelist = surfacelist;
4195         }
4196 }
4197
4198 void R_Shadow_DrawLight(rtlight_t *rtlight)
4199 {
4200         int i;
4201         int numsurfaces;
4202         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4203         int numlightentities;
4204         int numlightentities_noselfshadow;
4205         int numshadowentities;
4206         int numshadowentities_noselfshadow;
4207         entity_render_t **lightentities;
4208         entity_render_t **lightentities_noselfshadow;
4209         entity_render_t **shadowentities;
4210         entity_render_t **shadowentities_noselfshadow;
4211         int *surfacelist;
4212         static unsigned char entitysides[MAX_EDICTS];
4213         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4214         vec3_t nearestpoint;
4215         vec_t distance;
4216         qboolean castshadows;
4217         int lodlinear;
4218
4219         // check if we cached this light this frame (meaning it is worth drawing)
4220         if (!rtlight->draw)
4221                 return;
4222
4223         numlightentities = rtlight->cached_numlightentities;
4224         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4225         numshadowentities = rtlight->cached_numshadowentities;
4226         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4227         numsurfaces = rtlight->cached_numsurfaces;
4228         lightentities = rtlight->cached_lightentities;
4229         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4230         shadowentities = rtlight->cached_shadowentities;
4231         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4232         shadowtrispvs = rtlight->cached_shadowtrispvs;
4233         lighttrispvs = rtlight->cached_lighttrispvs;
4234         surfacelist = rtlight->cached_surfacelist;
4235
4236         // set up a scissor rectangle for this light
4237         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4238                 return;
4239
4240         // don't let sound skip if going slow
4241         if (r_refdef.scene.extraupdate)
4242                 S_ExtraUpdate ();
4243
4244         // make this the active rtlight for rendering purposes
4245         R_Shadow_RenderMode_ActiveLight(rtlight);
4246
4247         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4248         {
4249                 // optionally draw visible shape of the shadow volumes
4250                 // for performance analysis by level designers
4251                 R_Shadow_RenderMode_VisibleShadowVolumes();
4252                 if (numsurfaces)
4253                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4254                 for (i = 0;i < numshadowentities;i++)
4255                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4256                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4257                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4258                 R_Shadow_RenderMode_VisibleLighting(false, false);
4259         }
4260
4261         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4262         {
4263                 // optionally draw the illuminated areas
4264                 // for performance analysis by level designers
4265                 R_Shadow_RenderMode_VisibleLighting(false, false);
4266                 if (numsurfaces)
4267                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4268                 for (i = 0;i < numlightentities;i++)
4269                         R_Shadow_DrawEntityLight(lightentities[i]);
4270                 for (i = 0;i < numlightentities_noselfshadow;i++)
4271                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4272         }
4273
4274         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4275
4276         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4277         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4278         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4279         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4280
4281         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4282         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4283         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4284
4285         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4286         {
4287                 float borderbias;
4288                 int side;
4289                 int size;
4290                 int castermask = 0;
4291                 int receivermask = 0;
4292                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4293                 Matrix4x4_Abs(&radiustolight);
4294
4295                 r_shadow_shadowmaplod = 0;
4296                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4297                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4298                                 r_shadow_shadowmaplod = i;
4299
4300                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4301                         
4302                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4303
4304                 surfacesides = NULL;
4305                 if (numsurfaces)
4306                 {
4307                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4308                         {
4309                                 castermask = rtlight->static_shadowmap_casters;
4310                                 receivermask = rtlight->static_shadowmap_receivers;
4311                         }
4312                         else
4313                         {
4314                                 surfacesides = r_shadow_buffer_surfacesides;
4315                                 for(i = 0;i < numsurfaces;i++)
4316                                 {
4317                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4318                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4319                                         castermask |= surfacesides[i];
4320                                         receivermask |= surfacesides[i];
4321                                 }
4322                         }
4323                 }
4324                 if (receivermask < 0x3F) 
4325                 {
4326                         for (i = 0;i < numlightentities;i++)
4327                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4328                         if (receivermask < 0x3F)
4329                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4330                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4331                 }
4332
4333                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4334
4335                 if (receivermask)
4336                 {
4337                         for (i = 0;i < numshadowentities;i++)
4338                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4339                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4340                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4341                 }
4342
4343                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4344
4345                 // render shadow casters into 6 sided depth texture
4346                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4347                 {
4348                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4349                         if (! (castermask & (1 << side))) continue;
4350                         if (numsurfaces)
4351                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4352                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4353                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4354                 }
4355
4356                 if (numlightentities_noselfshadow)
4357                 {
4358                         // render lighting using the depth texture as shadowmap
4359                         // draw lighting in the unmasked areas
4360                         R_Shadow_RenderMode_Lighting(false, false, true);
4361                         for (i = 0;i < numlightentities_noselfshadow;i++)
4362                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4363                 }
4364
4365                 // render shadow casters into 6 sided depth texture
4366                 if (numshadowentities_noselfshadow)
4367                 {
4368                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4369                         {
4370                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4371                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4372                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4373                         }
4374                 }
4375
4376                 // render lighting using the depth texture as shadowmap
4377                 // draw lighting in the unmasked areas
4378                 R_Shadow_RenderMode_Lighting(false, false, true);
4379                 // draw lighting in the unmasked areas
4380                 if (numsurfaces)
4381                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4382                 for (i = 0;i < numlightentities;i++)
4383                         R_Shadow_DrawEntityLight(lightentities[i]);
4384         }
4385         else if (castshadows && vid.stencil)
4386         {
4387                 // draw stencil shadow volumes to mask off pixels that are in shadow
4388                 // so that they won't receive lighting
4389                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4390                 R_Shadow_ClearStencil();
4391
4392                 if (numsurfaces)
4393                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4394                 for (i = 0;i < numshadowentities;i++)
4395                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4396
4397                 // draw lighting in the unmasked areas
4398                 R_Shadow_RenderMode_Lighting(true, false, false);
4399                 for (i = 0;i < numlightentities_noselfshadow;i++)
4400                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4401
4402                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4403                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4404
4405                 // draw lighting in the unmasked areas
4406                 R_Shadow_RenderMode_Lighting(true, false, false);
4407                 if (numsurfaces)
4408                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4409                 for (i = 0;i < numlightentities;i++)
4410                         R_Shadow_DrawEntityLight(lightentities[i]);
4411         }
4412         else
4413         {
4414                 // draw lighting in the unmasked areas
4415                 R_Shadow_RenderMode_Lighting(false, false, false);
4416                 if (numsurfaces)
4417                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4418                 for (i = 0;i < numlightentities;i++)
4419                         R_Shadow_DrawEntityLight(lightentities[i]);
4420                 for (i = 0;i < numlightentities_noselfshadow;i++)
4421                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4422         }
4423
4424         if (r_shadow_usingdeferredprepass)
4425         {
4426                 // when rendering deferred lighting, we simply rasterize the box
4427                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4428                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4429                 else if (castshadows && vid.stencil)
4430                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4431                 else
4432                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4433         }
4434 }
4435
4436 static void R_Shadow_FreeDeferred(void)
4437 {
4438         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4439         r_shadow_prepassgeometryfbo = 0;
4440
4441         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4442         r_shadow_prepasslightingdiffusespecularfbo = 0;
4443
4444         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4445         r_shadow_prepasslightingdiffusefbo = 0;
4446
4447         if (r_shadow_prepassgeometrydepthtexture)
4448                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4449         r_shadow_prepassgeometrydepthtexture = NULL;
4450
4451         if (r_shadow_prepassgeometrydepthcolortexture)
4452                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4453         r_shadow_prepassgeometrydepthcolortexture = NULL;
4454
4455         if (r_shadow_prepassgeometrynormalmaptexture)
4456                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4457         r_shadow_prepassgeometrynormalmaptexture = NULL;
4458
4459         if (r_shadow_prepasslightingdiffusetexture)
4460                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4461         r_shadow_prepasslightingdiffusetexture = NULL;
4462
4463         if (r_shadow_prepasslightingspeculartexture)
4464                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4465         r_shadow_prepasslightingspeculartexture = NULL;
4466 }
4467
4468 void R_Shadow_DrawPrepass(void)
4469 {
4470         int i;
4471         int flag;
4472         int lnum;
4473         size_t lightindex;
4474         dlight_t *light;
4475         size_t range;
4476         entity_render_t *ent;
4477         float clearcolor[4];
4478
4479         R_Mesh_ResetTextureState();
4480         GL_DepthMask(true);
4481         GL_ColorMask(1,1,1,1);
4482         GL_BlendFunc(GL_ONE, GL_ZERO);
4483         GL_Color(1,1,1,1);
4484         GL_DepthTest(true);
4485         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4486         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4487         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4488         if (r_timereport_active)
4489                 R_TimeReport("prepasscleargeom");
4490
4491         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4492                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4493         if (r_timereport_active)
4494                 R_TimeReport("prepassworld");
4495
4496         for (i = 0;i < r_refdef.scene.numentities;i++)
4497         {
4498                 if (!r_refdef.viewcache.entityvisible[i])
4499                         continue;
4500                 ent = r_refdef.scene.entities[i];
4501                 if (ent->model && ent->model->DrawPrepass != NULL)
4502                         ent->model->DrawPrepass(ent);
4503         }
4504
4505         if (r_timereport_active)
4506                 R_TimeReport("prepassmodels");
4507
4508         GL_DepthMask(false);
4509         GL_ColorMask(1,1,1,1);
4510         GL_Color(1,1,1,1);
4511         GL_DepthTest(true);
4512         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4513         Vector4Set(clearcolor, 0, 0, 0, 0);
4514         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4515         if (r_timereport_active)
4516                 R_TimeReport("prepassclearlit");
4517
4518         R_Shadow_RenderMode_Begin();
4519
4520         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4521         if (r_shadow_debuglight.integer >= 0)
4522         {
4523                 lightindex = r_shadow_debuglight.integer;
4524                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4525                 if (light && (light->flags & flag) && light->rtlight.draw)
4526                         R_Shadow_DrawLight(&light->rtlight);
4527         }
4528         else
4529         {
4530                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4531                 for (lightindex = 0;lightindex < range;lightindex++)
4532                 {
4533                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4534                         if (light && (light->flags & flag) && light->rtlight.draw)
4535                                 R_Shadow_DrawLight(&light->rtlight);
4536                 }
4537         }
4538         if (r_refdef.scene.rtdlight)
4539                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4540                         if (r_refdef.scene.lights[lnum]->draw)
4541                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4542
4543         R_Mesh_SetMainRenderTargets();
4544
4545         R_Shadow_RenderMode_End();
4546
4547         if (r_timereport_active)
4548                 R_TimeReport("prepasslights");
4549 }
4550
4551 void R_Shadow_DrawLightSprites(void);
4552 void R_Shadow_PrepareLights(void)
4553 {
4554         int flag;
4555         int lnum;
4556         size_t lightindex;
4557         dlight_t *light;
4558         size_t range;
4559         float f;
4560         GLenum status;
4561
4562         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4563                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4564                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4565                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4566                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4567                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4568                 R_Shadow_FreeShadowMaps();
4569
4570         r_shadow_usingshadowmaportho = false;
4571
4572         switch (vid.renderpath)
4573         {
4574         case RENDERPATH_GL20:
4575         case RENDERPATH_D3D9:
4576         case RENDERPATH_D3D10:
4577         case RENDERPATH_D3D11:
4578         case RENDERPATH_SOFT:
4579         case RENDERPATH_GLES2:
4580                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4581                 {
4582                         r_shadow_usingdeferredprepass = false;
4583                         if (r_shadow_prepass_width)
4584                                 R_Shadow_FreeDeferred();
4585                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4586                         break;
4587                 }
4588
4589                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4590                 {
4591                         R_Shadow_FreeDeferred();
4592
4593                         r_shadow_usingdeferredprepass = true;
4594                         r_shadow_prepass_width = vid.width;
4595                         r_shadow_prepass_height = vid.height;
4596                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4597                         switch (vid.renderpath)
4598                         {
4599                         case RENDERPATH_D3D9:
4600                                 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4601                                 break;
4602                         default:
4603                                 break;
4604                         }
4605                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4606                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4607                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4608
4609                         // set up the geometry pass fbo (depth + normalmap)
4610                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4611                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4612                         // render depth into one texture and normalmap into the other
4613                         if (qglDrawBuffersARB)
4614                         {
4615                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4616                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4617                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4618                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4619                                 {
4620                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4621                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4622                                         r_shadow_usingdeferredprepass = false;
4623                                 }
4624                         }
4625
4626                         // set up the lighting pass fbo (diffuse + specular)
4627                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4628                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4629                         // render diffuse into one texture and specular into another,
4630                         // with depth and normalmap bound as textures,
4631                         // with depth bound as attachment as well
4632                         if (qglDrawBuffersARB)
4633                         {
4634                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4635                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4636                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4637                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4638                                 {
4639                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4640                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4641                                         r_shadow_usingdeferredprepass = false;
4642                                 }
4643                         }
4644
4645                         // set up the lighting pass fbo (diffuse)
4646                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4647                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4648                         // render diffuse into one texture,
4649                         // with depth and normalmap bound as textures,
4650                         // with depth bound as attachment as well
4651                         if (qglDrawBuffersARB)
4652                         {
4653                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4654                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4655                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4656                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4657                                 {
4658                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4659                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4660                                         r_shadow_usingdeferredprepass = false;
4661                                 }
4662                         }
4663                 }
4664                 break;
4665         case RENDERPATH_GL11:
4666         case RENDERPATH_GL13:
4667         case RENDERPATH_GLES1:
4668                 r_shadow_usingdeferredprepass = false;
4669                 break;
4670         }
4671
4672         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);
4673
4674         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4675         if (r_shadow_debuglight.integer >= 0)
4676         {
4677                 lightindex = r_shadow_debuglight.integer;
4678                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4679                 if (light && (light->flags & flag))
4680                         R_Shadow_PrepareLight(&light->rtlight);
4681         }
4682         else
4683         {
4684                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4685                 for (lightindex = 0;lightindex < range;lightindex++)
4686                 {
4687                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4688                         if (light && (light->flags & flag))
4689                                 R_Shadow_PrepareLight(&light->rtlight);
4690                 }
4691         }
4692         if (r_refdef.scene.rtdlight)
4693         {
4694                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4695                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4696         }
4697         else if(gl_flashblend.integer)
4698         {
4699                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4700                 {
4701                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4702                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4703                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4704                 }
4705         }
4706
4707         if (r_editlights.integer)
4708                 R_Shadow_DrawLightSprites();
4709
4710         R_Shadow_UpdateBounceGridTexture();
4711 }
4712
4713 void R_Shadow_DrawLights(void)
4714 {
4715         int flag;
4716         int lnum;
4717         size_t lightindex;
4718         dlight_t *light;
4719         size_t range;
4720
4721         R_Shadow_RenderMode_Begin();
4722
4723         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4724         if (r_shadow_debuglight.integer >= 0)
4725         {
4726                 lightindex = r_shadow_debuglight.integer;
4727                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4728                 if (light && (light->flags & flag))
4729                         R_Shadow_DrawLight(&light->rtlight);
4730         }
4731         else
4732         {
4733                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4734                 for (lightindex = 0;lightindex < range;lightindex++)
4735                 {
4736                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4737                         if (light && (light->flags & flag))
4738                                 R_Shadow_DrawLight(&light->rtlight);
4739                 }
4740         }
4741         if (r_refdef.scene.rtdlight)
4742                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4743                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4744
4745         R_Shadow_RenderMode_End();
4746 }
4747
4748 extern const float r_screenvertex3f[12];
4749 extern void R_SetupView(qboolean allowwaterclippingplane);
4750 extern void R_ResetViewRendering3D(void);
4751 extern void R_ResetViewRendering2D(void);
4752 extern cvar_t r_shadows;
4753 extern cvar_t r_shadows_darken;
4754 extern cvar_t r_shadows_drawafterrtlighting;
4755 extern cvar_t r_shadows_castfrombmodels;
4756 extern cvar_t r_shadows_throwdistance;
4757 extern cvar_t r_shadows_throwdirection;
4758 extern cvar_t r_shadows_focus;
4759 extern cvar_t r_shadows_shadowmapscale;
4760
4761 void R_Shadow_PrepareModelShadows(void)
4762 {
4763         int i;
4764         float scale, size, radius, dot1, dot2;
4765         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4766         entity_render_t *ent;
4767
4768         if (!r_refdef.scene.numentities)
4769                 return;
4770
4771         switch (r_shadow_shadowmode)
4772         {
4773         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4774                 if (r_shadows.integer >= 2) 
4775                         break;
4776                 // fall through
4777         case R_SHADOW_SHADOWMODE_STENCIL:
4778                 for (i = 0;i < r_refdef.scene.numentities;i++)
4779                 {
4780                         ent = r_refdef.scene.entities[i];
4781                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4782                                 R_AnimCache_GetEntity(ent, false, false);
4783                 }
4784                 return;
4785         default:
4786                 return;
4787         }
4788
4789         size = 2*r_shadow_shadowmapmaxsize;
4790         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4791         radius = 0.5f * size / scale;
4792
4793         Math_atov(r_shadows_throwdirection.string, shadowdir);
4794         VectorNormalize(shadowdir);
4795         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4796         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4797         if (fabs(dot1) <= fabs(dot2))
4798                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4799         else
4800                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4801         VectorNormalize(shadowforward);
4802         CrossProduct(shadowdir, shadowforward, shadowright);
4803         Math_atov(r_shadows_focus.string, shadowfocus);
4804         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4805         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4806         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4807         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4808         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4809                 dot1 = 1;
4810         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4811
4812         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4813         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4814         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4815         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4816         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4817         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4818
4819         for (i = 0;i < r_refdef.scene.numentities;i++)
4820         {
4821                 ent = r_refdef.scene.entities[i];
4822                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4823                         continue;
4824                 // cast shadows from anything of the map (submodels are optional)
4825                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4826                         R_AnimCache_GetEntity(ent, false, false);
4827         }
4828 }
4829
4830 void R_DrawModelShadowMaps(void)
4831 {
4832         int i;
4833         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4834         entity_render_t *ent;
4835         vec3_t relativelightorigin;
4836         vec3_t relativelightdirection, relativeforward, relativeright;
4837         vec3_t relativeshadowmins, relativeshadowmaxs;
4838         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4839         float m[12];
4840         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4841         r_viewport_t viewport;
4842         GLuint fbo = 0;
4843         float clearcolor[4];
4844
4845         if (!r_refdef.scene.numentities)
4846                 return;
4847
4848         switch (r_shadow_shadowmode)
4849         {
4850         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4851                 break;
4852         default:
4853                 return;
4854         }
4855
4856         R_ResetViewRendering3D();
4857         R_Shadow_RenderMode_Begin();
4858         R_Shadow_RenderMode_ActiveLight(NULL);
4859
4860         switch (r_shadow_shadowmode)
4861         {
4862         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4863                 if (!r_shadow_shadowmap2dtexture)
4864                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4865                 fbo = r_shadow_fbo2d;
4866                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4867                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4868                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4869                 break;
4870         default:
4871                 break;
4872         }
4873
4874         size = 2*r_shadow_shadowmapmaxsize;
4875         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4876         radius = 0.5f / scale;
4877         nearclip = -r_shadows_throwdistance.value;
4878         farclip = r_shadows_throwdistance.value;
4879         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4880
4881         r_shadow_shadowmap_parameters[0] = size;
4882         r_shadow_shadowmap_parameters[1] = size;
4883         r_shadow_shadowmap_parameters[2] = 1.0;
4884         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4885
4886         Math_atov(r_shadows_throwdirection.string, shadowdir);
4887         VectorNormalize(shadowdir);
4888         Math_atov(r_shadows_focus.string, shadowfocus);
4889         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4890         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4891         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4892         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4893         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4894         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4895         if (fabs(dot1) <= fabs(dot2)) 
4896                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4897         else
4898                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4899         VectorNormalize(shadowforward);
4900         VectorM(scale, shadowforward, &m[0]);
4901         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4902                 dot1 = 1;
4903         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4904         CrossProduct(shadowdir, shadowforward, shadowright);
4905         VectorM(scale, shadowright, &m[4]);
4906         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4907         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4908         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4909         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4910         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4911         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4912
4913         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4914
4915         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4916         R_SetupShader_DepthOrShadow();
4917         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4918         GL_DepthMask(true);
4919         GL_DepthTest(true);
4920         R_SetViewport(&viewport);
4921         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4922         Vector4Set(clearcolor, 1,1,1,1);
4923         // in D3D9 we have to render to a color texture shadowmap
4924         // in GL we render directly to a depth texture only
4925         if (r_shadow_shadowmap2dtexture)
4926                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4927         else
4928                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4929         // render into a slightly restricted region so that the borders of the
4930         // shadowmap area fade away, rather than streaking across everything
4931         // outside the usable area
4932         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4933
4934 #if 0
4935         // debugging
4936         R_Mesh_SetMainRenderTargets();
4937         R_SetupShader_ShowDepth();
4938         GL_ColorMask(1,1,1,1);
4939         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4940 #endif
4941
4942         for (i = 0;i < r_refdef.scene.numentities;i++)
4943         {
4944                 ent = r_refdef.scene.entities[i];
4945
4946                 // cast shadows from anything of the map (submodels are optional)
4947                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4948                 {
4949                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4950                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4951                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4952                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4953                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4954                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4955                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4956                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4957                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4958                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4959                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4960                         RSurf_ActiveModelEntity(ent, false, false, false);
4961                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4962                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4963                 }
4964         }
4965
4966 #if 0
4967         if (r_test.integer)
4968         {
4969                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4970                 CHECKGLERROR
4971                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4972                 CHECKGLERROR
4973                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4974                 Cvar_SetValueQuick(&r_test, 0);
4975                 Z_Free(rawpixels);
4976         }
4977 #endif
4978
4979         R_Shadow_RenderMode_End();
4980
4981         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4982         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4983         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4984         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4985         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4986         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4987
4988         switch (vid.renderpath)
4989         {
4990         case RENDERPATH_GL11:
4991         case RENDERPATH_GL13:
4992         case RENDERPATH_GL20:
4993         case RENDERPATH_SOFT:
4994         case RENDERPATH_GLES1:
4995         case RENDERPATH_GLES2:
4996                 break;
4997         case RENDERPATH_D3D9:
4998         case RENDERPATH_D3D10:
4999         case RENDERPATH_D3D11:
5000 #ifdef OPENGL_ORIENTATION
5001                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
5002                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
5003                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
5004                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
5005 #else
5006                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
5007                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
5008                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
5009                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
5010 #endif
5011                 break;
5012         }
5013
5014         r_shadow_usingshadowmaportho = true;
5015         switch (r_shadow_shadowmode)
5016         {
5017         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5018                 r_shadow_usingshadowmap2d = true;
5019                 break;
5020         default:
5021                 break;
5022         }
5023 }
5024
5025 void R_DrawModelShadows(void)
5026 {
5027         int i;
5028         float relativethrowdistance;
5029         entity_render_t *ent;
5030         vec3_t relativelightorigin;
5031         vec3_t relativelightdirection;
5032         vec3_t relativeshadowmins, relativeshadowmaxs;
5033         vec3_t tmp, shadowdir;
5034
5035         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5036                 return;
5037
5038         R_ResetViewRendering3D();
5039         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5040         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5041         R_Shadow_RenderMode_Begin();
5042         R_Shadow_RenderMode_ActiveLight(NULL);
5043         r_shadow_lightscissor[0] = r_refdef.view.x;
5044         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5045         r_shadow_lightscissor[2] = r_refdef.view.width;
5046         r_shadow_lightscissor[3] = r_refdef.view.height;
5047         R_Shadow_RenderMode_StencilShadowVolumes(false);
5048
5049         // get shadow dir
5050         if (r_shadows.integer == 2)
5051         {
5052                 Math_atov(r_shadows_throwdirection.string, shadowdir);
5053                 VectorNormalize(shadowdir);
5054         }
5055
5056         R_Shadow_ClearStencil();
5057
5058         for (i = 0;i < r_refdef.scene.numentities;i++)
5059         {
5060                 ent = r_refdef.scene.entities[i];
5061
5062                 // cast shadows from anything of the map (submodels are optional)
5063                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5064                 {
5065                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5066                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5067                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5068                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5069                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5070                         else
5071                         {
5072                                 if(ent->entitynumber != 0)
5073                                 {
5074                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5075                                         {
5076                                                 // FIXME handle this
5077                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5078                                         }
5079                                         else
5080                                         {
5081                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5082                                                 int entnum, entnum2, recursion;
5083                                                 entnum = entnum2 = ent->entitynumber;
5084                                                 for(recursion = 32; recursion > 0; --recursion)
5085                                                 {
5086                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
5087                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5088                                                                 entnum = entnum2;
5089                                                         else
5090                                                                 break;
5091                                                 }
5092                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5093                                                 {
5094                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5095                                                         // transform into modelspace of OUR entity
5096                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5097                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5098                                                 }
5099                                                 else
5100                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5101                                         }
5102                                 }
5103                                 else
5104                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5105                         }
5106
5107                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5108                         RSurf_ActiveModelEntity(ent, false, false, false);
5109                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5110                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5111                 }
5112         }
5113
5114         // not really the right mode, but this will disable any silly stencil features
5115         R_Shadow_RenderMode_End();
5116
5117         // set up ortho view for rendering this pass
5118         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5119         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5120         //GL_ScissorTest(true);
5121         //R_EntityMatrix(&identitymatrix);
5122         //R_Mesh_ResetTextureState();
5123         R_ResetViewRendering2D();
5124
5125         // set up a darkening blend on shadowed areas
5126         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5127         //GL_DepthRange(0, 1);
5128         //GL_DepthTest(false);
5129         //GL_DepthMask(false);
5130         //GL_PolygonOffset(0, 0);CHECKGLERROR
5131         GL_Color(0, 0, 0, r_shadows_darken.value);
5132         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5133         //GL_DepthFunc(GL_ALWAYS);
5134         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5135
5136         // apply the blend to the shadowed areas
5137         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5138         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5139         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5140
5141         // restore the viewport
5142         R_SetViewport(&r_refdef.view.viewport);
5143
5144         // restore other state to normal
5145         //R_Shadow_RenderMode_End();
5146 }
5147
5148 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5149 {
5150         float zdist;
5151         vec3_t centerorigin;
5152         float vertex3f[12];
5153         // if it's too close, skip it
5154         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5155                 return;
5156         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5157         if (zdist < 32)
5158                 return;
5159         if (usequery && r_numqueries + 2 <= r_maxqueries)
5160         {
5161                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5162                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5163                 // 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
5164                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5165
5166                 switch(vid.renderpath)
5167                 {
5168                 case RENDERPATH_GL11:
5169                 case RENDERPATH_GL13:
5170                 case RENDERPATH_GL20:
5171                 case RENDERPATH_GLES1:
5172                 case RENDERPATH_GLES2:
5173                         CHECKGLERROR
5174                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5175                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5176                         GL_DepthFunc(GL_ALWAYS);
5177                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5178                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5179                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5180                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5181                         GL_DepthFunc(GL_LEQUAL);
5182                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5183                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5184                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5185                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5186                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5187                         CHECKGLERROR
5188                         break;
5189                 case RENDERPATH_D3D9:
5190                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5191                         break;
5192                 case RENDERPATH_D3D10:
5193                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5194                         break;
5195                 case RENDERPATH_D3D11:
5196                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5197                         break;
5198                 case RENDERPATH_SOFT:
5199                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5200                         break;
5201                 }
5202         }
5203         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5204 }
5205
5206 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5207
5208 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5209 {
5210         vec3_t color;
5211         GLint allpixels = 0, visiblepixels = 0;
5212         // now we have to check the query result
5213         if (rtlight->corona_queryindex_visiblepixels)
5214         {
5215                 switch(vid.renderpath)
5216                 {
5217                 case RENDERPATH_GL11:
5218                 case RENDERPATH_GL13:
5219                 case RENDERPATH_GL20:
5220                 case RENDERPATH_GLES1:
5221                 case RENDERPATH_GLES2:
5222                         CHECKGLERROR
5223                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5224                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5225                         CHECKGLERROR
5226                         break;
5227                 case RENDERPATH_D3D9:
5228                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5229                         break;
5230                 case RENDERPATH_D3D10:
5231                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5232                         break;
5233                 case RENDERPATH_D3D11:
5234                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5235                         break;
5236                 case RENDERPATH_SOFT:
5237                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5238                         break;
5239                 }
5240                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5241                 if (visiblepixels < 1 || allpixels < 1)
5242                         return;
5243                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5244                 cscale *= rtlight->corona_visibility;
5245         }
5246         else
5247         {
5248                 // FIXME: these traces should scan all render entities instead of cl.world
5249                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5250                         return;
5251         }
5252         VectorScale(rtlight->currentcolor, cscale, color);
5253         if (VectorLength(color) > (1.0f / 256.0f))
5254         {
5255                 float vertex3f[12];
5256                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5257                 if(negated)
5258                 {
5259                         VectorNegate(color, color);
5260                         switch(vid.renderpath)
5261                         {
5262                         case RENDERPATH_GL11:
5263                         case RENDERPATH_GL13:
5264                         case RENDERPATH_GL20:
5265                         case RENDERPATH_GLES1:
5266                         case RENDERPATH_GLES2:
5267                                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5268                                 break;
5269                         case RENDERPATH_D3D9:
5270 #ifdef SUPPORTD3D
5271                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
5272 #endif
5273                                 break;
5274                         case RENDERPATH_D3D10:
5275                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5276                                 break;
5277                         case RENDERPATH_D3D11:
5278                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5279                                 break;
5280                         case RENDERPATH_SOFT:
5281                                 DPSOFTRAST_BlendSubtract(true);
5282                                 break;
5283                         }
5284                 }
5285                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5286                 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);
5287                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5288                 if(negated)
5289                 {
5290                         switch(vid.renderpath)
5291                         {
5292                         case RENDERPATH_GL11:
5293                         case RENDERPATH_GL13:
5294                         case RENDERPATH_GL20:
5295                         case RENDERPATH_GLES1:
5296                         case RENDERPATH_GLES2:
5297                                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5298                                 break;
5299                         case RENDERPATH_D3D9:
5300 #ifdef SUPPORTD3D
5301                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
5302 #endif
5303                                 break;
5304                         case RENDERPATH_D3D10:
5305                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5306                                 break;
5307                         case RENDERPATH_D3D11:
5308                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5309                                 break;
5310                         case RENDERPATH_SOFT:
5311                                 DPSOFTRAST_BlendSubtract(false);
5312                                 break;
5313                         }
5314                 }
5315         }
5316 }
5317
5318 void R_Shadow_DrawCoronas(void)
5319 {
5320         int i, flag;
5321         qboolean usequery = false;
5322         size_t lightindex;
5323         dlight_t *light;
5324         rtlight_t *rtlight;
5325         size_t range;
5326         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5327                 return;
5328         if (r_waterstate.renderingscene)
5329                 return;
5330         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5331         R_EntityMatrix(&identitymatrix);
5332
5333         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5334
5335         // check occlusion of coronas
5336         // use GL_ARB_occlusion_query if available
5337         // otherwise use raytraces
5338         r_numqueries = 0;
5339         switch (vid.renderpath)
5340         {
5341         case RENDERPATH_GL11:
5342         case RENDERPATH_GL13:
5343         case RENDERPATH_GL20:
5344         case RENDERPATH_GLES1:
5345         case RENDERPATH_GLES2:
5346                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5347                 if (usequery)
5348                 {
5349                         GL_ColorMask(0,0,0,0);
5350                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5351                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5352                         {
5353                                 i = r_maxqueries;
5354                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5355                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5356                                 CHECKGLERROR
5357                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5358                                 CHECKGLERROR
5359                         }
5360                         RSurf_ActiveWorldEntity();
5361                         GL_BlendFunc(GL_ONE, GL_ZERO);
5362                         GL_CullFace(GL_NONE);
5363                         GL_DepthMask(false);
5364                         GL_DepthRange(0, 1);
5365                         GL_PolygonOffset(0, 0);
5366                         GL_DepthTest(true);
5367                         R_Mesh_ResetTextureState();
5368                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5369                 }
5370                 break;
5371         case RENDERPATH_D3D9:
5372                 usequery = false;
5373                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5374                 break;
5375         case RENDERPATH_D3D10:
5376                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5377                 break;
5378         case RENDERPATH_D3D11:
5379                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5380                 break;
5381         case RENDERPATH_SOFT:
5382                 usequery = false;
5383                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5384                 break;
5385         }
5386         for (lightindex = 0;lightindex < range;lightindex++)
5387         {
5388                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5389                 if (!light)
5390                         continue;
5391                 rtlight = &light->rtlight;
5392                 rtlight->corona_visibility = 0;
5393                 rtlight->corona_queryindex_visiblepixels = 0;
5394                 rtlight->corona_queryindex_allpixels = 0;
5395                 if (!(rtlight->flags & flag))
5396                         continue;
5397                 if (rtlight->corona <= 0)
5398                         continue;
5399                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5400                         continue;
5401                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5402         }
5403         for (i = 0;i < r_refdef.scene.numlights;i++)
5404         {
5405                 rtlight = r_refdef.scene.lights[i];
5406                 rtlight->corona_visibility = 0;
5407                 rtlight->corona_queryindex_visiblepixels = 0;
5408                 rtlight->corona_queryindex_allpixels = 0;
5409                 if (!(rtlight->flags & flag))
5410                         continue;
5411                 if (rtlight->corona <= 0)
5412                         continue;
5413                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5414         }
5415         if (usequery)
5416                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5417
5418         // now draw the coronas using the query data for intensity info
5419         for (lightindex = 0;lightindex < range;lightindex++)
5420         {
5421                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5422                 if (!light)
5423                         continue;
5424                 rtlight = &light->rtlight;
5425                 if (rtlight->corona_visibility <= 0)
5426                         continue;
5427                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5428         }
5429         for (i = 0;i < r_refdef.scene.numlights;i++)
5430         {
5431                 rtlight = r_refdef.scene.lights[i];
5432                 if (rtlight->corona_visibility <= 0)
5433                         continue;
5434                 if (gl_flashblend.integer)
5435                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5436                 else
5437                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5438         }
5439 }
5440
5441
5442
5443 dlight_t *R_Shadow_NewWorldLight(void)
5444 {
5445         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5446 }
5447
5448 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)
5449 {
5450         matrix4x4_t matrix;
5451         // validate parameters
5452         if (style < 0 || style >= MAX_LIGHTSTYLES)
5453         {
5454                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5455                 style = 0;
5456         }
5457         if (!cubemapname)
5458                 cubemapname = "";
5459
5460         // copy to light properties
5461         VectorCopy(origin, light->origin);
5462         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5463         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5464         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5465         /*
5466         light->color[0] = max(color[0], 0);
5467         light->color[1] = max(color[1], 0);
5468         light->color[2] = max(color[2], 0);
5469         */
5470         light->color[0] = color[0];
5471         light->color[1] = color[1];
5472         light->color[2] = color[2];
5473         light->radius = max(radius, 0);
5474         light->style = style;
5475         light->shadow = shadowenable;
5476         light->corona = corona;
5477         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5478         light->coronasizescale = coronasizescale;
5479         light->ambientscale = ambientscale;
5480         light->diffusescale = diffusescale;
5481         light->specularscale = specularscale;
5482         light->flags = flags;
5483
5484         // update renderable light data
5485         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5486         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);
5487 }
5488
5489 void R_Shadow_FreeWorldLight(dlight_t *light)
5490 {
5491         if (r_shadow_selectedlight == light)
5492                 r_shadow_selectedlight = NULL;
5493         R_RTLight_Uncompile(&light->rtlight);
5494         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5495 }
5496
5497 void R_Shadow_ClearWorldLights(void)
5498 {
5499         size_t lightindex;
5500         dlight_t *light;
5501         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5502         for (lightindex = 0;lightindex < range;lightindex++)
5503         {
5504                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5505                 if (light)
5506                         R_Shadow_FreeWorldLight(light);
5507         }
5508         r_shadow_selectedlight = NULL;
5509 }
5510
5511 void R_Shadow_SelectLight(dlight_t *light)
5512 {
5513         if (r_shadow_selectedlight)
5514                 r_shadow_selectedlight->selected = false;
5515         r_shadow_selectedlight = light;
5516         if (r_shadow_selectedlight)
5517                 r_shadow_selectedlight->selected = true;
5518 }
5519
5520 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5521 {
5522         // this is never batched (there can be only one)
5523         float vertex3f[12];
5524         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5525         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5526         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5527 }
5528
5529 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5530 {
5531         float intensity;
5532         float s;
5533         vec3_t spritecolor;
5534         skinframe_t *skinframe;
5535         float vertex3f[12];
5536
5537         // this is never batched (due to the ent parameter changing every time)
5538         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5539         const dlight_t *light = (dlight_t *)ent;
5540         s = EDLIGHTSPRSIZE;
5541
5542         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5543
5544         intensity = 0.5f;
5545         VectorScale(light->color, intensity, spritecolor);
5546         if (VectorLength(spritecolor) < 0.1732f)
5547                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5548         if (VectorLength(spritecolor) > 1.0f)
5549                 VectorNormalize(spritecolor);
5550
5551         // draw light sprite
5552         if (light->cubemapname[0] && !light->shadow)
5553                 skinframe = r_editlights_sprcubemapnoshadowlight;
5554         else if (light->cubemapname[0])
5555                 skinframe = r_editlights_sprcubemaplight;
5556         else if (!light->shadow)
5557                 skinframe = r_editlights_sprnoshadowlight;
5558         else
5559                 skinframe = r_editlights_sprlight;
5560
5561         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);
5562         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5563
5564         // draw selection sprite if light is selected
5565         if (light->selected)
5566         {
5567                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5568                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5569                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5570         }
5571 }
5572
5573 void R_Shadow_DrawLightSprites(void)
5574 {
5575         size_t lightindex;
5576         dlight_t *light;
5577         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5578         for (lightindex = 0;lightindex < range;lightindex++)
5579         {
5580                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5581                 if (light)
5582                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5583         }
5584         if (!r_editlights_lockcursor)
5585                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5586 }
5587
5588 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5589 {
5590         unsigned int range;
5591         dlight_t *light;
5592         rtlight_t *rtlight;
5593         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5594         if (lightindex >= range)
5595                 return -1;
5596         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5597         if (!light)
5598                 return 0;
5599         rtlight = &light->rtlight;
5600         //if (!(rtlight->flags & flag))
5601         //      return 0;
5602         VectorCopy(rtlight->shadoworigin, origin);
5603         *radius = rtlight->radius;
5604         VectorCopy(rtlight->color, color);
5605         return 1;
5606 }
5607
5608 void R_Shadow_SelectLightInView(void)
5609 {
5610         float bestrating, rating, temp[3];
5611         dlight_t *best;
5612         size_t lightindex;
5613         dlight_t *light;
5614         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5615         best = NULL;
5616         bestrating = 0;
5617
5618         if (r_editlights_lockcursor)
5619                 return;
5620         for (lightindex = 0;lightindex < range;lightindex++)
5621         {
5622                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5623                 if (!light)
5624                         continue;
5625                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5626                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5627                 if (rating >= 0.95)
5628                 {
5629                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5630                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5631                         {
5632                                 bestrating = rating;
5633                                 best = light;
5634                         }
5635                 }
5636         }
5637         R_Shadow_SelectLight(best);
5638 }
5639
5640 void R_Shadow_LoadWorldLights(void)
5641 {
5642         int n, a, style, shadow, flags;
5643         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5644         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5645         if (cl.worldmodel == NULL)
5646         {
5647                 Con_Print("No map loaded.\n");
5648                 return;
5649         }
5650         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5651         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5652         if (lightsstring)
5653         {
5654                 s = lightsstring;
5655                 n = 0;
5656                 while (*s)
5657                 {
5658                         t = s;
5659                         /*
5660                         shadow = true;
5661                         for (;COM_Parse(t, true) && strcmp(
5662                         if (COM_Parse(t, true))
5663                         {
5664                                 if (com_token[0] == '!')
5665                                 {
5666                                         shadow = false;
5667                                         origin[0] = atof(com_token+1);
5668                                 }
5669                                 else
5670                                         origin[0] = atof(com_token);
5671                                 if (Com_Parse(t
5672                         }
5673                         */
5674                         t = s;
5675                         while (*s && *s != '\n' && *s != '\r')
5676                                 s++;
5677                         if (!*s)
5678                                 break;
5679                         tempchar = *s;
5680                         shadow = true;
5681                         // check for modifier flags
5682                         if (*t == '!')
5683                         {
5684                                 shadow = false;
5685                                 t++;
5686                         }
5687                         *s = 0;
5688 #if _MSC_VER >= 1400
5689 #define sscanf sscanf_s
5690 #endif
5691                         cubemapname[sizeof(cubemapname)-1] = 0;
5692 #if MAX_QPATH != 128
5693 #error update this code if MAX_QPATH changes
5694 #endif
5695                         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
5696 #if _MSC_VER >= 1400
5697 , sizeof(cubemapname)
5698 #endif
5699 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5700                         *s = tempchar;
5701                         if (a < 18)
5702                                 flags = LIGHTFLAG_REALTIMEMODE;
5703                         if (a < 17)
5704                                 specularscale = 1;
5705                         if (a < 16)
5706                                 diffusescale = 1;
5707                         if (a < 15)
5708                                 ambientscale = 0;
5709                         if (a < 14)
5710                                 coronasizescale = 0.25f;
5711                         if (a < 13)
5712                                 VectorClear(angles);
5713                         if (a < 10)
5714                                 corona = 0;
5715                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5716                                 cubemapname[0] = 0;
5717                         // remove quotes on cubemapname
5718                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5719                         {
5720                                 size_t namelen;
5721                                 namelen = strlen(cubemapname) - 2;
5722                                 memmove(cubemapname, cubemapname + 1, namelen);
5723                                 cubemapname[namelen] = '\0';
5724                         }
5725                         if (a < 8)
5726                         {
5727                                 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);
5728                                 break;
5729                         }
5730                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5731                         if (*s == '\r')
5732                                 s++;
5733                         if (*s == '\n')
5734                                 s++;
5735                         n++;
5736                 }
5737                 if (*s)
5738                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5739                 Mem_Free(lightsstring);
5740         }
5741 }
5742
5743 void R_Shadow_SaveWorldLights(void)
5744 {
5745         size_t lightindex;
5746         dlight_t *light;
5747         size_t bufchars, bufmaxchars;
5748         char *buf, *oldbuf;
5749         char name[MAX_QPATH];
5750         char line[MAX_INPUTLINE];
5751         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5752         // I hate lines which are 3 times my screen size :( --blub
5753         if (!range)
5754                 return;
5755         if (cl.worldmodel == NULL)
5756         {
5757                 Con_Print("No map loaded.\n");
5758                 return;
5759         }
5760         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5761         bufchars = bufmaxchars = 0;
5762         buf = NULL;
5763         for (lightindex = 0;lightindex < range;lightindex++)
5764         {
5765                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5766                 if (!light)
5767                         continue;
5768                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5769                         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);
5770                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5771                         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]);
5772                 else
5773                         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);
5774                 if (bufchars + strlen(line) > bufmaxchars)
5775                 {
5776                         bufmaxchars = bufchars + strlen(line) + 2048;
5777                         oldbuf = buf;
5778                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5779                         if (oldbuf)
5780                         {
5781                                 if (bufchars)
5782                                         memcpy(buf, oldbuf, bufchars);
5783                                 Mem_Free(oldbuf);
5784                         }
5785                 }
5786                 if (strlen(line))
5787                 {
5788                         memcpy(buf + bufchars, line, strlen(line));
5789                         bufchars += strlen(line);
5790                 }
5791         }
5792         if (bufchars)
5793                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5794         if (buf)
5795                 Mem_Free(buf);
5796 }
5797
5798 void R_Shadow_LoadLightsFile(void)
5799 {
5800         int n, a, style;
5801         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5802         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5803         if (cl.worldmodel == NULL)
5804         {
5805                 Con_Print("No map loaded.\n");
5806                 return;
5807         }
5808         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5809         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5810         if (lightsstring)
5811         {
5812                 s = lightsstring;
5813                 n = 0;
5814                 while (*s)
5815                 {
5816                         t = s;
5817                         while (*s && *s != '\n' && *s != '\r')
5818                                 s++;
5819                         if (!*s)
5820                                 break;
5821                         tempchar = *s;
5822                         *s = 0;
5823                         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);
5824                         *s = tempchar;
5825                         if (a < 14)
5826                         {
5827                                 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);
5828                                 break;
5829                         }
5830                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5831                         radius = bound(15, radius, 4096);
5832                         VectorScale(color, (2.0f / (8388608.0f)), color);
5833                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5834                         if (*s == '\r')
5835                                 s++;
5836                         if (*s == '\n')
5837                                 s++;
5838                         n++;
5839                 }
5840                 if (*s)
5841                         Con_Printf("invalid lights file \"%s\"\n", name);
5842                 Mem_Free(lightsstring);
5843         }
5844 }
5845
5846 // tyrlite/hmap2 light types in the delay field
5847 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5848
5849 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5850 {
5851         int entnum;
5852         int style;
5853         int islight;
5854         int skin;
5855         int pflags;
5856         //int effects;
5857         int type;
5858         int n;
5859         char *entfiledata;
5860         const char *data;
5861         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5862         char key[256], value[MAX_INPUTLINE];
5863
5864         if (cl.worldmodel == NULL)
5865         {
5866                 Con_Print("No map loaded.\n");
5867                 return;
5868         }
5869         // try to load a .ent file first
5870         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5871         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5872         // and if that is not found, fall back to the bsp file entity string
5873         if (!data)
5874                 data = cl.worldmodel->brush.entities;
5875         if (!data)
5876                 return;
5877         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5878         {
5879                 type = LIGHTTYPE_MINUSX;
5880                 origin[0] = origin[1] = origin[2] = 0;
5881                 originhack[0] = originhack[1] = originhack[2] = 0;
5882                 angles[0] = angles[1] = angles[2] = 0;
5883                 color[0] = color[1] = color[2] = 1;
5884                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5885                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5886                 fadescale = 1;
5887                 lightscale = 1;
5888                 style = 0;
5889                 skin = 0;
5890                 pflags = 0;
5891                 //effects = 0;
5892                 islight = false;
5893                 while (1)
5894                 {
5895                         if (!COM_ParseToken_Simple(&data, false, false))
5896                                 break; // error
5897                         if (com_token[0] == '}')
5898                                 break; // end of entity
5899                         if (com_token[0] == '_')
5900                                 strlcpy(key, com_token + 1, sizeof(key));
5901                         else
5902                                 strlcpy(key, com_token, sizeof(key));
5903                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5904                                 key[strlen(key)-1] = 0;
5905                         if (!COM_ParseToken_Simple(&data, false, false))
5906                                 break; // error
5907                         strlcpy(value, com_token, sizeof(value));
5908
5909                         // now that we have the key pair worked out...
5910                         if (!strcmp("light", key))
5911                         {
5912                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5913                                 if (n == 1)
5914                                 {
5915                                         // quake
5916                                         light[0] = vec[0] * (1.0f / 256.0f);
5917                                         light[1] = vec[0] * (1.0f / 256.0f);
5918                                         light[2] = vec[0] * (1.0f / 256.0f);
5919                                         light[3] = vec[0];
5920                                 }
5921                                 else if (n == 4)
5922                                 {
5923                                         // halflife
5924                                         light[0] = vec[0] * (1.0f / 255.0f);
5925                                         light[1] = vec[1] * (1.0f / 255.0f);
5926                                         light[2] = vec[2] * (1.0f / 255.0f);
5927                                         light[3] = vec[3];
5928                                 }
5929                         }
5930                         else if (!strcmp("delay", key))
5931                                 type = atoi(value);
5932                         else if (!strcmp("origin", key))
5933                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5934                         else if (!strcmp("angle", key))
5935                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5936                         else if (!strcmp("angles", key))
5937                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5938                         else if (!strcmp("color", key))
5939                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5940                         else if (!strcmp("wait", key))
5941                                 fadescale = atof(value);
5942                         else if (!strcmp("classname", key))
5943                         {
5944                                 if (!strncmp(value, "light", 5))
5945                                 {
5946                                         islight = true;
5947                                         if (!strcmp(value, "light_fluoro"))
5948                                         {
5949                                                 originhack[0] = 0;
5950                                                 originhack[1] = 0;
5951                                                 originhack[2] = 0;
5952                                                 overridecolor[0] = 1;
5953                                                 overridecolor[1] = 1;
5954                                                 overridecolor[2] = 1;
5955                                         }
5956                                         if (!strcmp(value, "light_fluorospark"))
5957                                         {
5958                                                 originhack[0] = 0;
5959                                                 originhack[1] = 0;
5960                                                 originhack[2] = 0;
5961                                                 overridecolor[0] = 1;
5962                                                 overridecolor[1] = 1;
5963                                                 overridecolor[2] = 1;
5964                                         }
5965                                         if (!strcmp(value, "light_globe"))
5966                                         {
5967                                                 originhack[0] = 0;
5968                                                 originhack[1] = 0;
5969                                                 originhack[2] = 0;
5970                                                 overridecolor[0] = 1;
5971                                                 overridecolor[1] = 0.8;
5972                                                 overridecolor[2] = 0.4;
5973                                         }
5974                                         if (!strcmp(value, "light_flame_large_yellow"))
5975                                         {
5976                                                 originhack[0] = 0;
5977                                                 originhack[1] = 0;
5978                                                 originhack[2] = 0;
5979                                                 overridecolor[0] = 1;
5980                                                 overridecolor[1] = 0.5;
5981                                                 overridecolor[2] = 0.1;
5982                                         }
5983                                         if (!strcmp(value, "light_flame_small_yellow"))
5984                                         {
5985                                                 originhack[0] = 0;
5986                                                 originhack[1] = 0;
5987                                                 originhack[2] = 0;
5988                                                 overridecolor[0] = 1;
5989                                                 overridecolor[1] = 0.5;
5990                                                 overridecolor[2] = 0.1;
5991                                         }
5992                                         if (!strcmp(value, "light_torch_small_white"))
5993                                         {
5994                                                 originhack[0] = 0;
5995                                                 originhack[1] = 0;
5996                                                 originhack[2] = 0;
5997                                                 overridecolor[0] = 1;
5998                                                 overridecolor[1] = 0.5;
5999                                                 overridecolor[2] = 0.1;
6000                                         }
6001                                         if (!strcmp(value, "light_torch_small_walltorch"))
6002                                         {
6003                                                 originhack[0] = 0;
6004                                                 originhack[1] = 0;
6005                                                 originhack[2] = 0;
6006                                                 overridecolor[0] = 1;
6007                                                 overridecolor[1] = 0.5;
6008                                                 overridecolor[2] = 0.1;
6009                                         }
6010                                 }
6011                         }
6012                         else if (!strcmp("style", key))
6013                                 style = atoi(value);
6014                         else if (!strcmp("skin", key))
6015                                 skin = (int)atof(value);
6016                         else if (!strcmp("pflags", key))
6017                                 pflags = (int)atof(value);
6018                         //else if (!strcmp("effects", key))
6019                         //      effects = (int)atof(value);
6020                         else if (cl.worldmodel->type == mod_brushq3)
6021                         {
6022                                 if (!strcmp("scale", key))
6023                                         lightscale = atof(value);
6024                                 if (!strcmp("fade", key))
6025                                         fadescale = atof(value);
6026                         }
6027                 }
6028                 if (!islight)
6029                         continue;
6030                 if (lightscale <= 0)
6031                         lightscale = 1;
6032                 if (fadescale <= 0)
6033                         fadescale = 1;
6034                 if (color[0] == color[1] && color[0] == color[2])
6035                 {
6036                         color[0] *= overridecolor[0];
6037                         color[1] *= overridecolor[1];
6038                         color[2] *= overridecolor[2];
6039                 }
6040                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6041                 color[0] = color[0] * light[0];
6042                 color[1] = color[1] * light[1];
6043                 color[2] = color[2] * light[2];
6044                 switch (type)
6045                 {
6046                 case LIGHTTYPE_MINUSX:
6047                         break;
6048                 case LIGHTTYPE_RECIPX:
6049                         radius *= 2;
6050                         VectorScale(color, (1.0f / 16.0f), color);
6051                         break;
6052                 case LIGHTTYPE_RECIPXX:
6053                         radius *= 2;
6054                         VectorScale(color, (1.0f / 16.0f), color);
6055                         break;
6056                 default:
6057                 case LIGHTTYPE_NONE:
6058                         break;
6059                 case LIGHTTYPE_SUN:
6060                         break;
6061                 case LIGHTTYPE_MINUSXX:
6062                         break;
6063                 }
6064                 VectorAdd(origin, originhack, origin);
6065                 if (radius >= 1)
6066                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6067         }
6068         if (entfiledata)
6069                 Mem_Free(entfiledata);
6070 }
6071
6072
6073 void R_Shadow_SetCursorLocationForView(void)
6074 {
6075         vec_t dist, push;
6076         vec3_t dest, endpos;
6077         trace_t trace;
6078         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6079         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
6080         if (trace.fraction < 1)
6081         {
6082                 dist = trace.fraction * r_editlights_cursordistance.value;
6083                 push = r_editlights_cursorpushback.value;
6084                 if (push > dist)
6085                         push = dist;
6086                 push = -push;
6087                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6088                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6089         }
6090         else
6091         {
6092                 VectorClear( endpos );
6093         }
6094         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6095         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6096         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6097 }
6098
6099 void R_Shadow_UpdateWorldLightSelection(void)
6100 {
6101         if (r_editlights.integer)
6102         {
6103                 R_Shadow_SetCursorLocationForView();
6104                 R_Shadow_SelectLightInView();
6105         }
6106         else
6107                 R_Shadow_SelectLight(NULL);
6108 }
6109
6110 void R_Shadow_EditLights_Clear_f(void)
6111 {
6112         R_Shadow_ClearWorldLights();
6113 }
6114
6115 void R_Shadow_EditLights_Reload_f(void)
6116 {
6117         if (!cl.worldmodel)
6118                 return;
6119         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6120         R_Shadow_ClearWorldLights();
6121         R_Shadow_LoadWorldLights();
6122         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6123         {
6124                 R_Shadow_LoadLightsFile();
6125                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6126                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6127         }
6128 }
6129
6130 void R_Shadow_EditLights_Save_f(void)
6131 {
6132         if (!cl.worldmodel)
6133                 return;
6134         R_Shadow_SaveWorldLights();
6135 }
6136
6137 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6138 {
6139         R_Shadow_ClearWorldLights();
6140         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6141 }
6142
6143 void R_Shadow_EditLights_ImportLightsFile_f(void)
6144 {
6145         R_Shadow_ClearWorldLights();
6146         R_Shadow_LoadLightsFile();
6147 }
6148
6149 void R_Shadow_EditLights_Spawn_f(void)
6150 {
6151         vec3_t color;
6152         if (!r_editlights.integer)
6153         {
6154                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6155                 return;
6156         }
6157         if (Cmd_Argc() != 1)
6158         {
6159                 Con_Print("r_editlights_spawn does not take parameters\n");
6160                 return;
6161         }
6162         color[0] = color[1] = color[2] = 1;
6163         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6164 }
6165
6166 void R_Shadow_EditLights_Edit_f(void)
6167 {
6168         vec3_t origin, angles, color;
6169         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6170         int style, shadows, flags, normalmode, realtimemode;
6171         char cubemapname[MAX_INPUTLINE];
6172         if (!r_editlights.integer)
6173         {
6174                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6175                 return;
6176         }
6177         if (!r_shadow_selectedlight)
6178         {
6179                 Con_Print("No selected light.\n");
6180                 return;
6181         }
6182         VectorCopy(r_shadow_selectedlight->origin, origin);
6183         VectorCopy(r_shadow_selectedlight->angles, angles);
6184         VectorCopy(r_shadow_selectedlight->color, color);
6185         radius = r_shadow_selectedlight->radius;
6186         style = r_shadow_selectedlight->style;
6187         if (r_shadow_selectedlight->cubemapname)
6188                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6189         else
6190                 cubemapname[0] = 0;
6191         shadows = r_shadow_selectedlight->shadow;
6192         corona = r_shadow_selectedlight->corona;
6193         coronasizescale = r_shadow_selectedlight->coronasizescale;
6194         ambientscale = r_shadow_selectedlight->ambientscale;
6195         diffusescale = r_shadow_selectedlight->diffusescale;
6196         specularscale = r_shadow_selectedlight->specularscale;
6197         flags = r_shadow_selectedlight->flags;
6198         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6199         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6200         if (!strcmp(Cmd_Argv(1), "origin"))
6201         {
6202                 if (Cmd_Argc() != 5)
6203                 {
6204                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6205                         return;
6206                 }
6207                 origin[0] = atof(Cmd_Argv(2));
6208                 origin[1] = atof(Cmd_Argv(3));
6209                 origin[2] = atof(Cmd_Argv(4));
6210         }
6211         else if (!strcmp(Cmd_Argv(1), "originscale"))
6212         {
6213                 if (Cmd_Argc() != 5)
6214                 {
6215                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6216                         return;
6217                 }
6218                 origin[0] *= atof(Cmd_Argv(2));
6219                 origin[1] *= atof(Cmd_Argv(3));
6220                 origin[2] *= atof(Cmd_Argv(4));
6221         }
6222         else if (!strcmp(Cmd_Argv(1), "originx"))
6223         {
6224                 if (Cmd_Argc() != 3)
6225                 {
6226                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6227                         return;
6228                 }
6229                 origin[0] = atof(Cmd_Argv(2));
6230         }
6231         else if (!strcmp(Cmd_Argv(1), "originy"))
6232         {
6233                 if (Cmd_Argc() != 3)
6234                 {
6235                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6236                         return;
6237                 }
6238                 origin[1] = atof(Cmd_Argv(2));
6239         }
6240         else if (!strcmp(Cmd_Argv(1), "originz"))
6241         {
6242                 if (Cmd_Argc() != 3)
6243                 {
6244                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6245                         return;
6246                 }
6247                 origin[2] = atof(Cmd_Argv(2));
6248         }
6249         else if (!strcmp(Cmd_Argv(1), "move"))
6250         {
6251                 if (Cmd_Argc() != 5)
6252                 {
6253                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6254                         return;
6255                 }
6256                 origin[0] += atof(Cmd_Argv(2));
6257                 origin[1] += atof(Cmd_Argv(3));
6258                 origin[2] += atof(Cmd_Argv(4));
6259         }
6260         else if (!strcmp(Cmd_Argv(1), "movex"))
6261         {
6262                 if (Cmd_Argc() != 3)
6263                 {
6264                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6265                         return;
6266                 }
6267                 origin[0] += atof(Cmd_Argv(2));
6268         }
6269         else if (!strcmp(Cmd_Argv(1), "movey"))
6270         {
6271                 if (Cmd_Argc() != 3)
6272                 {
6273                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6274                         return;
6275                 }
6276                 origin[1] += atof(Cmd_Argv(2));
6277         }
6278         else if (!strcmp(Cmd_Argv(1), "movez"))
6279         {
6280                 if (Cmd_Argc() != 3)
6281                 {
6282                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6283                         return;
6284                 }
6285                 origin[2] += atof(Cmd_Argv(2));
6286         }
6287         else if (!strcmp(Cmd_Argv(1), "angles"))
6288         {
6289                 if (Cmd_Argc() != 5)
6290                 {
6291                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6292                         return;
6293                 }
6294                 angles[0] = atof(Cmd_Argv(2));
6295                 angles[1] = atof(Cmd_Argv(3));
6296                 angles[2] = atof(Cmd_Argv(4));
6297         }
6298         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6299         {
6300                 if (Cmd_Argc() != 3)
6301                 {
6302                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6303                         return;
6304                 }
6305                 angles[0] = atof(Cmd_Argv(2));
6306         }
6307         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6308         {
6309                 if (Cmd_Argc() != 3)
6310                 {
6311                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6312                         return;
6313                 }
6314                 angles[1] = atof(Cmd_Argv(2));
6315         }
6316         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6317         {
6318                 if (Cmd_Argc() != 3)
6319                 {
6320                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6321                         return;
6322                 }
6323                 angles[2] = atof(Cmd_Argv(2));
6324         }
6325         else if (!strcmp(Cmd_Argv(1), "color"))
6326         {
6327                 if (Cmd_Argc() != 5)
6328                 {
6329                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6330                         return;
6331                 }
6332                 color[0] = atof(Cmd_Argv(2));
6333                 color[1] = atof(Cmd_Argv(3));
6334                 color[2] = atof(Cmd_Argv(4));
6335         }
6336         else if (!strcmp(Cmd_Argv(1), "radius"))
6337         {
6338                 if (Cmd_Argc() != 3)
6339                 {
6340                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6341                         return;
6342                 }
6343                 radius = atof(Cmd_Argv(2));
6344         }
6345         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6346         {
6347                 if (Cmd_Argc() == 3)
6348                 {
6349                         double scale = atof(Cmd_Argv(2));
6350                         color[0] *= scale;
6351                         color[1] *= scale;
6352                         color[2] *= scale;
6353                 }
6354                 else
6355                 {
6356                         if (Cmd_Argc() != 5)
6357                         {
6358                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6359                                 return;
6360                         }
6361                         color[0] *= atof(Cmd_Argv(2));
6362                         color[1] *= atof(Cmd_Argv(3));
6363                         color[2] *= atof(Cmd_Argv(4));
6364                 }
6365         }
6366         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6367         {
6368                 if (Cmd_Argc() != 3)
6369                 {
6370                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6371                         return;
6372                 }
6373                 radius *= atof(Cmd_Argv(2));
6374         }
6375         else if (!strcmp(Cmd_Argv(1), "style"))
6376         {
6377                 if (Cmd_Argc() != 3)
6378                 {
6379                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6380                         return;
6381                 }
6382                 style = atoi(Cmd_Argv(2));
6383         }
6384         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6385         {
6386                 if (Cmd_Argc() > 3)
6387                 {
6388                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6389                         return;
6390                 }
6391                 if (Cmd_Argc() == 3)
6392                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6393                 else
6394                         cubemapname[0] = 0;
6395         }
6396         else if (!strcmp(Cmd_Argv(1), "shadows"))
6397         {
6398                 if (Cmd_Argc() != 3)
6399                 {
6400                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6401                         return;
6402                 }
6403                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6404         }
6405         else if (!strcmp(Cmd_Argv(1), "corona"))
6406         {
6407                 if (Cmd_Argc() != 3)
6408                 {
6409                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6410                         return;
6411                 }
6412                 corona = atof(Cmd_Argv(2));
6413         }
6414         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6415         {
6416                 if (Cmd_Argc() != 3)
6417                 {
6418                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6419                         return;
6420                 }
6421                 coronasizescale = atof(Cmd_Argv(2));
6422         }
6423         else if (!strcmp(Cmd_Argv(1), "ambient"))
6424         {
6425                 if (Cmd_Argc() != 3)
6426                 {
6427                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6428                         return;
6429                 }
6430                 ambientscale = atof(Cmd_Argv(2));
6431         }
6432         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6433         {
6434                 if (Cmd_Argc() != 3)
6435                 {
6436                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6437                         return;
6438                 }
6439                 diffusescale = atof(Cmd_Argv(2));
6440         }
6441         else if (!strcmp(Cmd_Argv(1), "specular"))
6442         {
6443                 if (Cmd_Argc() != 3)
6444                 {
6445                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6446                         return;
6447                 }
6448                 specularscale = atof(Cmd_Argv(2));
6449         }
6450         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6451         {
6452                 if (Cmd_Argc() != 3)
6453                 {
6454                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6455                         return;
6456                 }
6457                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6458         }
6459         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6460         {
6461                 if (Cmd_Argc() != 3)
6462                 {
6463                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6464                         return;
6465                 }
6466                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6467         }
6468         else
6469         {
6470                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6471                 Con_Print("Selected light's properties:\n");
6472                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6473                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6474                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6475                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6476                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6477                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6478                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6479                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6480                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6481                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6482                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6483                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6484                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6485                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6486                 return;
6487         }
6488         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6489         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6490 }
6491
6492 void R_Shadow_EditLights_EditAll_f(void)
6493 {
6494         size_t lightindex;
6495         dlight_t *light, *oldselected;
6496         size_t range;
6497
6498         if (!r_editlights.integer)
6499         {
6500                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6501                 return;
6502         }
6503
6504         oldselected = r_shadow_selectedlight;
6505         // EditLights doesn't seem to have a "remove" command or something so:
6506         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6507         for (lightindex = 0;lightindex < range;lightindex++)
6508         {
6509                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6510                 if (!light)
6511                         continue;
6512                 R_Shadow_SelectLight(light);
6513                 R_Shadow_EditLights_Edit_f();
6514         }
6515         // return to old selected (to not mess editing once selection is locked)
6516         R_Shadow_SelectLight(oldselected);
6517 }
6518
6519 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6520 {
6521         int lightnumber, lightcount;
6522         size_t lightindex, range;
6523         dlight_t *light;
6524         float x, y;
6525         char temp[256];
6526         if (!r_editlights.integer)
6527                 return;
6528         x = vid_conwidth.value - 240;
6529         y = 5;
6530         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6531         lightnumber = -1;
6532         lightcount = 0;
6533         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6534         for (lightindex = 0;lightindex < range;lightindex++)
6535         {
6536                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6537                 if (!light)
6538                         continue;
6539                 if (light == r_shadow_selectedlight)
6540                         lightnumber = lightindex;
6541                 lightcount++;
6542         }
6543         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;
6544         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;
6545         y += 8;
6546         if (r_shadow_selectedlight == NULL)
6547                 return;
6548         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;
6549         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;
6550         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;
6551         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;
6552         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;
6553         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;
6554         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;
6555         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;
6556         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;
6557         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;
6558         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;
6559         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;
6560         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;
6561         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;
6562         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;
6563 }
6564
6565 void R_Shadow_EditLights_ToggleShadow_f(void)
6566 {
6567         if (!r_editlights.integer)
6568         {
6569                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6570                 return;
6571         }
6572         if (!r_shadow_selectedlight)
6573         {
6574                 Con_Print("No selected light.\n");
6575                 return;
6576         }
6577         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);
6578 }
6579
6580 void R_Shadow_EditLights_ToggleCorona_f(void)
6581 {
6582         if (!r_editlights.integer)
6583         {
6584                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6585                 return;
6586         }
6587         if (!r_shadow_selectedlight)
6588         {
6589                 Con_Print("No selected light.\n");
6590                 return;
6591         }
6592         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);
6593 }
6594
6595 void R_Shadow_EditLights_Remove_f(void)
6596 {
6597         if (!r_editlights.integer)
6598         {
6599                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6600                 return;
6601         }
6602         if (!r_shadow_selectedlight)
6603         {
6604                 Con_Print("No selected light.\n");
6605                 return;
6606         }
6607         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6608         r_shadow_selectedlight = NULL;
6609 }
6610
6611 void R_Shadow_EditLights_Help_f(void)
6612 {
6613         Con_Print(
6614 "Documentation on r_editlights system:\n"
6615 "Settings:\n"
6616 "r_editlights : enable/disable editing mode\n"
6617 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6618 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6619 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6620 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6621 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6622 "Commands:\n"
6623 "r_editlights_help : this help\n"
6624 "r_editlights_clear : remove all lights\n"
6625 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6626 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6627 "r_editlights_save : save to .rtlights file\n"
6628 "r_editlights_spawn : create a light with default settings\n"
6629 "r_editlights_edit command : edit selected light - more documentation below\n"
6630 "r_editlights_remove : remove selected light\n"
6631 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6632 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6633 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6634 "Edit commands:\n"
6635 "origin x y z : set light location\n"
6636 "originx x: set x component of light location\n"
6637 "originy y: set y component of light location\n"
6638 "originz z: set z component of light location\n"
6639 "move x y z : adjust light location\n"
6640 "movex x: adjust x component of light location\n"
6641 "movey y: adjust y component of light location\n"
6642 "movez z: adjust z component of light location\n"
6643 "angles x y z : set light angles\n"
6644 "anglesx x: set x component of light angles\n"
6645 "anglesy y: set y component of light angles\n"
6646 "anglesz z: set z component of light angles\n"
6647 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6648 "radius radius : set radius (size) of light\n"
6649 "colorscale grey : multiply color of light (1 does nothing)\n"
6650 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6651 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6652 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6653 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6654 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6655 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6656 "shadows 1/0 : turn on/off shadows\n"
6657 "corona n : set corona intensity\n"
6658 "coronasize n : set corona size (0-1)\n"
6659 "ambient n : set ambient intensity (0-1)\n"
6660 "diffuse n : set diffuse intensity (0-1)\n"
6661 "specular n : set specular intensity (0-1)\n"
6662 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6663 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6664 "<nothing> : print light properties to console\n"
6665         );
6666 }
6667
6668 void R_Shadow_EditLights_CopyInfo_f(void)
6669 {
6670         if (!r_editlights.integer)
6671         {
6672                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6673                 return;
6674         }
6675         if (!r_shadow_selectedlight)
6676         {
6677                 Con_Print("No selected light.\n");
6678                 return;
6679         }
6680         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6681         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6682         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6683         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6684         if (r_shadow_selectedlight->cubemapname)
6685                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6686         else
6687                 r_shadow_bufferlight.cubemapname[0] = 0;
6688         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6689         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6690         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6691         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6692         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6693         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6694         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6695 }
6696
6697 void R_Shadow_EditLights_PasteInfo_f(void)
6698 {
6699         if (!r_editlights.integer)
6700         {
6701                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6702                 return;
6703         }
6704         if (!r_shadow_selectedlight)
6705         {
6706                 Con_Print("No selected light.\n");
6707                 return;
6708         }
6709         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);
6710 }
6711
6712 void R_Shadow_EditLights_Lock_f(void)
6713 {
6714         if (!r_editlights.integer)
6715         {
6716                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6717                 return;
6718         }
6719         if (r_editlights_lockcursor)
6720         {
6721                 r_editlights_lockcursor = false;
6722                 return;
6723         }
6724         if (!r_shadow_selectedlight)
6725         {
6726                 Con_Print("No selected light to lock on.\n");
6727                 return;
6728         }
6729         r_editlights_lockcursor = true;
6730 }
6731
6732 void R_Shadow_EditLights_Init(void)
6733 {
6734         Cvar_RegisterVariable(&r_editlights);
6735         Cvar_RegisterVariable(&r_editlights_cursordistance);
6736         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6737         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6738         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6739         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6740         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6741         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6742         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)");
6743         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6744         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6745         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6746         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)");
6747         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6748         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6749         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6750         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6751         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6752         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6753         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)");
6754         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6755 }
6756
6757
6758
6759 /*
6760 =============================================================================
6761
6762 LIGHT SAMPLING
6763
6764 =============================================================================
6765 */
6766
6767 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6768 {
6769         int i, numlights, flag;
6770         float f, relativepoint[3], dist, dist2, lightradius2;
6771         vec3_t diffuse, n;
6772         rtlight_t *light;
6773         dlight_t *dlight;
6774
6775         if (r_fullbright.integer)
6776         {
6777                 VectorSet(color, 1, 1, 1);
6778                 return;
6779         }
6780
6781         VectorClear(color);
6782
6783         if (flags & LP_LIGHTMAP)
6784         {
6785                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6786                 {
6787                         VectorClear(diffuse);
6788                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6789                         VectorAdd(color, diffuse, color);
6790                 }
6791                 else
6792                         VectorSet(color, 1, 1, 1);
6793                 color[0] += r_refdef.scene.ambient;
6794                 color[1] += r_refdef.scene.ambient;
6795                 color[2] += r_refdef.scene.ambient;
6796         }
6797
6798         if (flags & LP_RTWORLD)
6799         {
6800                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6801                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6802                 for (i = 0; i < numlights; i++)
6803                 {
6804                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6805                         if (!dlight)
6806                                 continue;
6807                         light = &dlight->rtlight;
6808                         if (!(light->flags & flag))
6809                                 continue;
6810                         // sample
6811                         lightradius2 = light->radius * light->radius;
6812                         VectorSubtract(light->shadoworigin, p, relativepoint);
6813                         dist2 = VectorLength2(relativepoint);
6814                         if (dist2 >= lightradius2)
6815                                 continue;
6816                         dist = sqrt(dist2) / light->radius;
6817                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6818                         if (f <= 0)
6819                                 continue;
6820                         // todo: add to both ambient and diffuse
6821                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6822                                 VectorMA(color, f, light->currentcolor, color);
6823                 }
6824         }
6825         if (flags & LP_DYNLIGHT)
6826         {
6827                 // sample dlights
6828                 for (i = 0;i < r_refdef.scene.numlights;i++)
6829                 {
6830                         light = r_refdef.scene.lights[i];
6831                         // sample
6832                         lightradius2 = light->radius * light->radius;
6833                         VectorSubtract(light->shadoworigin, p, relativepoint);
6834                         dist2 = VectorLength2(relativepoint);
6835                         if (dist2 >= lightradius2)
6836                                 continue;
6837                         dist = sqrt(dist2) / light->radius;
6838                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6839                         if (f <= 0)
6840                                 continue;
6841                         // todo: add to both ambient and diffuse
6842                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6843                                 VectorMA(color, f, light->color, color);
6844                 }
6845         }
6846 }
6847
6848 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6849 {
6850         int i, numlights, flag;
6851         rtlight_t *light;
6852         dlight_t *dlight;
6853         float relativepoint[3];
6854         float color[3];
6855         float dir[3];
6856         float dist;
6857         float dist2;
6858         float intensity;
6859         float sample[5*3];
6860         float lightradius2;
6861
6862         if (r_fullbright.integer)
6863         {
6864                 VectorSet(ambient, 1, 1, 1);
6865                 VectorClear(diffuse);
6866                 VectorClear(lightdir);
6867                 return;
6868         }
6869
6870         if (flags == LP_LIGHTMAP)
6871         {
6872                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6873                 VectorClear(diffuse);
6874                 VectorClear(lightdir);
6875                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6876                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6877                 else
6878                         VectorSet(ambient, 1, 1, 1);
6879                 return;
6880         }
6881
6882         memset(sample, 0, sizeof(sample));
6883         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6884
6885         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6886         {
6887                 vec3_t tempambient;
6888                 VectorClear(tempambient);
6889                 VectorClear(color);
6890                 VectorClear(relativepoint);
6891                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6892                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6893                 VectorScale(color, r_refdef.lightmapintensity, color);
6894                 VectorAdd(sample, tempambient, sample);
6895                 VectorMA(sample    , 0.5f            , color, sample    );
6896                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6897                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6898                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6899                 // calculate a weighted average light direction as well
6900                 intensity = VectorLength(color);
6901                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6902         }
6903
6904         if (flags & LP_RTWORLD)
6905         {
6906                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6907                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6908                 for (i = 0; i < numlights; i++)
6909                 {
6910                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6911                         if (!dlight)
6912                                 continue;
6913                         light = &dlight->rtlight;
6914                         if (!(light->flags & flag))
6915                                 continue;
6916                         // sample
6917                         lightradius2 = light->radius * light->radius;
6918                         VectorSubtract(light->shadoworigin, p, relativepoint);
6919                         dist2 = VectorLength2(relativepoint);
6920                         if (dist2 >= lightradius2)
6921                                 continue;
6922                         dist = sqrt(dist2) / light->radius;
6923                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6924                         if (intensity <= 0.0f)
6925                                 continue;
6926                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6927                                 continue;
6928                         // scale down intensity to add to both ambient and diffuse
6929                         //intensity *= 0.5f;
6930                         VectorNormalize(relativepoint);
6931                         VectorScale(light->currentcolor, intensity, color);
6932                         VectorMA(sample    , 0.5f            , color, sample    );
6933                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6934                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6935                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6936                         // calculate a weighted average light direction as well
6937                         intensity *= VectorLength(color);
6938                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6939                 }
6940         }
6941
6942         if (flags & LP_DYNLIGHT)
6943         {
6944                 // sample dlights
6945                 for (i = 0;i < r_refdef.scene.numlights;i++)
6946                 {
6947                         light = r_refdef.scene.lights[i];
6948                         // sample
6949                         lightradius2 = light->radius * light->radius;
6950                         VectorSubtract(light->shadoworigin, p, relativepoint);
6951                         dist2 = VectorLength2(relativepoint);
6952                         if (dist2 >= lightradius2)
6953                                 continue;
6954                         dist = sqrt(dist2) / light->radius;
6955                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6956                         if (intensity <= 0.0f)
6957                                 continue;
6958                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6959                                 continue;
6960                         // scale down intensity to add to both ambient and diffuse
6961                         //intensity *= 0.5f;
6962                         VectorNormalize(relativepoint);
6963                         VectorScale(light->currentcolor, intensity, color);
6964                         VectorMA(sample    , 0.5f            , color, sample    );
6965                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6966                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6967                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6968                         // calculate a weighted average light direction as well
6969                         intensity *= VectorLength(color);
6970                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6971                 }
6972         }
6973
6974         // calculate the direction we'll use to reduce the sample to a directional light source
6975         VectorCopy(sample + 12, dir);
6976         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6977         VectorNormalize(dir);
6978         // extract the diffuse color along the chosen direction and scale it
6979         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6980         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6981         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6982         // subtract some of diffuse from ambient
6983         VectorMA(sample, -0.333f, diffuse, ambient);
6984         // store the normalized lightdir
6985         VectorCopy(dir, lightdir);
6986 }