]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
added backface culling optimization to cl_decals_newsystem, this helps
[xonotic/darkplaces.git] / r_shadow.c
index 027a17616f95c27aa2d2da93a909f303226ab57b..e3703f315fc2caa2cd1d62632c695e9937350228 100644 (file)
@@ -273,7 +273,7 @@ cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0
 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"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
-cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
+cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
@@ -319,19 +319,23 @@ cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve perfor
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
-cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, requires r_shadow_realtime_world 1"};
+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)"};
 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"};
+cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 4x as many pixels to hold the additional data"};
 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"};
 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"};
-cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "3", "maximum number of bounces for a particle (minimum is 1)"};
+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)"};
+cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
 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"};
-cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "2", "brightness of particles contributing to bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "5000", "total photons to shoot per update, divided proportionately between lights"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
+cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
+cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
+cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
 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"};
 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
@@ -350,9 +354,28 @@ cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how
 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
 
+typedef struct r_shadow_bouncegrid_settings_s
+{
+       qboolean staticmode;
+       qboolean bounceanglediffuse;
+       qboolean directionalshading;
+       float dlightparticlemultiplier;
+       qboolean hitmodels;
+       float lightradiusscale;
+       int maxbounce;
+       float particlebounceintensity;
+       float particleintensity;
+       int photons;
+       float spacing[3];
+       int stablerandom;
+}
+r_shadow_bouncegrid_settings_t;
+
+r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
 rtexture_t *r_shadow_bouncegridtexture;
 matrix4x4_t r_shadow_bouncegridmatrix;
 vec_t r_shadow_bouncegridintensity;
+qboolean r_shadow_bouncegriddirectional;
 static double r_shadow_bouncegridtime;
 static int r_shadow_bouncegridresolution[3];
 static int r_shadow_bouncegridnumpixels;
@@ -506,6 +529,7 @@ void r_shadow_start(void)
        r_shadow_bouncegridhighpixels = NULL;
        r_shadow_bouncegridnumpixels = 0;
        r_shadow_bouncegridtexture = NULL;
+       r_shadow_bouncegriddirectional = false;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -581,6 +605,7 @@ void r_shadow_shutdown(void)
        r_shadow_bouncegridpixels = NULL;
        r_shadow_bouncegridhighpixels = NULL;
        r_shadow_bouncegridnumpixels = 0;
+       r_shadow_bouncegriddirectional = false;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -714,6 +739,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_bouncegrid);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
@@ -725,6 +751,9 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
@@ -1981,7 +2010,7 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 
 void R_Shadow_RenderMode_Reset(void)
 {
-       R_Mesh_ResetRenderTargets();
+       R_Mesh_SetMainRenderTargets();
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
        R_Mesh_ResetTextureState();
@@ -2128,15 +2157,9 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
        r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
 
        R_Mesh_ResetTextureState();
-       R_Mesh_ResetRenderTargets();
        R_Shadow_RenderMode_Reset();
-       if (fbo)
-       {
-               R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-               R_SetupShader_DepthOrShadow();
-       }
-       else
-               R_SetupShader_ShowDepth();
+       R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+       R_SetupShader_DepthOrShadow();
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -2198,7 +2221,7 @@ init_done:
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
        R_Mesh_ResetTextureState();
-       R_Mesh_ResetRenderTargets();
+       R_Mesh_SetMainRenderTargets();
        if (transparent)
        {
                r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
@@ -2258,7 +2281,10 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        // only draw light where this geometry was already rendered AND the
        // stencil is 128 (values other than this mean shadow)
        R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
-       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+       if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
+               R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+       else
+               R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
 
        r_shadow_usingshadowmap2d = shadowmapping;
 
@@ -2322,14 +2348,64 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        vec_t photonresidual;
        float m[16];
        float texlerp[2][3];
-       float splatcolor[3];
+       float splatcolor[16];
        float pixelweight[8];
+       float w;
+       int c[4];
        int pixelindex[8];
        int corner;
-       int x, y, z;
-       qboolean isstatic = r_shadow_bouncegrid_updateinterval.value > 1.0f;
+       int x, y, z, d;
        rtlight_t *rtlight;
-       if (!r_shadow_bouncegrid.integer || !vid.support.ext_texture_3d)
+       r_shadow_bouncegrid_settings_t settings;
+       qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
+       qboolean allowdirectionalshading = false;
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+               allowdirectionalshading = true;
+               if (!vid.support.ext_texture_3d)
+                       return;
+               break;
+       case RENDERPATH_GLES2:
+               // for performance reasons, do not use directional shading on GLES devices
+               if (!vid.support.ext_texture_3d)
+                       return;
+               break;
+               // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               return;
+       }
+
+       r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
+
+       // see if there are really any lights to render...
+       if (enable && r_shadow_bouncegrid_static.integer)
+       {
+               enable = false;
+               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+               for (lightindex = 0;lightindex < range;lightindex++)
+               {
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light || !(light->flags & flag))
+                               continue;
+                       rtlight = &light->rtlight;
+                       // when static, we skip styled lights because they tend to change...
+                       if (rtlight->style > 0)
+                               continue;
+                       VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
+                       if (!VectorLength2(lightcolor))
+                               continue;
+                       enable = true;
+                       break;
+               }
+       }
+
+       if (!enable)
        {
                if (r_shadow_bouncegridtexture)
                {
@@ -2343,43 +2419,114 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                        Mem_Free(r_shadow_bouncegridhighpixels);
                r_shadow_bouncegridhighpixels = NULL;
                r_shadow_bouncegridnumpixels = 0;
+               r_shadow_bouncegriddirectional = false;
                return;
        }
-       if (r_refdef.scene.worldmodel && isstatic)
-       {
-               VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
-               VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
-               VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
-               VectorSubtract(maxs, mins, size);
-               resolution[0] = (int)floor(size[0] / spacing[0] + 0.5f);
-               resolution[1] = (int)floor(size[1] / spacing[1] + 0.5f);
-               resolution[2] = (int)floor(size[2] / spacing[2] + 0.5f);
-               resolution[0] = min(resolution[0], bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d));
-               resolution[1] = min(resolution[1], bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d));
-               resolution[2] = min(resolution[2], bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
-               spacing[0] = size[0] / resolution[0];
-               spacing[1] = size[1] / resolution[1];
-               spacing[2] = size[2] / resolution[2];
-               ispacing[0] = 1.0f / spacing[0];
-               ispacing[1] = 1.0f / spacing[1];
-               ispacing[2] = 1.0f / spacing[2];
+
+       // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
+       memset(&settings, 0, sizeof(settings));
+       settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
+       settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
+       settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
+       settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
+       settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
+       settings.lightradiusscale              = r_shadow_bouncegrid_lightradiusscale.value;
+       settings.maxbounce                     = r_shadow_bouncegrid_maxbounce.integer;
+       settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
+       settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value;
+       settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
+       settings.spacing[0]                    = r_shadow_bouncegrid_spacingx.value;
+       settings.spacing[1]                    = r_shadow_bouncegrid_spacingy.value;
+       settings.spacing[2]                    = r_shadow_bouncegrid_spacingz.value;
+       settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
+
+       // bound the values for sanity
+       settings.photons = bound(1, settings.photons, 1048576);
+       settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
+       settings.maxbounce = bound(1, settings.maxbounce, 16);
+       settings.spacing[0] = bound(1, settings.spacing[0], 512);
+       settings.spacing[1] = bound(1, settings.spacing[1], 512);
+       settings.spacing[2] = bound(1, settings.spacing[2], 512);
+
+       // get the spacing values
+       spacing[0] = settings.spacing[0];
+       spacing[1] = settings.spacing[1];
+       spacing[2] = settings.spacing[2];
+       ispacing[0] = 1.0f / spacing[0];
+       ispacing[1] = 1.0f / spacing[1];
+       ispacing[2] = 1.0f / spacing[2];
+
+       // calculate texture size enclosing entire world bounds at the spacing
+       VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
+       VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
+       VectorSubtract(maxs, mins, size);
+       // now we can calculate the resolution we want
+       c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
+       c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
+       c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
+       // figure out the exact texture size (honoring power of 2 if required)
+       c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+       c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+       c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
+       if (vid.support.arb_texture_non_power_of_two)
+       {
+               resolution[0] = c[0];
+               resolution[1] = c[1];
+               resolution[2] = c[2];
        }
        else
        {
-               VectorSet(resolution, bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
-               VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
-               VectorMultiply(resolution, spacing, size);
-               ispacing[0] = 1.0f / spacing[0];
-               ispacing[1] = 1.0f / spacing[1];
-               ispacing[2] = 1.0f / spacing[2];
+               for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
+               for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
+               for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
+       }
+       size[0] = spacing[0] * resolution[0];
+       size[1] = spacing[1] * resolution[1];
+       size[2] = spacing[2] * resolution[2];
+
+       // if dynamic we may or may not want to use the world bounds
+       // if the dynamic size is smaller than the world bounds, use it instead
+       if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
+       {
+               // we know the resolution we want
+               c[0] = r_shadow_bouncegrid_x.integer;
+               c[1] = r_shadow_bouncegrid_y.integer;
+               c[2] = r_shadow_bouncegrid_z.integer;
+               // now we can calculate the texture size (power of 2 if required)
+               c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+               c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+               c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
+               if (vid.support.arb_texture_non_power_of_two)
+               {
+                       resolution[0] = c[0];
+                       resolution[1] = c[1];
+                       resolution[2] = c[2];
+               }
+               else
+               {
+                       for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
+                       for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
+                       for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
+               }
+               size[0] = spacing[0] * resolution[0];
+               size[1] = spacing[1] * resolution[1];
+               size[2] = spacing[2] * resolution[2];
+               // center the rendering on the view
                mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
                mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
                mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
-               VectorAdd(mins, size, maxs);
        }
-       r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
-       if (r_shadow_bouncegridtexture && realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value && resolution[0] == r_shadow_bouncegridresolution[0] && resolution[1] == r_shadow_bouncegridresolution[1] && resolution[2] == r_shadow_bouncegridresolution[2])
+
+       // recalculate the maxs in case the resolution was not satisfactory
+       VectorAdd(mins, size, maxs);
+
+       // if all the settings seem identical to the previous update, return
+       if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
                return;
+
+       // store the new settings
+       r_shadow_bouncegridsettings = settings;
+
        // we're going to update the bouncegrid, update the matrix...
        memset(m, 0, sizeof(m));
        m[0] = 1.0f / size[0];
@@ -2389,33 +2536,51 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        m[10] = 1.0f / size[2];
        m[11] = -mins[2] * m[10];
        m[15] = 1.0f;
+       if (settings.directionalshading)
+       {
+               m[10] *= 0.25f;
+               m[11] *= 0.25f;
+       }
        Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
        numpixels = resolution[0]*resolution[1]*resolution[2];
+       if (settings.directionalshading)
+               numpixels *= 4;
+       r_shadow_bouncegriddirectional = settings.directionalshading;
        // reallocate pixels for this update if needed...
        if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
        {
+               if (r_shadow_bouncegridtexture)
+               {
+                       R_FreeTexture(r_shadow_bouncegridtexture);
+                       r_shadow_bouncegridtexture = NULL;
+               }
                r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
-               r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[3]));
+               r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
        }
        r_shadow_bouncegridnumpixels = numpixels;
        pixels = r_shadow_bouncegridpixels;
        highpixels = r_shadow_bouncegridhighpixels;
-       memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
-       memset(highpixels, 0, numpixels * sizeof(float[3]));
+       if (settings.directionalshading)
+               memset(pixels, 128, numpixels * sizeof(unsigned char[4]));
+       else
+               memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
+       memset(highpixels, 0, numpixels * sizeof(float[4]));
        // figure out what we want to interact with
-       if (r_shadow_bouncegrid_hitmodels.integer)
+       if (settings.hitmodels)
                hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
        else
                hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
-       maxbounce = bound(1, r_shadow_bouncegrid_maxbounce.integer, 16);
+       maxbounce = settings.maxbounce;
+       // clear variables that produce warnings otherwise
+       memset(splatcolor, 0, sizeof(splatcolor));
        // iterate world rtlights
        range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
-       range1 = isstatic ? 0 : r_refdef.scene.numlights;
+       range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
        range2 = range + range1;
        photoncount = 0;
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
-               if (isstatic)
+               if (settings.staticmode)
                {
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
                        if (!light || !(light->flags & flag))
@@ -2447,18 +2612,18 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                // vary with lightstyle, otherwise we get randomized particle
                // distribution, the seeded random is only consistent for a
                // consistent number of particles on this light...
-               radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
+               radius = rtlight->radius * settings.lightradiusscale;
                s = rtlight->radius;
                lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (lightindex >= range)
-                       lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
+                       lightintensity *= settings.dlightparticlemultiplier;
                photoncount += max(0.0f, lightintensity * s * s);
        }
-       photonscaling = bound(1, r_shadow_bouncegrid_photons.value, 1048576) / max(1, photoncount);
+       photonscaling = (float)settings.photons / max(1, photoncount);
        photonresidual = 0.0f;
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
-               if (isstatic)
+               if (settings.staticmode)
                {
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
                        if (!light || !(light->flags & flag))
@@ -2490,17 +2655,17 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                // vary with lightstyle, otherwise we get randomized particle
                // distribution, the seeded random is only consistent for a
                // consistent number of particles on this light...
-               radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
+               radius = rtlight->radius * settings.lightradiusscale;
                s = rtlight->radius;
                lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (lightindex >= range)
-                       lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
+                       lightintensity *= settings.dlightparticlemultiplier;
                photonresidual += lightintensity * s * s * photonscaling;
                shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
                if (!shootparticles)
                        continue;
                photonresidual -= shootparticles;
-               s = r_shadow_bouncegrid_particleintensity.value / shootparticles;
+               s = settings.particleintensity / shootparticles;
                VectorScale(lightcolor, s, baseshotcolor);
                if (VectorLength2(baseshotcolor) == 0.0f)
                        break;
@@ -2508,11 +2673,11 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                r_refdef.stats.bouncegrid_particles += shootparticles;
                for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
                {
-                       if (r_shadow_bouncegrid_stablerandom.integer > 0)
+                       if (settings.stablerandom > 0)
                                seed = lightindex * 11937 + shotparticles;
                        VectorCopy(baseshotcolor, shotcolor);
                        VectorCopy(rtlight->shadoworigin, clipstart);
-                       if (r_shadow_bouncegrid_stablerandom.integer < 0)
+                       if (settings.stablerandom < 0)
                                VectorRandom(clipend);
                        else
                                VectorCheeseRandom(clipend);
@@ -2522,8 +2687,10 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                r_refdef.stats.bouncegrid_traces++;
                                //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
                                //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
-                               cliptrace = CL_TraceLine(clipstart, clipend, r_shadow_bouncegrid_hitmodels.integer ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
-                               //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
+                               if (settings.staticmode)
+                                       Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
+                               else
+                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
                                if (cliptrace.fraction >= 1.0f)
                                        break;
                                r_refdef.stats.bouncegrid_hits++;
@@ -2539,10 +2706,37 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                        tex[2] = (int)floor(texlerp[1][2]);
                                        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)
                                        {
-                                               // it is within bounds...
-                                               splatcolor[0] = shotcolor[2] * 255.0f;
-                                               splatcolor[1] = shotcolor[1] * 255.0f;
-                                               splatcolor[2] = shotcolor[0] * 255.0f;
+                                               // it is within bounds...  do the real work now
+                                               // calculate first order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+                                               if (settings.directionalshading)
+                                               {
+                                                       VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
+                                                       VectorNormalize(clipdiff);
+                                                       splatcolor[ 0] = shotcolor[0] * clipdiff[2];
+                                                       splatcolor[ 1] = shotcolor[0] * clipdiff[1];
+                                                       splatcolor[ 2] = shotcolor[0] * clipdiff[0];
+                                                       splatcolor[ 3] = shotcolor[0];
+                                                       splatcolor[ 4] = shotcolor[1] * clipdiff[2];
+                                                       splatcolor[ 5] = shotcolor[1] * clipdiff[1];
+                                                       splatcolor[ 6] = shotcolor[1] * clipdiff[0];
+                                                       splatcolor[ 7] = shotcolor[1];
+                                                       splatcolor[ 8] = shotcolor[2] * clipdiff[2];
+                                                       splatcolor[ 9] = shotcolor[2] * clipdiff[1];
+                                                       splatcolor[10] = shotcolor[2] * clipdiff[0];
+                                                       splatcolor[11] = shotcolor[2];
+                                                       w = VectorLength(shotcolor);
+                                                       splatcolor[12] = clipdiff[2] * w;
+                                                       splatcolor[13] = clipdiff[1] * w;
+                                                       splatcolor[14] = clipdiff[0] * w;
+                                                       splatcolor[15] = 1.0f;
+                                               }
+                                               else
+                                               {
+                                                       splatcolor[ 0] = shotcolor[2];
+                                                       splatcolor[ 1] = shotcolor[1];
+                                                       splatcolor[ 2] = shotcolor[0];
+                                                       splatcolor[ 3] = 1.0f;
+                                               }
                                                // calculate the lerp factors
                                                texlerp[1][0] -= tex[0];
                                                texlerp[1][1] -= tex[1];
@@ -2562,14 +2756,50 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                                // update the 8 pixels...
                                                for (corner = 0;corner < 8;corner++)
                                                {
+                                                       // calculate address for first set of coefficients
+                                                       w = pixelweight[corner];
                                                        pixel = pixels + 4 * pixelindex[corner];
-                                                       highpixel = highpixels + 3 * pixelindex[corner];
+                                                       highpixel = highpixels + 4 * pixelindex[corner];
                                                        // add to the high precision pixel color
-                                                       highpixel[0] += (splatcolor[0]*pixelweight[corner]);
-                                                       highpixel[1] += (splatcolor[1]*pixelweight[corner]);
-                                                       highpixel[2] += (splatcolor[2]*pixelweight[corner]);
+                                                       highpixel[0] += (splatcolor[ 0]*w);
+                                                       highpixel[1] += (splatcolor[ 1]*w);
+                                                       highpixel[2] += (splatcolor[ 2]*w);
+                                                       highpixel[3] += (splatcolor[ 3]*w);
                                                        // flag the low precision pixel as needing to be updated
                                                        pixel[3] = 255;
+                                                       if (settings.directionalshading)
+                                                       {
+                                                               // advance to second set of coefficients
+                                                               pixel += numpixels;
+                                                               highpixel += numpixels;
+                                                               // add to the high precision pixel color
+                                                               highpixel[0] += (splatcolor[ 4]*w);
+                                                               highpixel[1] += (splatcolor[ 5]*w);
+                                                               highpixel[2] += (splatcolor[ 6]*w);
+                                                               highpixel[3] += (splatcolor[ 7]*w);
+                                                               // flag the low precision pixel as needing to be updated
+                                                               pixel[3] = 255;
+                                                               // advance to third set of coefficients
+                                                               pixel += numpixels;
+                                                               highpixel += numpixels;
+                                                               // add to the high precision pixel color
+                                                               highpixel[0] += (splatcolor[ 8]*w);
+                                                               highpixel[1] += (splatcolor[ 9]*w);
+                                                               highpixel[2] += (splatcolor[10]*w);
+                                                               highpixel[3] += (splatcolor[11]*w);
+                                                               // flag the low precision pixel as needing to be updated
+                                                               pixel[3] = 255;
+                                                               // advance to fourth set of coefficients
+                                                               pixel += numpixels;
+                                                               highpixel += numpixels;
+                                                               // add to the high precision pixel color
+                                                               highpixel[0] += (splatcolor[12]*w);
+                                                               highpixel[1] += (splatcolor[13]*w);
+                                                               highpixel[2] += (splatcolor[14]*w);
+                                                               highpixel[3] += (splatcolor[15]*w);
+                                                               // flag the low precision pixel as needing to be updated
+                                                               pixel[3] = 255;
+                                                       }
                                                }
                                        }
                                }
@@ -2581,7 +2811,7 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                        VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
                                else
                                        VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
-                               VectorScale(surfcolor, r_shadow_bouncegrid_particlebounceintensity.value, surfcolor);
+                               VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
                                surfcolor[0] = min(surfcolor[0], 1.0f);
                                surfcolor[1] = min(surfcolor[1], 1.0f);
                                surfcolor[2] = min(surfcolor[2], 1.0f);
@@ -2589,11 +2819,11 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                if (VectorLength2(baseshotcolor) == 0.0f)
                                        break;
                                r_refdef.stats.bouncegrid_bounces++;
-                               if (r_shadow_bouncegrid_bounceanglediffuse.integer)
+                               if (settings.bounceanglediffuse)
                                {
                                        // random direction, primarily along plane normal
                                        s = VectorDistance(cliptrace.endpos, clipend);
-                                       if (r_shadow_bouncegrid_stablerandom.integer < 0)
+                                       if (settings.stablerandom < 0)
                                                VectorRandom(clipend);
                                        else
                                                VectorCheeseRandom(clipend);
@@ -2616,30 +2846,53 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        // generate pixels array from highpixels array
        // skip first and last columns, rows, and layers as these are blank
        // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
-       for (z = 1;z < resolution[2]-1;z++)
+       for (d = 0;d < 4;d++)
        {
-               for (y = 1;y < resolution[1]-1;y++)
+               for (z = 1;z < resolution[2]-1;z++)
                {
-                       for (x = 1, pixelindex[0] = (resolution[1]*z+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 3*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 3)
+                       for (y = 1;y < resolution[1]-1;y++)
                        {
-                               // only convert pixels that were hit by photons
-                               if (pixel[3])
+                               for (x = 1, pixelindex[0] = ((d*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)
                                {
-                                       pixel[0] = (unsigned char)min(highpixel[0], 255);
-                                       pixel[1] = (unsigned char)min(highpixel[1], 255);
-                                       pixel[2] = (unsigned char)min(highpixel[2], 255);
+                                       // only convert pixels that were hit by photons
+                                       if (pixel[3] == 255)
+                                       {
+                                               // normalize the bentnormal...
+                                               if (settings.directionalshading)
+                                               {
+                                                       if (d == 3)
+                                                               VectorNormalize(highpixel);
+                                                       c[0] = (int)(highpixel[0]*128.0f+128.0f);
+                                                       c[1] = (int)(highpixel[1]*128.0f+128.0f);
+                                                       c[2] = (int)(highpixel[2]*128.0f+128.0f);
+                                                       c[3] = (int)(highpixel[3]*128.0f+128.0f);
+                                               }
+                                               else
+                                               {
+                                                       c[0] = (int)(highpixel[0]*256.0f);
+                                                       c[1] = (int)(highpixel[1]*256.0f);
+                                                       c[2] = (int)(highpixel[2]*256.0f);
+                                                       c[3] = (int)(highpixel[3]*256.0f);
+                                               }
+                                               pixel[0] = (unsigned char)bound(0, c[0], 255);
+                                               pixel[1] = (unsigned char)bound(0, c[1], 255);
+                                               pixel[2] = (unsigned char)bound(0, c[2], 255);
+                                               pixel[3] = (unsigned char)bound(0, c[3], 255);
+                                       }
                                }
                        }
                }
+               if (!settings.directionalshading)
+                       break;
        }
        if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
-               R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]);
+               R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1));
        else
        {
                VectorCopy(resolution, r_shadow_bouncegridresolution);
                if (r_shadow_bouncegridtexture)
                        R_FreeTexture(r_shadow_bouncegridtexture);
-               r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2], pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1), pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
        }
        r_shadow_bouncegridtime = realtime;
 }
@@ -2699,7 +2952,7 @@ int bboxedges[12][2] =
 
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       if (!r_shadow_scissor.integer)
+       if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
        {
                r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
                r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
@@ -4268,7 +4521,7 @@ void R_Shadow_DrawPrepass(void)
                        if (r_refdef.scene.lights[lnum]->draw)
                                R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
 
-       R_Mesh_ResetRenderTargets();
+       R_Mesh_SetMainRenderTargets();
 
        R_Shadow_RenderMode_End();
 
@@ -4660,7 +4913,7 @@ void R_DrawModelShadowMaps(void)
 
 #if 0
        // debugging
-       R_Mesh_ResetRenderTargets();
+       R_Mesh_SetMainRenderTargets();
        R_SetupShader_ShowDepth();
        GL_ColorMask(1,1,1,1);
        GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
@@ -5929,6 +6182,17 @@ void R_Shadow_EditLights_Edit_f(void)
                origin[1] = atof(Cmd_Argv(3));
                origin[2] = atof(Cmd_Argv(4));
        }
+       else if (!strcmp(Cmd_Argv(1), "originscale"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[0] *= atof(Cmd_Argv(2));
+               origin[1] *= atof(Cmd_Argv(3));
+               origin[2] *= atof(Cmd_Argv(4));
+       }
        else if (!strcmp(Cmd_Argv(1), "originx"))
        {
                if (Cmd_Argc() != 3)
@@ -6360,6 +6624,7 @@ void R_Shadow_EditLights_Help_f(void)
 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
+"originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
 "cubemap basename : set filter cubemap of light (not yet supported)\n"
 "shadows 1/0 : turn on/off shadows\n"
@@ -6473,6 +6738,84 @@ LIGHT SAMPLING
 =============================================================================
 */
 
+void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
+{
+       int i, numlights, flag;
+       float f, relativepoint[3], dist, dist2, lightradius2;
+       vec3_t diffuse, n;
+       rtlight_t *light;
+       dlight_t *dlight;
+
+       VectorClear(color);
+
+       if (r_fullbright.integer)
+       {
+               VectorSet(color, 1, 1, 1);
+               return;
+       }
+
+       if (flags & LP_LIGHTMAP)
+       {
+               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+               {
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
+                       color[0] += r_refdef.scene.ambient + diffuse[0];
+                       color[1] += r_refdef.scene.ambient + diffuse[1];
+                       color[2] += r_refdef.scene.ambient + diffuse[2];
+               }
+               else
+                       VectorSet(color, 1, 1, 1);
+       }
+       if (flags & LP_RTWORLD)
+       {
+               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+               numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+               for (i = 0; i < numlights; i++)
+               {
+                       dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
+                       if (!dlight)
+                               continue;
+                       light = &dlight->rtlight;
+                       if (!(light->flags & flag))
+                               continue;
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                       if (f <= 0)
+                               continue;
+                       // todo: add to both ambient and diffuse
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
+                               VectorMA(color, f, light->currentcolor, color);
+               }
+       }
+       if (flags & LP_DYNLIGHT)
+       {
+               // sample dlights
+               for (i = 0;i < r_refdef.scene.numlights;i++)
+               {
+                       light = r_refdef.scene.lights[i];
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                       if (f <= 0)
+                               continue;
+                       // todo: add to both ambient and diffuse
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
+                               VectorMA(color, f, light->color, color);
+               }
+       }
+}
+
 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
 {
        int i, numlights, flag;
@@ -6495,7 +6838,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                return;
        }
 
-       if (flags & LP_LIGHTMAP)
+       if (flags == LP_LIGHTMAP)
        {
                VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
                VectorClear(diffuse);