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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142 #include "dpsoftrast.h"
143
144 #ifdef SUPPORTD3D
145 #include <d3d9.h>
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
147 #endif
148
149 extern void R_Shadow_EditLights_Init(void);
150
151 typedef enum r_shadow_rendermode_e
152 {
153         R_SHADOW_RENDERMODE_NONE,
154         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164         R_SHADOW_RENDERMODE_LIGHT_GLSL,
165         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167         R_SHADOW_RENDERMODE_SHADOWMAP2D
168 }
169 r_shadow_rendermode_t;
170
171 typedef enum r_shadow_shadowmode_e
172 {
173     R_SHADOW_SHADOWMODE_STENCIL,
174     R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 }
176 r_shadow_shadowmode_t;
177
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
187 #if 0
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
190 #endif
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
204
205 int maxshadowtriangles;
206 int *shadowelements;
207
208 int maxshadowvertices;
209 float *shadowvertex3f;
210
211 int maxshadowmark;
212 int numshadowmark;
213 int *shadowmark;
214 int *shadowmarklist;
215 int shadowmarkcount;
216
217 int maxshadowsides;
218 int numshadowsides;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
221
222 int maxvertexupdate;
223 int *vertexupdate;
224 int *vertexremap;
225 int vertexupdatenum;
226
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
231
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
236
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
241
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
252
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
266
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
269
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
271
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
281 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
297 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
304 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
321 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
322 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
323 cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
324 cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
325 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
337 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
338 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
341 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
359
360 typedef struct r_shadow_bouncegrid_settings_s
361 {
362         qboolean staticmode;
363         qboolean bounceanglediffuse;
364         qboolean directionalshading;
365         qboolean includedirectlighting;
366         float dlightparticlemultiplier;
367         qboolean hitmodels;
368         float lightradiusscale;
369         int maxbounce;
370         float particlebounceintensity;
371         float particleintensity;
372         int photons;
373         float spacing[3];
374         int stablerandom;
375         float airstepmax;
376         float airstepsize;
377 }
378 r_shadow_bouncegrid_settings_t;
379
380 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
381 rtexture_t *r_shadow_bouncegridtexture;
382 matrix4x4_t r_shadow_bouncegridmatrix;
383 vec_t r_shadow_bouncegridintensity;
384 qboolean r_shadow_bouncegriddirectional;
385 static double r_shadow_bouncegridtime;
386 static int r_shadow_bouncegridresolution[3];
387 static int r_shadow_bouncegridnumpixels;
388 static unsigned char *r_shadow_bouncegridpixels;
389 static float *r_shadow_bouncegridhighpixels;
390
391 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
392 #define ATTENTABLESIZE 256
393 // 1D gradient, 2D circle and 3D sphere attenuation textures
394 #define ATTEN1DSIZE 32
395 #define ATTEN2DSIZE 64
396 #define ATTEN3DSIZE 32
397
398 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
399 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
400 static float r_shadow_attentable[ATTENTABLESIZE+1];
401
402 rtlight_t *r_shadow_compilingrtlight;
403 static memexpandablearray_t r_shadow_worldlightsarray;
404 dlight_t *r_shadow_selectedlight;
405 dlight_t r_shadow_bufferlight;
406 vec3_t r_editlights_cursorlocation;
407 qboolean r_editlights_lockcursor;
408
409 extern int con_vislines;
410
411 void R_Shadow_UncompileWorldLights(void);
412 void R_Shadow_ClearWorldLights(void);
413 void R_Shadow_SaveWorldLights(void);
414 void R_Shadow_LoadWorldLights(void);
415 void R_Shadow_LoadLightsFile(void);
416 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
417 void R_Shadow_EditLights_Reload_f(void);
418 void R_Shadow_ValidateCvars(void);
419 static void R_Shadow_MakeTextures(void);
420
421 #define EDLIGHTSPRSIZE                  8
422 skinframe_t *r_editlights_sprcursor;
423 skinframe_t *r_editlights_sprlight;
424 skinframe_t *r_editlights_sprnoshadowlight;
425 skinframe_t *r_editlights_sprcubemaplight;
426 skinframe_t *r_editlights_sprcubemapnoshadowlight;
427 skinframe_t *r_editlights_sprselection;
428
429 void R_Shadow_SetShadowMode(void)
430 {
431         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
432         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
433         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
434         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
435         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
436         r_shadow_shadowmaplod = -1;
437         r_shadow_shadowmapsize = 0;
438         r_shadow_shadowmapsampler = false;
439         r_shadow_shadowmappcf = 0;
440         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
441         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
442         {
443                 switch(vid.renderpath)
444                 {
445                 case RENDERPATH_GL20:
446                         if(r_shadow_shadowmapfilterquality < 0)
447                         {
448                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
449                                         r_shadow_shadowmappcf = 1;
450                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
451                                 {
452                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
453                                         r_shadow_shadowmappcf = 1;
454                                 }
455                                 else if(strstr(gl_vendor, "ATI")) 
456                                         r_shadow_shadowmappcf = 1;
457                                 else 
458                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
459                         }
460                         else 
461                         {
462                                 switch (r_shadow_shadowmapfilterquality)
463                                 {
464                                 case 1:
465                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
466                                         break;
467                                 case 2:
468                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
469                                         r_shadow_shadowmappcf = 1;
470                                         break;
471                                 case 3:
472                                         r_shadow_shadowmappcf = 1;
473                                         break;
474                                 case 4:
475                                         r_shadow_shadowmappcf = 2;
476                                         break;
477                                 }
478                         }
479                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
480                         break;
481                 case RENDERPATH_D3D9:
482                 case RENDERPATH_D3D10:
483                 case RENDERPATH_D3D11:
484                 case RENDERPATH_SOFT:
485                         r_shadow_shadowmapsampler = false;
486                         r_shadow_shadowmappcf = 1;
487                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
488                         break;
489                 case RENDERPATH_GL11:
490                 case RENDERPATH_GL13:
491                 case RENDERPATH_GLES1:
492                 case RENDERPATH_GLES2:
493                         break;
494                 }
495         }
496 }
497
498 qboolean R_Shadow_ShadowMappingEnabled(void)
499 {
500         switch (r_shadow_shadowmode)
501         {
502         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
503                 return true;
504         default:
505                 return false;
506         }
507 }
508
509 void R_Shadow_FreeShadowMaps(void)
510 {
511         R_Shadow_SetShadowMode();
512
513         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
514
515         r_shadow_fbo2d = 0;
516
517         if (r_shadow_shadowmap2dtexture)
518                 R_FreeTexture(r_shadow_shadowmap2dtexture);
519         r_shadow_shadowmap2dtexture = NULL;
520
521         if (r_shadow_shadowmap2dcolortexture)
522                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
523         r_shadow_shadowmap2dcolortexture = NULL;
524
525         if (r_shadow_shadowmapvsdcttexture)
526                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
527         r_shadow_shadowmapvsdcttexture = NULL;
528 }
529
530 void r_shadow_start(void)
531 {
532         // allocate vertex processing arrays
533         r_shadow_bouncegridpixels = NULL;
534         r_shadow_bouncegridhighpixels = NULL;
535         r_shadow_bouncegridnumpixels = 0;
536         r_shadow_bouncegridtexture = NULL;
537         r_shadow_bouncegriddirectional = false;
538         r_shadow_attenuationgradienttexture = NULL;
539         r_shadow_attenuation2dtexture = NULL;
540         r_shadow_attenuation3dtexture = NULL;
541         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
542         r_shadow_shadowmap2dtexture = NULL;
543         r_shadow_shadowmap2dcolortexture = NULL;
544         r_shadow_shadowmapvsdcttexture = NULL;
545         r_shadow_shadowmapmaxsize = 0;
546         r_shadow_shadowmapsize = 0;
547         r_shadow_shadowmaplod = 0;
548         r_shadow_shadowmapfilterquality = -1;
549         r_shadow_shadowmapdepthbits = 0;
550         r_shadow_shadowmapvsdct = false;
551         r_shadow_shadowmapsampler = false;
552         r_shadow_shadowmappcf = 0;
553         r_shadow_fbo2d = 0;
554
555         R_Shadow_FreeShadowMaps();
556
557         r_shadow_texturepool = NULL;
558         r_shadow_filters_texturepool = NULL;
559         R_Shadow_ValidateCvars();
560         R_Shadow_MakeTextures();
561         maxshadowtriangles = 0;
562         shadowelements = NULL;
563         maxshadowvertices = 0;
564         shadowvertex3f = NULL;
565         maxvertexupdate = 0;
566         vertexupdate = NULL;
567         vertexremap = NULL;
568         vertexupdatenum = 0;
569         maxshadowmark = 0;
570         numshadowmark = 0;
571         shadowmark = NULL;
572         shadowmarklist = NULL;
573         shadowmarkcount = 0;
574         maxshadowsides = 0;
575         numshadowsides = 0;
576         shadowsides = NULL;
577         shadowsideslist = NULL;
578         r_shadow_buffer_numleafpvsbytes = 0;
579         r_shadow_buffer_visitingleafpvs = NULL;
580         r_shadow_buffer_leafpvs = NULL;
581         r_shadow_buffer_leaflist = NULL;
582         r_shadow_buffer_numsurfacepvsbytes = 0;
583         r_shadow_buffer_surfacepvs = NULL;
584         r_shadow_buffer_surfacelist = NULL;
585         r_shadow_buffer_surfacesides = NULL;
586         r_shadow_buffer_numshadowtrispvsbytes = 0;
587         r_shadow_buffer_shadowtrispvs = NULL;
588         r_shadow_buffer_numlighttrispvsbytes = 0;
589         r_shadow_buffer_lighttrispvs = NULL;
590
591         r_shadow_usingdeferredprepass = false;
592         r_shadow_prepass_width = r_shadow_prepass_height = 0;
593 }
594
595 static void R_Shadow_FreeDeferred(void);
596 void r_shadow_shutdown(void)
597 {
598         CHECKGLERROR
599         R_Shadow_UncompileWorldLights();
600
601         R_Shadow_FreeShadowMaps();
602
603         r_shadow_usingdeferredprepass = false;
604         if (r_shadow_prepass_width)
605                 R_Shadow_FreeDeferred();
606         r_shadow_prepass_width = r_shadow_prepass_height = 0;
607
608         CHECKGLERROR
609         r_shadow_bouncegridtexture = NULL;
610         r_shadow_bouncegridpixels = NULL;
611         r_shadow_bouncegridhighpixels = NULL;
612         r_shadow_bouncegridnumpixels = 0;
613         r_shadow_bouncegriddirectional = false;
614         r_shadow_attenuationgradienttexture = NULL;
615         r_shadow_attenuation2dtexture = NULL;
616         r_shadow_attenuation3dtexture = NULL;
617         R_FreeTexturePool(&r_shadow_texturepool);
618         R_FreeTexturePool(&r_shadow_filters_texturepool);
619         maxshadowtriangles = 0;
620         if (shadowelements)
621                 Mem_Free(shadowelements);
622         shadowelements = NULL;
623         if (shadowvertex3f)
624                 Mem_Free(shadowvertex3f);
625         shadowvertex3f = NULL;
626         maxvertexupdate = 0;
627         if (vertexupdate)
628                 Mem_Free(vertexupdate);
629         vertexupdate = NULL;
630         if (vertexremap)
631                 Mem_Free(vertexremap);
632         vertexremap = NULL;
633         vertexupdatenum = 0;
634         maxshadowmark = 0;
635         numshadowmark = 0;
636         if (shadowmark)
637                 Mem_Free(shadowmark);
638         shadowmark = NULL;
639         if (shadowmarklist)
640                 Mem_Free(shadowmarklist);
641         shadowmarklist = NULL;
642         shadowmarkcount = 0;
643         maxshadowsides = 0;
644         numshadowsides = 0;
645         if (shadowsides)
646                 Mem_Free(shadowsides);
647         shadowsides = NULL;
648         if (shadowsideslist)
649                 Mem_Free(shadowsideslist);
650         shadowsideslist = NULL;
651         r_shadow_buffer_numleafpvsbytes = 0;
652         if (r_shadow_buffer_visitingleafpvs)
653                 Mem_Free(r_shadow_buffer_visitingleafpvs);
654         r_shadow_buffer_visitingleafpvs = NULL;
655         if (r_shadow_buffer_leafpvs)
656                 Mem_Free(r_shadow_buffer_leafpvs);
657         r_shadow_buffer_leafpvs = NULL;
658         if (r_shadow_buffer_leaflist)
659                 Mem_Free(r_shadow_buffer_leaflist);
660         r_shadow_buffer_leaflist = NULL;
661         r_shadow_buffer_numsurfacepvsbytes = 0;
662         if (r_shadow_buffer_surfacepvs)
663                 Mem_Free(r_shadow_buffer_surfacepvs);
664         r_shadow_buffer_surfacepvs = NULL;
665         if (r_shadow_buffer_surfacelist)
666                 Mem_Free(r_shadow_buffer_surfacelist);
667         r_shadow_buffer_surfacelist = NULL;
668         if (r_shadow_buffer_surfacesides)
669                 Mem_Free(r_shadow_buffer_surfacesides);
670         r_shadow_buffer_surfacesides = NULL;
671         r_shadow_buffer_numshadowtrispvsbytes = 0;
672         if (r_shadow_buffer_shadowtrispvs)
673                 Mem_Free(r_shadow_buffer_shadowtrispvs);
674         r_shadow_buffer_numlighttrispvsbytes = 0;
675         if (r_shadow_buffer_lighttrispvs)
676                 Mem_Free(r_shadow_buffer_lighttrispvs);
677 }
678
679 void r_shadow_newmap(void)
680 {
681         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
682         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
683         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
684         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
685         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
686         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
687         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
688         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
689         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
690                 R_Shadow_EditLights_Reload_f();
691 }
692
693 void R_Shadow_Init(void)
694 {
695         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
696         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
697         Cvar_RegisterVariable(&r_shadow_usebihculling);
698         Cvar_RegisterVariable(&r_shadow_usenormalmap);
699         Cvar_RegisterVariable(&r_shadow_debuglight);
700         Cvar_RegisterVariable(&r_shadow_deferred);
701         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
702 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
703         Cvar_RegisterVariable(&r_shadow_gloss);
704         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
705         Cvar_RegisterVariable(&r_shadow_glossintensity);
706         Cvar_RegisterVariable(&r_shadow_glossexponent);
707         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
708         Cvar_RegisterVariable(&r_shadow_glossexact);
709         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
710         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
711         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
712         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
713         Cvar_RegisterVariable(&r_shadow_projectdistance);
714         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
715         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
716         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
717         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
718         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
719         Cvar_RegisterVariable(&r_shadow_realtime_world);
720         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
721         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
722         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
723         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
724         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
725         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
726         Cvar_RegisterVariable(&r_shadow_scissor);
727         Cvar_RegisterVariable(&r_shadow_shadowmapping);
728         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
729         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
730         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
731         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
732         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
733         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
734 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
735 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
736         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
737         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
738         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
739         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
740         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
741         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
742         Cvar_RegisterVariable(&r_shadow_polygonfactor);
743         Cvar_RegisterVariable(&r_shadow_polygonoffset);
744         Cvar_RegisterVariable(&r_shadow_texture3d);
745         Cvar_RegisterVariable(&r_shadow_bouncegrid);
746         Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax);
747         Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize);
748         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
749         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
750         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
751         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
752         Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
753         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
754         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
755         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
756         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
757         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
758         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
759         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
760         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
761         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
762         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
763         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
764         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
765         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
766         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
767         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
768         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
769         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
770         Cvar_RegisterVariable(&r_coronas);
771         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
772         Cvar_RegisterVariable(&r_coronas_occlusionquery);
773         Cvar_RegisterVariable(&gl_flashblend);
774         Cvar_RegisterVariable(&gl_ext_separatestencil);
775         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
776         R_Shadow_EditLights_Init();
777         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
778         maxshadowtriangles = 0;
779         shadowelements = NULL;
780         maxshadowvertices = 0;
781         shadowvertex3f = NULL;
782         maxvertexupdate = 0;
783         vertexupdate = NULL;
784         vertexremap = NULL;
785         vertexupdatenum = 0;
786         maxshadowmark = 0;
787         numshadowmark = 0;
788         shadowmark = NULL;
789         shadowmarklist = NULL;
790         shadowmarkcount = 0;
791         maxshadowsides = 0;
792         numshadowsides = 0;
793         shadowsides = NULL;
794         shadowsideslist = NULL;
795         r_shadow_buffer_numleafpvsbytes = 0;
796         r_shadow_buffer_visitingleafpvs = NULL;
797         r_shadow_buffer_leafpvs = NULL;
798         r_shadow_buffer_leaflist = NULL;
799         r_shadow_buffer_numsurfacepvsbytes = 0;
800         r_shadow_buffer_surfacepvs = NULL;
801         r_shadow_buffer_surfacelist = NULL;
802         r_shadow_buffer_surfacesides = NULL;
803         r_shadow_buffer_shadowtrispvs = NULL;
804         r_shadow_buffer_lighttrispvs = NULL;
805         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
806 }
807
808 matrix4x4_t matrix_attenuationxyz =
809 {
810         {
811                 {0.5, 0.0, 0.0, 0.5},
812                 {0.0, 0.5, 0.0, 0.5},
813                 {0.0, 0.0, 0.5, 0.5},
814                 {0.0, 0.0, 0.0, 1.0}
815         }
816 };
817
818 matrix4x4_t matrix_attenuationz =
819 {
820         {
821                 {0.0, 0.0, 0.5, 0.5},
822                 {0.0, 0.0, 0.0, 0.5},
823                 {0.0, 0.0, 0.0, 0.5},
824                 {0.0, 0.0, 0.0, 1.0}
825         }
826 };
827
828 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
829 {
830         numvertices = ((numvertices + 255) & ~255) * vertscale;
831         numtriangles = ((numtriangles + 255) & ~255) * triscale;
832         // make sure shadowelements is big enough for this volume
833         if (maxshadowtriangles < numtriangles)
834         {
835                 maxshadowtriangles = numtriangles;
836                 if (shadowelements)
837                         Mem_Free(shadowelements);
838                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
839         }
840         // make sure shadowvertex3f is big enough for this volume
841         if (maxshadowvertices < numvertices)
842         {
843                 maxshadowvertices = numvertices;
844                 if (shadowvertex3f)
845                         Mem_Free(shadowvertex3f);
846                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
847         }
848 }
849
850 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
851 {
852         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
853         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
854         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
855         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
856         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
857         {
858                 if (r_shadow_buffer_visitingleafpvs)
859                         Mem_Free(r_shadow_buffer_visitingleafpvs);
860                 if (r_shadow_buffer_leafpvs)
861                         Mem_Free(r_shadow_buffer_leafpvs);
862                 if (r_shadow_buffer_leaflist)
863                         Mem_Free(r_shadow_buffer_leaflist);
864                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
865                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
866                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
867                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
868         }
869         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
870         {
871                 if (r_shadow_buffer_surfacepvs)
872                         Mem_Free(r_shadow_buffer_surfacepvs);
873                 if (r_shadow_buffer_surfacelist)
874                         Mem_Free(r_shadow_buffer_surfacelist);
875                 if (r_shadow_buffer_surfacesides)
876                         Mem_Free(r_shadow_buffer_surfacesides);
877                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
878                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
879                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
880                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
881         }
882         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
883         {
884                 if (r_shadow_buffer_shadowtrispvs)
885                         Mem_Free(r_shadow_buffer_shadowtrispvs);
886                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
887                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
888         }
889         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
890         {
891                 if (r_shadow_buffer_lighttrispvs)
892                         Mem_Free(r_shadow_buffer_lighttrispvs);
893                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
894                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
895         }
896 }
897
898 void R_Shadow_PrepareShadowMark(int numtris)
899 {
900         // make sure shadowmark is big enough for this volume
901         if (maxshadowmark < numtris)
902         {
903                 maxshadowmark = numtris;
904                 if (shadowmark)
905                         Mem_Free(shadowmark);
906                 if (shadowmarklist)
907                         Mem_Free(shadowmarklist);
908                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
909                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
910                 shadowmarkcount = 0;
911         }
912         shadowmarkcount++;
913         // if shadowmarkcount wrapped we clear the array and adjust accordingly
914         if (shadowmarkcount == 0)
915         {
916                 shadowmarkcount = 1;
917                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
918         }
919         numshadowmark = 0;
920 }
921
922 void R_Shadow_PrepareShadowSides(int numtris)
923 {
924     if (maxshadowsides < numtris)
925     {
926         maxshadowsides = numtris;
927         if (shadowsides)
928                         Mem_Free(shadowsides);
929                 if (shadowsideslist)
930                         Mem_Free(shadowsideslist);
931                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
932                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
933         }
934         numshadowsides = 0;
935 }
936
937 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
938 {
939         int i, j;
940         int outtriangles = 0, outvertices = 0;
941         const int *element;
942         const float *vertex;
943         float ratio, direction[3], projectvector[3];
944
945         if (projectdirection)
946                 VectorScale(projectdirection, projectdistance, projectvector);
947         else
948                 VectorClear(projectvector);
949
950         // create the vertices
951         if (projectdirection)
952         {
953                 for (i = 0;i < numshadowmarktris;i++)
954                 {
955                         element = inelement3i + shadowmarktris[i] * 3;
956                         for (j = 0;j < 3;j++)
957                         {
958                                 if (vertexupdate[element[j]] != vertexupdatenum)
959                                 {
960                                         vertexupdate[element[j]] = vertexupdatenum;
961                                         vertexremap[element[j]] = outvertices;
962                                         vertex = invertex3f + element[j] * 3;
963                                         // project one copy of the vertex according to projectvector
964                                         VectorCopy(vertex, outvertex3f);
965                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
966                                         outvertex3f += 6;
967                                         outvertices += 2;
968                                 }
969                         }
970                 }
971         }
972         else
973         {
974                 for (i = 0;i < numshadowmarktris;i++)
975                 {
976                         element = inelement3i + shadowmarktris[i] * 3;
977                         for (j = 0;j < 3;j++)
978                         {
979                                 if (vertexupdate[element[j]] != vertexupdatenum)
980                                 {
981                                         vertexupdate[element[j]] = vertexupdatenum;
982                                         vertexremap[element[j]] = outvertices;
983                                         vertex = invertex3f + element[j] * 3;
984                                         // project one copy of the vertex to the sphere radius of the light
985                                         // (FIXME: would projecting it to the light box be better?)
986                                         VectorSubtract(vertex, projectorigin, direction);
987                                         ratio = projectdistance / VectorLength(direction);
988                                         VectorCopy(vertex, outvertex3f);
989                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
990                                         outvertex3f += 6;
991                                         outvertices += 2;
992                                 }
993                         }
994                 }
995         }
996
997         if (r_shadow_frontsidecasting.integer)
998         {
999                 for (i = 0;i < numshadowmarktris;i++)
1000                 {
1001                         int remappedelement[3];
1002                         int markindex;
1003                         const int *neighbortriangle;
1004
1005                         markindex = shadowmarktris[i] * 3;
1006                         element = inelement3i + markindex;
1007                         neighbortriangle = inneighbor3i + markindex;
1008                         // output the front and back triangles
1009                         outelement3i[0] = vertexremap[element[0]];
1010                         outelement3i[1] = vertexremap[element[1]];
1011                         outelement3i[2] = vertexremap[element[2]];
1012                         outelement3i[3] = vertexremap[element[2]] + 1;
1013                         outelement3i[4] = vertexremap[element[1]] + 1;
1014                         outelement3i[5] = vertexremap[element[0]] + 1;
1015
1016                         outelement3i += 6;
1017                         outtriangles += 2;
1018                         // output the sides (facing outward from this triangle)
1019                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1020                         {
1021                                 remappedelement[0] = vertexremap[element[0]];
1022                                 remappedelement[1] = vertexremap[element[1]];
1023                                 outelement3i[0] = remappedelement[1];
1024                                 outelement3i[1] = remappedelement[0];
1025                                 outelement3i[2] = remappedelement[0] + 1;
1026                                 outelement3i[3] = remappedelement[1];
1027                                 outelement3i[4] = remappedelement[0] + 1;
1028                                 outelement3i[5] = remappedelement[1] + 1;
1029
1030                                 outelement3i += 6;
1031                                 outtriangles += 2;
1032                         }
1033                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1034                         {
1035                                 remappedelement[1] = vertexremap[element[1]];
1036                                 remappedelement[2] = vertexremap[element[2]];
1037                                 outelement3i[0] = remappedelement[2];
1038                                 outelement3i[1] = remappedelement[1];
1039                                 outelement3i[2] = remappedelement[1] + 1;
1040                                 outelement3i[3] = remappedelement[2];
1041                                 outelement3i[4] = remappedelement[1] + 1;
1042                                 outelement3i[5] = remappedelement[2] + 1;
1043
1044                                 outelement3i += 6;
1045                                 outtriangles += 2;
1046                         }
1047                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1048                         {
1049                                 remappedelement[0] = vertexremap[element[0]];
1050                                 remappedelement[2] = vertexremap[element[2]];
1051                                 outelement3i[0] = remappedelement[0];
1052                                 outelement3i[1] = remappedelement[2];
1053                                 outelement3i[2] = remappedelement[2] + 1;
1054                                 outelement3i[3] = remappedelement[0];
1055                                 outelement3i[4] = remappedelement[2] + 1;
1056                                 outelement3i[5] = remappedelement[0] + 1;
1057
1058                                 outelement3i += 6;
1059                                 outtriangles += 2;
1060                         }
1061                 }
1062         }
1063         else
1064         {
1065                 for (i = 0;i < numshadowmarktris;i++)
1066                 {
1067                         int remappedelement[3];
1068                         int markindex;
1069                         const int *neighbortriangle;
1070
1071                         markindex = shadowmarktris[i] * 3;
1072                         element = inelement3i + markindex;
1073                         neighbortriangle = inneighbor3i + markindex;
1074                         // output the front and back triangles
1075                         outelement3i[0] = vertexremap[element[2]];
1076                         outelement3i[1] = vertexremap[element[1]];
1077                         outelement3i[2] = vertexremap[element[0]];
1078                         outelement3i[3] = vertexremap[element[0]] + 1;
1079                         outelement3i[4] = vertexremap[element[1]] + 1;
1080                         outelement3i[5] = vertexremap[element[2]] + 1;
1081
1082                         outelement3i += 6;
1083                         outtriangles += 2;
1084                         // output the sides (facing outward from this triangle)
1085                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1086                         {
1087                                 remappedelement[0] = vertexremap[element[0]];
1088                                 remappedelement[1] = vertexremap[element[1]];
1089                                 outelement3i[0] = remappedelement[0];
1090                                 outelement3i[1] = remappedelement[1];
1091                                 outelement3i[2] = remappedelement[1] + 1;
1092                                 outelement3i[3] = remappedelement[0];
1093                                 outelement3i[4] = remappedelement[1] + 1;
1094                                 outelement3i[5] = remappedelement[0] + 1;
1095
1096                                 outelement3i += 6;
1097                                 outtriangles += 2;
1098                         }
1099                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1100                         {
1101                                 remappedelement[1] = vertexremap[element[1]];
1102                                 remappedelement[2] = vertexremap[element[2]];
1103                                 outelement3i[0] = remappedelement[1];
1104                                 outelement3i[1] = remappedelement[2];
1105                                 outelement3i[2] = remappedelement[2] + 1;
1106                                 outelement3i[3] = remappedelement[1];
1107                                 outelement3i[4] = remappedelement[2] + 1;
1108                                 outelement3i[5] = remappedelement[1] + 1;
1109
1110                                 outelement3i += 6;
1111                                 outtriangles += 2;
1112                         }
1113                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1114                         {
1115                                 remappedelement[0] = vertexremap[element[0]];
1116                                 remappedelement[2] = vertexremap[element[2]];
1117                                 outelement3i[0] = remappedelement[2];
1118                                 outelement3i[1] = remappedelement[0];
1119                                 outelement3i[2] = remappedelement[0] + 1;
1120                                 outelement3i[3] = remappedelement[2];
1121                                 outelement3i[4] = remappedelement[0] + 1;
1122                                 outelement3i[5] = remappedelement[2] + 1;
1123
1124                                 outelement3i += 6;
1125                                 outtriangles += 2;
1126                         }
1127                 }
1128         }
1129         if (outnumvertices)
1130                 *outnumvertices = outvertices;
1131         return outtriangles;
1132 }
1133
1134 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1135 {
1136         int i, j, k;
1137         int outtriangles = 0, outvertices = 0;
1138         const int *element;
1139         const float *vertex;
1140         float ratio, direction[3], projectvector[3];
1141         qboolean side[4];
1142
1143         if (projectdirection)
1144                 VectorScale(projectdirection, projectdistance, projectvector);
1145         else
1146                 VectorClear(projectvector);
1147
1148         for (i = 0;i < numshadowmarktris;i++)
1149         {
1150                 int remappedelement[3];
1151                 int markindex;
1152                 const int *neighbortriangle;
1153
1154                 markindex = shadowmarktris[i] * 3;
1155                 neighbortriangle = inneighbor3i + markindex;
1156                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1157                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1158                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1159                 if (side[0] + side[1] + side[2] == 0)
1160                         continue;
1161
1162                 side[3] = side[0];
1163                 element = inelement3i + markindex;
1164
1165                 // create the vertices
1166                 for (j = 0;j < 3;j++)
1167                 {
1168                         if (side[j] + side[j+1] == 0)
1169                                 continue;
1170                         k = element[j];
1171                         if (vertexupdate[k] != vertexupdatenum)
1172                         {
1173                                 vertexupdate[k] = vertexupdatenum;
1174                                 vertexremap[k] = outvertices;
1175                                 vertex = invertex3f + k * 3;
1176                                 VectorCopy(vertex, outvertex3f);
1177                                 if (projectdirection)
1178                                 {
1179                                         // project one copy of the vertex according to projectvector
1180                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1181                                 }
1182                                 else
1183                                 {
1184                                         // project one copy of the vertex to the sphere radius of the light
1185                                         // (FIXME: would projecting it to the light box be better?)
1186                                         VectorSubtract(vertex, projectorigin, direction);
1187                                         ratio = projectdistance / VectorLength(direction);
1188                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1189                                 }
1190                                 outvertex3f += 6;
1191                                 outvertices += 2;
1192                         }
1193                 }
1194
1195                 // output the sides (facing outward from this triangle)
1196                 if (!side[0])
1197                 {
1198                         remappedelement[0] = vertexremap[element[0]];
1199                         remappedelement[1] = vertexremap[element[1]];
1200                         outelement3i[0] = remappedelement[1];
1201                         outelement3i[1] = remappedelement[0];
1202                         outelement3i[2] = remappedelement[0] + 1;
1203                         outelement3i[3] = remappedelement[1];
1204                         outelement3i[4] = remappedelement[0] + 1;
1205                         outelement3i[5] = remappedelement[1] + 1;
1206
1207                         outelement3i += 6;
1208                         outtriangles += 2;
1209                 }
1210                 if (!side[1])
1211                 {
1212                         remappedelement[1] = vertexremap[element[1]];
1213                         remappedelement[2] = vertexremap[element[2]];
1214                         outelement3i[0] = remappedelement[2];
1215                         outelement3i[1] = remappedelement[1];
1216                         outelement3i[2] = remappedelement[1] + 1;
1217                         outelement3i[3] = remappedelement[2];
1218                         outelement3i[4] = remappedelement[1] + 1;
1219                         outelement3i[5] = remappedelement[2] + 1;
1220
1221                         outelement3i += 6;
1222                         outtriangles += 2;
1223                 }
1224                 if (!side[2])
1225                 {
1226                         remappedelement[0] = vertexremap[element[0]];
1227                         remappedelement[2] = vertexremap[element[2]];
1228                         outelement3i[0] = remappedelement[0];
1229                         outelement3i[1] = remappedelement[2];
1230                         outelement3i[2] = remappedelement[2] + 1;
1231                         outelement3i[3] = remappedelement[0];
1232                         outelement3i[4] = remappedelement[2] + 1;
1233                         outelement3i[5] = remappedelement[0] + 1;
1234
1235                         outelement3i += 6;
1236                         outtriangles += 2;
1237                 }
1238         }
1239         if (outnumvertices)
1240                 *outnumvertices = outvertices;
1241         return outtriangles;
1242 }
1243
1244 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1245 {
1246         int t, tend;
1247         const int *e;
1248         const float *v[3];
1249         float normal[3];
1250         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1251                 return;
1252         tend = firsttriangle + numtris;
1253         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1254         {
1255                 // surface box entirely inside light box, no box cull
1256                 if (projectdirection)
1257                 {
1258                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1259                         {
1260                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1261                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1262                                         shadowmarklist[numshadowmark++] = t;
1263                         }
1264                 }
1265                 else
1266                 {
1267                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1268                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1269                                         shadowmarklist[numshadowmark++] = t;
1270                 }
1271         }
1272         else
1273         {
1274                 // surface box not entirely inside light box, cull each triangle
1275                 if (projectdirection)
1276                 {
1277                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1278                         {
1279                                 v[0] = invertex3f + e[0] * 3;
1280                                 v[1] = invertex3f + e[1] * 3;
1281                                 v[2] = invertex3f + e[2] * 3;
1282                                 TriangleNormal(v[0], v[1], v[2], normal);
1283                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1284                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1285                                         shadowmarklist[numshadowmark++] = t;
1286                         }
1287                 }
1288                 else
1289                 {
1290                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1291                         {
1292                                 v[0] = invertex3f + e[0] * 3;
1293                                 v[1] = invertex3f + e[1] * 3;
1294                                 v[2] = invertex3f + e[2] * 3;
1295                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1296                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1297                                         shadowmarklist[numshadowmark++] = t;
1298                         }
1299                 }
1300         }
1301 }
1302
1303 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1304 {
1305 #if 1
1306         return false;
1307 #else
1308         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1309                 return false;
1310         // check if the shadow volume intersects the near plane
1311         //
1312         // a ray between the eye and light origin may intersect the caster,
1313         // indicating that the shadow may touch the eye location, however we must
1314         // test the near plane (a polygon), not merely the eye location, so it is
1315         // easiest to enlarge the caster bounding shape slightly for this.
1316         // TODO
1317         return true;
1318 #endif
1319 }
1320
1321 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1322 {
1323         int i, tris, outverts;
1324         if (projectdistance < 0.1)
1325         {
1326                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1327                 return;
1328         }
1329         if (!numverts || !nummarktris)
1330                 return;
1331         // make sure shadowelements is big enough for this volume
1332         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1333                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1334
1335         if (maxvertexupdate < numverts)
1336         {
1337                 maxvertexupdate = numverts;
1338                 if (vertexupdate)
1339                         Mem_Free(vertexupdate);
1340                 if (vertexremap)
1341                         Mem_Free(vertexremap);
1342                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1343                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1344                 vertexupdatenum = 0;
1345         }
1346         vertexupdatenum++;
1347         if (vertexupdatenum == 0)
1348         {
1349                 vertexupdatenum = 1;
1350                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1351                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1352         }
1353
1354         for (i = 0;i < nummarktris;i++)
1355                 shadowmark[marktris[i]] = shadowmarkcount;
1356
1357         if (r_shadow_compilingrtlight)
1358         {
1359                 // if we're compiling an rtlight, capture the mesh
1360                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1361                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1362                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1363                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1364         }
1365         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1366         {
1367                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1368                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1369                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1370         }
1371         else
1372         {
1373                 // decide which type of shadow to generate and set stencil mode
1374                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1375                 // generate the sides or a solid volume, depending on type
1376                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1377                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1378                 else
1379                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1381                 r_refdef.stats.lights_shadowtriangles += tris;
1382                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1383                 {
1384                         // increment stencil if frontface is infront of depthbuffer
1385                         GL_CullFace(r_refdef.view.cullface_front);
1386                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1387                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1388                         // decrement stencil if backface is infront of depthbuffer
1389                         GL_CullFace(r_refdef.view.cullface_back);
1390                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1391                 }
1392                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1393                 {
1394                         // decrement stencil if backface is behind depthbuffer
1395                         GL_CullFace(r_refdef.view.cullface_front);
1396                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1397                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1398                         // increment stencil if frontface is behind depthbuffer
1399                         GL_CullFace(r_refdef.view.cullface_back);
1400                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1401                 }
1402                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1403                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1404         }
1405 }
1406
1407 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1408 {
1409     // p1, p2, p3 are in the cubemap's local coordinate system
1410     // bias = border/(size - border)
1411         int mask = 0x3F;
1412
1413     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1414           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1415           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1416         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1417         mask &= (3<<4)
1418                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1419                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1420                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1421     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1422         mask &= (3<<4)
1423             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1424             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1425             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1426
1427     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1428     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1429     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1430     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1431         mask &= (3<<0)
1432             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1433             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1434             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1435     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1436         mask &= (3<<0)
1437             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1438             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1439             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1440
1441     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1442     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1443     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1444     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1445         mask &= (3<<2)
1446             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1447             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1448             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1449     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1450         mask &= (3<<2)
1451             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1452             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1453             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1454
1455         return mask;
1456 }
1457
1458 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1459 {
1460         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1461         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1462         int mask = 0x3F;
1463
1464         VectorSubtract(maxs, mins, radius);
1465     VectorScale(radius, 0.5f, radius);
1466     VectorAdd(mins, radius, center);
1467     Matrix4x4_Transform(worldtolight, center, lightcenter);
1468         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1469         VectorSubtract(lightcenter, lightradius, pmin);
1470         VectorAdd(lightcenter, lightradius, pmax);
1471
1472     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1473     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1474     if(ap1 > bias*an1 && ap2 > bias*an2)
1475         mask &= (3<<4)
1476             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1477             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1478     if(an1 > bias*ap1 && an2 > bias*ap2)
1479         mask &= (3<<4)
1480             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1481             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1482
1483     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1484     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1485     if(ap1 > bias*an1 && ap2 > bias*an2)
1486         mask &= (3<<0)
1487             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1488             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1489     if(an1 > bias*ap1 && an2 > bias*ap2)
1490         mask &= (3<<0)
1491             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1492             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1493
1494     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1495     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1496     if(ap1 > bias*an1 && ap2 > bias*an2)
1497         mask &= (3<<2)
1498             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1499             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1500     if(an1 > bias*ap1 && an2 > bias*ap2)
1501         mask &= (3<<2)
1502             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1503             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1504
1505     return mask;
1506 }
1507
1508 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1509
1510 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1511 {
1512     // p is in the cubemap's local coordinate system
1513     // bias = border/(size - border)
1514     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1515     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1516     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1517     int mask = 0x3F;
1518     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1519     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1520     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1521     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1522     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1523     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1524     return mask;
1525 }
1526
1527 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1528 {
1529         int i;
1530         vec3_t p, n;
1531         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1532         float scale = (size - 2*border)/size, len;
1533         float bias = border / (float)(size - border), dp, dn, ap, an;
1534         // check if cone enclosing side would cross frustum plane 
1535         scale = 2 / (scale*scale + 2);
1536         for (i = 0;i < 5;i++)
1537         {
1538                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1539                         continue;
1540                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1541                 len = scale*VectorLength2(n);
1542                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1543                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1544                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1545         }
1546         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1547         {
1548         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1549         len = scale*VectorLength(n);
1550                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1551                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1552                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1553         }
1554         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1555         // check if frustum corners/origin cross plane sides
1556 #if 1
1557     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1558     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1559     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1560     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1561     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1562     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1563     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1564     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1565     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1566     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1567     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1568     for (i = 0;i < 4;i++)
1569     {
1570         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1571         VectorSubtract(n, p, n);
1572         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1573         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1574         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1575         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1576         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1577         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1578         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1579         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1580         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1581     }
1582 #else
1583     // finite version, assumes corners are a finite distance from origin dependent on far plane
1584         for (i = 0;i < 5;i++)
1585         {
1586                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1587                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1588                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1589                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1590                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1591                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1592                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1593                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1594                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1595                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1596         }
1597 #endif
1598         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1599 }
1600
1601 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1602 {
1603         int t, tend;
1604         const int *e;
1605         const float *v[3];
1606         float normal[3];
1607         vec3_t p[3];
1608         float bias;
1609         int mask, surfacemask = 0;
1610         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1611                 return 0;
1612         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1613         tend = firsttriangle + numtris;
1614         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1615         {
1616                 // surface box entirely inside light box, no box cull
1617                 if (projectdirection)
1618                 {
1619                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1620                         {
1621                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1622                                 TriangleNormal(v[0], v[1], v[2], normal);
1623                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1624                                 {
1625                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1626                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1627                                         surfacemask |= mask;
1628                                         if(totals)
1629                                         {
1630                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1631                                                 shadowsides[numshadowsides] = mask;
1632                                                 shadowsideslist[numshadowsides++] = t;
1633                                         }
1634                                 }
1635                         }
1636                 }
1637                 else
1638                 {
1639                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1640                         {
1641                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1642                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1643                                 {
1644                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1645                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1646                                         surfacemask |= mask;
1647                                         if(totals)
1648                                         {
1649                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1650                                                 shadowsides[numshadowsides] = mask;
1651                                                 shadowsideslist[numshadowsides++] = t;
1652                                         }
1653                                 }
1654                         }
1655                 }
1656         }
1657         else
1658         {
1659                 // surface box not entirely inside light box, cull each triangle
1660                 if (projectdirection)
1661                 {
1662                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1663                         {
1664                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1665                                 TriangleNormal(v[0], v[1], v[2], normal);
1666                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1667                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1668                                 {
1669                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1670                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1671                                         surfacemask |= mask;
1672                                         if(totals)
1673                                         {
1674                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1675                                                 shadowsides[numshadowsides] = mask;
1676                                                 shadowsideslist[numshadowsides++] = t;
1677                                         }
1678                                 }
1679                         }
1680                 }
1681                 else
1682                 {
1683                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1684                         {
1685                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1686                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1687                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1688                                 {
1689                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1690                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1691                                         surfacemask |= mask;
1692                                         if(totals)
1693                                         {
1694                                                 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1695                                                 shadowsides[numshadowsides] = mask;
1696                                                 shadowsideslist[numshadowsides++] = t;
1697                                         }
1698                                 }
1699                         }
1700                 }
1701         }
1702         return surfacemask;
1703 }
1704
1705 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1706 {
1707         int i, j, outtriangles = 0;
1708         int *outelement3i[6];
1709         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1710                 return;
1711         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1712         // make sure shadowelements is big enough for this mesh
1713         if (maxshadowtriangles < outtriangles)
1714                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1715
1716         // compute the offset and size of the separate index lists for each cubemap side
1717         outtriangles = 0;
1718         for (i = 0;i < 6;i++)
1719         {
1720                 outelement3i[i] = shadowelements + outtriangles * 3;
1721                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1722                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1723                 outtriangles += sidetotals[i];
1724         }
1725
1726         // gather up the (sparse) triangles into separate index lists for each cubemap side
1727         for (i = 0;i < numsidetris;i++)
1728         {
1729                 const int *element = elements + sidetris[i] * 3;
1730                 for (j = 0;j < 6;j++)
1731                 {
1732                         if (sides[i] & (1 << j))
1733                         {
1734                                 outelement3i[j][0] = element[0];
1735                                 outelement3i[j][1] = element[1];
1736                                 outelement3i[j][2] = element[2];
1737                                 outelement3i[j] += 3;
1738                         }
1739                 }
1740         }
1741                         
1742         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1743 }
1744
1745 static void R_Shadow_MakeTextures_MakeCorona(void)
1746 {
1747         float dx, dy;
1748         int x, y, a;
1749         unsigned char pixels[32][32][4];
1750         for (y = 0;y < 32;y++)
1751         {
1752                 dy = (y - 15.5f) * (1.0f / 16.0f);
1753                 for (x = 0;x < 32;x++)
1754                 {
1755                         dx = (x - 15.5f) * (1.0f / 16.0f);
1756                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1757                         a = bound(0, a, 255);
1758                         pixels[y][x][0] = a;
1759                         pixels[y][x][1] = a;
1760                         pixels[y][x][2] = a;
1761                         pixels[y][x][3] = 255;
1762                 }
1763         }
1764         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1765 }
1766
1767 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1768 {
1769         float dist = sqrt(x*x+y*y+z*z);
1770         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1771         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1772         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1773 }
1774
1775 static void R_Shadow_MakeTextures(void)
1776 {
1777         int x, y, z;
1778         float intensity, dist;
1779         unsigned int *data;
1780         R_Shadow_FreeShadowMaps();
1781         R_FreeTexturePool(&r_shadow_texturepool);
1782         r_shadow_texturepool = R_AllocTexturePool();
1783         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1784         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1785         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1786         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1787         for (x = 0;x <= ATTENTABLESIZE;x++)
1788         {
1789                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1790                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791                 r_shadow_attentable[x] = bound(0, intensity, 1);
1792         }
1793         // 1D gradient texture
1794         for (x = 0;x < ATTEN1DSIZE;x++)
1795                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1796         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1797         // 2D circle texture
1798         for (y = 0;y < ATTEN2DSIZE;y++)
1799                 for (x = 0;x < ATTEN2DSIZE;x++)
1800                         data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1801         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1802         // 3D sphere texture
1803         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1804         {
1805                 for (z = 0;z < ATTEN3DSIZE;z++)
1806                         for (y = 0;y < ATTEN3DSIZE;y++)
1807                                 for (x = 0;x < ATTEN3DSIZE;x++)
1808                                         data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1809                 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1810         }
1811         else
1812                 r_shadow_attenuation3dtexture = NULL;
1813         Mem_Free(data);
1814
1815         R_Shadow_MakeTextures_MakeCorona();
1816
1817         // Editor light sprites
1818         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1819         "................"
1820         ".3............3."
1821         "..5...2332...5.."
1822         "...7.3....3.7..."
1823         "....7......7...."
1824         "...3.7....7.3..."
1825         "..2...7..7...2.."
1826         "..3..........3.."
1827         "..3..........3.."
1828         "..2...7..7...2.."
1829         "...3.7....7.3..."
1830         "....7......7...."
1831         "...7.3....3.7..."
1832         "..5...2332...5.."
1833         ".3............3."
1834         "................"
1835         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1836         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1837         "................"
1838         "................"
1839         "......1111......"
1840         "....11233211...."
1841         "...1234554321..."
1842         "...1356776531..."
1843         "..124677776421.."
1844         "..135777777531.."
1845         "..135777777531.."
1846         "..124677776421.."
1847         "...1356776531..."
1848         "...1234554321..."
1849         "....11233211...."
1850         "......1111......"
1851         "................"
1852         "................"
1853         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1854         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1855         "................"
1856         "................"
1857         "......1111......"
1858         "....11233211...."
1859         "...1234554321..."
1860         "...1356226531..."
1861         "..12462..26421.."
1862         "..1352....2531.."
1863         "..1352....2531.."
1864         "..12462..26421.."
1865         "...1356226531..."
1866         "...1234554321..."
1867         "....11233211...."
1868         "......1111......"
1869         "................"
1870         "................"
1871         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1872         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1873         "................"
1874         "................"
1875         "......2772......"
1876         "....27755772...."
1877         "..277533335772.."
1878         "..753333333357.."
1879         "..777533335777.."
1880         "..735775577537.."
1881         "..733357753337.."
1882         "..733337733337.."
1883         "..753337733357.."
1884         "..277537735772.."
1885         "....27777772...."
1886         "......2772......"
1887         "................"
1888         "................"
1889         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1890         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1891         "................"
1892         "................"
1893         "......2772......"
1894         "....27722772...."
1895         "..2772....2772.."
1896         "..72........27.."
1897         "..7772....2777.."
1898         "..7.27722772.7.."
1899         "..7...2772...7.."
1900         "..7....77....7.."
1901         "..72...77...27.."
1902         "..2772.77.2772.."
1903         "....27777772...."
1904         "......2772......"
1905         "................"
1906         "................"
1907         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1908         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1909         "................"
1910         ".777752..257777."
1911         ".742........247."
1912         ".72..........27."
1913         ".7............7."
1914         ".5............5."
1915         ".2............2."
1916         "................"
1917         "................"
1918         ".2............2."
1919         ".5............5."
1920         ".7............7."
1921         ".72..........27."
1922         ".742........247."
1923         ".777752..257777."
1924         "................"
1925         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1926 }
1927
1928 void R_Shadow_ValidateCvars(void)
1929 {
1930         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1931                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1932         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1933                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1934         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1935                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1936 }
1937
1938 void R_Shadow_RenderMode_Begin(void)
1939 {
1940 #if 0
1941         GLint drawbuffer;
1942         GLint readbuffer;
1943 #endif
1944         R_Shadow_ValidateCvars();
1945
1946         if (!r_shadow_attenuation2dtexture
1947          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1948          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1949          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1950                 R_Shadow_MakeTextures();
1951
1952         CHECKGLERROR
1953         R_Mesh_ResetTextureState();
1954         GL_BlendFunc(GL_ONE, GL_ZERO);
1955         GL_DepthRange(0, 1);
1956         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1957         GL_DepthTest(true);
1958         GL_DepthMask(false);
1959         GL_Color(0, 0, 0, 1);
1960         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1961         
1962         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1963
1964         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1965         {
1966                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1967                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1968         }
1969         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1970         {
1971                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1972                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1973         }
1974         else
1975         {
1976                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1977                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1978         }
1979
1980         switch(vid.renderpath)
1981         {
1982         case RENDERPATH_GL20:
1983         case RENDERPATH_D3D9:
1984         case RENDERPATH_D3D10:
1985         case RENDERPATH_D3D11:
1986         case RENDERPATH_SOFT:
1987         case RENDERPATH_GLES2:
1988                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1989                 break;
1990         case RENDERPATH_GL11:
1991         case RENDERPATH_GL13:
1992         case RENDERPATH_GLES1:
1993                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1994                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1995                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1996                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1997                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1998                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1999                 else
2000                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2001                 break;
2002         }
2003
2004         CHECKGLERROR
2005 #if 0
2006         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2007         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2008         r_shadow_drawbuffer = drawbuffer;
2009         r_shadow_readbuffer = readbuffer;
2010 #endif
2011         r_shadow_cullface_front = r_refdef.view.cullface_front;
2012         r_shadow_cullface_back = r_refdef.view.cullface_back;
2013 }
2014
2015 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2016 {
2017         rsurface.rtlight = rtlight;
2018 }
2019
2020 void R_Shadow_RenderMode_Reset(void)
2021 {
2022         R_Mesh_SetMainRenderTargets();
2023         R_SetViewport(&r_refdef.view.viewport);
2024         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2025         R_Mesh_ResetTextureState();
2026         GL_DepthRange(0, 1);
2027         GL_DepthTest(true);
2028         GL_DepthMask(false);
2029         GL_DepthFunc(GL_LEQUAL);
2030         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2031         r_refdef.view.cullface_front = r_shadow_cullface_front;
2032         r_refdef.view.cullface_back = r_shadow_cullface_back;
2033         GL_CullFace(r_refdef.view.cullface_back);
2034         GL_Color(1, 1, 1, 1);
2035         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2036         GL_BlendFunc(GL_ONE, GL_ZERO);
2037         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
2038         r_shadow_usingshadowmap2d = false;
2039         r_shadow_usingshadowmaportho = false;
2040         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2041 }
2042
2043 void R_Shadow_ClearStencil(void)
2044 {
2045         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2046         r_refdef.stats.lights_clears++;
2047 }
2048
2049 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2050 {
2051         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2052         if (r_shadow_rendermode == mode)
2053                 return;
2054         R_Shadow_RenderMode_Reset();
2055         GL_DepthFunc(GL_LESS);
2056         GL_ColorMask(0, 0, 0, 0);
2057         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2058         GL_CullFace(GL_NONE);
2059         R_SetupShader_DepthOrShadow(false);
2060         r_shadow_rendermode = mode;
2061         switch(mode)
2062         {
2063         default:
2064                 break;
2065         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2066         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2067                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2068                 break;
2069         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2070         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2071                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2072                 break;
2073         }
2074 }
2075
2076 static void R_Shadow_MakeVSDCT(void)
2077 {
2078         // maps to a 2x3 texture rectangle with normalized coordinates
2079         // +-
2080         // XX
2081         // YY
2082         // ZZ
2083         // stores abs(dir.xy), offset.xy/2.5
2084         unsigned char data[4*6] =
2085         {
2086                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2087                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2088                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2089                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2090                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2091                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2092         };
2093         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2094 }
2095
2096 static void R_Shadow_MakeShadowMap(int side, int size)
2097 {
2098         switch (r_shadow_shadowmode)
2099         {
2100         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2101                 if (r_shadow_shadowmap2dtexture) return;
2102                 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2103                 r_shadow_shadowmap2dcolortexture = NULL;
2104                 switch(vid.renderpath)
2105                 {
2106 #ifdef SUPPORTD3D
2107                 case RENDERPATH_D3D9:
2108                         r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2109                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2110                         break;
2111 #endif
2112                 default:
2113                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2114                         break;
2115                 }
2116                 break;
2117         default:
2118                 return;
2119         }
2120
2121         // render depth into the fbo, do not render color at all
2122         // validate the fbo now
2123         if (qglDrawBuffer)
2124         {
2125                 int status;
2126                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2127                 qglReadBuffer(GL_NONE);CHECKGLERROR
2128                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2129                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2130                 {
2131                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2132                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2133                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2134                 }
2135         }
2136 }
2137
2138 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2139 {
2140         float nearclip, farclip, bias;
2141         r_viewport_t viewport;
2142         int flipped;
2143         GLuint fbo = 0;
2144         float clearcolor[4];
2145         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2146         farclip = 1.0f;
2147         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2148         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2149         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2150         r_shadow_shadowmapside = side;
2151         r_shadow_shadowmapsize = size;
2152
2153         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2154         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2155         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2156         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2157
2158         // complex unrolled cube approach (more flexible)
2159         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2160                 R_Shadow_MakeVSDCT();
2161         if (!r_shadow_shadowmap2dtexture)
2162                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2163         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2164         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2165         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2166         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2167
2168         R_Mesh_ResetTextureState();
2169         R_Shadow_RenderMode_Reset();
2170         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2171         R_SetupShader_DepthOrShadow(true);
2172         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2173         GL_DepthMask(true);
2174         GL_DepthTest(true);
2175
2176 init_done:
2177         R_SetViewport(&viewport);
2178         flipped = (side & 1) ^ (side >> 2);
2179         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2180         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2181         switch(vid.renderpath)
2182         {
2183         case RENDERPATH_GL11:
2184         case RENDERPATH_GL13:
2185         case RENDERPATH_GL20:
2186         case RENDERPATH_SOFT:
2187         case RENDERPATH_GLES1:
2188         case RENDERPATH_GLES2:
2189                 GL_CullFace(r_refdef.view.cullface_back);
2190                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2191                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2192                 {
2193                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2194                         int x1 = clear & 0x15 ? 0 : size;
2195                         int x2 = clear & 0x2A ? 2 * size : size;
2196                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2197                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2198                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2199                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2200                 }
2201                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2202                 break;
2203         case RENDERPATH_D3D9:
2204         case RENDERPATH_D3D10:
2205         case RENDERPATH_D3D11:
2206                 Vector4Set(clearcolor, 1,1,1,1);
2207                 // completely different meaning than in OpenGL path
2208                 r_shadow_shadowmap_parameters[1] = 0;
2209                 r_shadow_shadowmap_parameters[3] = -bias;
2210                 // we invert the cull mode because we flip the projection matrix
2211                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2212                 GL_CullFace(r_refdef.view.cullface_front);
2213                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2214                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2215                 if (r_shadow_shadowmapsampler)
2216                 {
2217                         GL_ColorMask(0,0,0,0);
2218                         if (clear)
2219                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2220                 }
2221                 else
2222                 {
2223                         GL_ColorMask(1,1,1,1);
2224                         if (clear)
2225                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2226                 }
2227                 break;
2228         }
2229 }
2230
2231 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2232 {
2233         R_Mesh_ResetTextureState();
2234         R_Mesh_SetMainRenderTargets();
2235         if (transparent)
2236         {
2237                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2238                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2239                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2240                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2241         }
2242         R_Shadow_RenderMode_Reset();
2243         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2244         if (!transparent)
2245                 GL_DepthFunc(GL_EQUAL);
2246         // do global setup needed for the chosen lighting mode
2247         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2248                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2249         r_shadow_usingshadowmap2d = shadowmapping;
2250         r_shadow_rendermode = r_shadow_lightingrendermode;
2251         // only draw light where this geometry was already rendered AND the
2252         // stencil is 128 (values other than this mean shadow)
2253         if (stenciltest)
2254                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2255         else
2256                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2257 }
2258
2259 static const unsigned short bboxelements[36] =
2260 {
2261         5, 1, 3, 5, 3, 7,
2262         6, 2, 0, 6, 0, 4,
2263         7, 3, 2, 7, 2, 6,
2264         4, 0, 1, 4, 1, 5,
2265         4, 5, 7, 4, 7, 6,
2266         1, 0, 2, 1, 2, 3,
2267 };
2268
2269 static const float bboxpoints[8][3] =
2270 {
2271         {-1,-1,-1},
2272         { 1,-1,-1},
2273         {-1, 1,-1},
2274         { 1, 1,-1},
2275         {-1,-1, 1},
2276         { 1,-1, 1},
2277         {-1, 1, 1},
2278         { 1, 1, 1},
2279 };
2280
2281 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2282 {
2283         int i;
2284         float vertex3f[8*3];
2285         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2286 // do global setup needed for the chosen lighting mode
2287         R_Shadow_RenderMode_Reset();
2288         r_shadow_rendermode = r_shadow_lightingrendermode;
2289         R_EntityMatrix(&identitymatrix);
2290         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2291         // only draw light where this geometry was already rendered AND the
2292         // stencil is 128 (values other than this mean shadow)
2293         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2294         if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2295                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2296         else
2297                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2298
2299         r_shadow_usingshadowmap2d = shadowmapping;
2300
2301         // render the lighting
2302         R_SetupShader_DeferredLight(rsurface.rtlight);
2303         for (i = 0;i < 8;i++)
2304                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2305         GL_ColorMask(1,1,1,1);
2306         GL_DepthMask(false);
2307         GL_DepthRange(0, 1);
2308         GL_PolygonOffset(0, 0);
2309         GL_DepthTest(true);
2310         GL_DepthFunc(GL_GREATER);
2311         GL_CullFace(r_refdef.view.cullface_back);
2312         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2313         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2314 }
2315
2316 static void R_Shadow_UpdateBounceGridTexture(void)
2317 {
2318 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2319         dlight_t *light;
2320         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2321         int bouncecount;
2322         int hitsupercontentsmask;
2323         int maxbounce;
2324         int numpixels;
2325         int resolution[3];
2326         int shootparticles;
2327         int shotparticles;
2328         int photoncount;
2329         int tex[3];
2330         trace_t cliptrace;
2331         //trace_t cliptrace2;
2332         //trace_t cliptrace3;
2333         unsigned char *pixel;
2334         unsigned char *pixels;
2335         float *highpixel;
2336         float *highpixels;
2337         unsigned int lightindex;
2338         unsigned int range;
2339         unsigned int range1;
2340         unsigned int range2;
2341         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2342         vec3_t shotcolor;
2343         vec3_t baseshotcolor;
2344         vec3_t surfcolor;
2345         vec3_t clipend;
2346         vec3_t clipstart;
2347         vec3_t clipdiff;
2348         vec3_t ispacing;
2349         vec3_t maxs;
2350         vec3_t mins;
2351         vec3_t size;
2352         vec3_t spacing;
2353         vec3_t lightcolor;
2354         vec3_t steppos;
2355         vec3_t stepdelta;
2356         vec_t radius;
2357         vec_t s;
2358         vec_t lightintensity;
2359         vec_t photonscaling;
2360         vec_t photonresidual;
2361         float m[16];
2362         float texlerp[2][3];
2363         float splatcolor[32];
2364         float pixelweight[8];
2365         float w;
2366         int c[4];
2367         int pixelindex[8];
2368         int corner;
2369         int pixelsperband;
2370         int pixelband;
2371         int pixelbands;
2372         int numsteps;
2373         int step;
2374         int x, y, z;
2375         rtlight_t *rtlight;
2376         r_shadow_bouncegrid_settings_t settings;
2377         qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2378         qboolean allowdirectionalshading = false;
2379         switch(vid.renderpath)
2380         {
2381         case RENDERPATH_GL20:
2382                 allowdirectionalshading = true;
2383                 if (!vid.support.ext_texture_3d)
2384                         return;
2385                 break;
2386         case RENDERPATH_GLES2:
2387                 // for performance reasons, do not use directional shading on GLES devices
2388                 if (!vid.support.ext_texture_3d)
2389                         return;
2390                 break;
2391                 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2392         case RENDERPATH_GL11:
2393         case RENDERPATH_GL13:
2394         case RENDERPATH_GLES1:
2395         case RENDERPATH_SOFT:
2396         case RENDERPATH_D3D9:
2397         case RENDERPATH_D3D10:
2398         case RENDERPATH_D3D11:
2399                 return;
2400         }
2401
2402         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2403
2404         // see if there are really any lights to render...
2405         if (enable && r_shadow_bouncegrid_static.integer)
2406         {
2407                 enable = false;
2408                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2409                 for (lightindex = 0;lightindex < range;lightindex++)
2410                 {
2411                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2412                         if (!light || !(light->flags & flag))
2413                                 continue;
2414                         rtlight = &light->rtlight;
2415                         // when static, we skip styled lights because they tend to change...
2416                         if (rtlight->style > 0)
2417                                 continue;
2418                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2419                         if (!VectorLength2(lightcolor))
2420                                 continue;
2421                         enable = true;
2422                         break;
2423                 }
2424         }
2425
2426         if (!enable)
2427         {
2428                 if (r_shadow_bouncegridtexture)
2429                 {
2430                         R_FreeTexture(r_shadow_bouncegridtexture);
2431                         r_shadow_bouncegridtexture = NULL;
2432                 }
2433                 if (r_shadow_bouncegridpixels)
2434                         Mem_Free(r_shadow_bouncegridpixels);
2435                 r_shadow_bouncegridpixels = NULL;
2436                 if (r_shadow_bouncegridhighpixels)
2437                         Mem_Free(r_shadow_bouncegridhighpixels);
2438                 r_shadow_bouncegridhighpixels = NULL;
2439                 r_shadow_bouncegridnumpixels = 0;
2440                 r_shadow_bouncegriddirectional = false;
2441                 return;
2442         }
2443
2444         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2445         memset(&settings, 0, sizeof(settings));
2446         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2447         settings.airstepmax                    = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576);
2448         settings.airstepsize                   = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f);
2449         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2450         settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2451         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2452         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2453         settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0;
2454         settings.lightradiusscale              = r_shadow_bouncegrid_lightradiusscale.value;
2455         settings.maxbounce                     = r_shadow_bouncegrid_maxbounce.integer;
2456         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2457         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value;
2458         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2459         settings.spacing[0]                    = r_shadow_bouncegrid_spacingx.value;
2460         settings.spacing[1]                    = r_shadow_bouncegrid_spacingy.value;
2461         settings.spacing[2]                    = r_shadow_bouncegrid_spacingz.value;
2462         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2463
2464         // bound the values for sanity
2465         settings.photons = bound(1, settings.photons, 1048576);
2466         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2467         settings.maxbounce = bound(0, settings.maxbounce, 16);
2468         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2469         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2470         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2471
2472         // get the spacing values
2473         spacing[0] = settings.spacing[0];
2474         spacing[1] = settings.spacing[1];
2475         spacing[2] = settings.spacing[2];
2476         ispacing[0] = 1.0f / spacing[0];
2477         ispacing[1] = 1.0f / spacing[1];
2478         ispacing[2] = 1.0f / spacing[2];
2479
2480         // calculate texture size enclosing entire world bounds at the spacing
2481         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2482         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2483         VectorSubtract(maxs, mins, size);
2484         // now we can calculate the resolution we want
2485         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2486         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2487         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2488         // figure out the exact texture size (honoring power of 2 if required)
2489         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2490         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2491         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2492         if (vid.support.arb_texture_non_power_of_two)
2493         {
2494                 resolution[0] = c[0];
2495                 resolution[1] = c[1];
2496                 resolution[2] = c[2];
2497         }
2498         else
2499         {
2500                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2501                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2502                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2503         }
2504         size[0] = spacing[0] * resolution[0];
2505         size[1] = spacing[1] * resolution[1];
2506         size[2] = spacing[2] * resolution[2];
2507
2508         // if dynamic we may or may not want to use the world bounds
2509         // if the dynamic size is smaller than the world bounds, use it instead
2510         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2511         {
2512                 // we know the resolution we want
2513                 c[0] = r_shadow_bouncegrid_x.integer;
2514                 c[1] = r_shadow_bouncegrid_y.integer;
2515                 c[2] = r_shadow_bouncegrid_z.integer;
2516                 // now we can calculate the texture size (power of 2 if required)
2517                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2518                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2519                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2520                 if (vid.support.arb_texture_non_power_of_two)
2521                 {
2522                         resolution[0] = c[0];
2523                         resolution[1] = c[1];
2524                         resolution[2] = c[2];
2525                 }
2526                 else
2527                 {
2528                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2529                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2530                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2531                 }
2532                 size[0] = spacing[0] * resolution[0];
2533                 size[1] = spacing[1] * resolution[1];
2534                 size[2] = spacing[2] * resolution[2];
2535                 // center the rendering on the view
2536                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2537                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2538                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2539         }
2540
2541         // recalculate the maxs in case the resolution was not satisfactory
2542         VectorAdd(mins, size, maxs);
2543
2544         // if all the settings seem identical to the previous update, return
2545         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2546                 return;
2547
2548         // store the new settings
2549         r_shadow_bouncegridsettings = settings;
2550
2551         pixelbands = settings.directionalshading ? 8 : 1;
2552         pixelsperband = resolution[0]*resolution[1]*resolution[2];
2553         numpixels = pixelsperband*pixelbands;
2554
2555         // we're going to update the bouncegrid, update the matrix...
2556         memset(m, 0, sizeof(m));
2557         m[0] = 1.0f / size[0];
2558         m[3] = -mins[0] * m[0];
2559         m[5] = 1.0f / size[1];
2560         m[7] = -mins[1] * m[5];
2561         m[10] = 1.0f / size[2];
2562         m[11] = -mins[2] * m[10];
2563         m[15] = 1.0f;
2564         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2565         // reallocate pixels for this update if needed...
2566         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2567         {
2568                 if (r_shadow_bouncegridtexture)
2569                 {
2570                         R_FreeTexture(r_shadow_bouncegridtexture);
2571                         r_shadow_bouncegridtexture = NULL;
2572                 }
2573                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2574                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2575         }
2576         r_shadow_bouncegridnumpixels = numpixels;
2577         pixels = r_shadow_bouncegridpixels;
2578         highpixels = r_shadow_bouncegridhighpixels;
2579         x = pixelsperband*4;
2580         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2581         {
2582                 if (pixelband == 1)
2583                         memset(pixels + pixelband * x, 128, x);
2584                 else
2585                         memset(pixels + pixelband * x, 0, x);
2586         }
2587         memset(highpixels, 0, numpixels * sizeof(float[4]));
2588         // figure out what we want to interact with
2589         if (settings.hitmodels)
2590                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2591         else
2592                 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2593         maxbounce = settings.maxbounce;
2594         // clear variables that produce warnings otherwise
2595         memset(splatcolor, 0, sizeof(splatcolor));
2596         // iterate world rtlights
2597         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2598         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2599         range2 = range + range1;
2600         photoncount = 0;
2601         for (lightindex = 0;lightindex < range2;lightindex++)
2602         {
2603                 if (settings.staticmode)
2604                 {
2605                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2606                         if (!light || !(light->flags & flag))
2607                                 continue;
2608                         rtlight = &light->rtlight;
2609                         // when static, we skip styled lights because they tend to change...
2610                         if (rtlight->style > 0)
2611                                 continue;
2612                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2613                 }
2614                 else
2615                 {
2616                         if (lightindex < range)
2617                         {
2618                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2619                                 rtlight = &light->rtlight;
2620                         }
2621                         else
2622                                 rtlight = r_refdef.scene.lights[lightindex - range];
2623                         // draw only visible lights (major speedup)
2624                         if (!rtlight->draw)
2625                                 continue;
2626                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2627                 }
2628                 if (!VectorLength2(lightcolor))
2629                         continue;
2630                 // shoot particles from this light
2631                 // use a calculation for the number of particles that will not
2632                 // vary with lightstyle, otherwise we get randomized particle
2633                 // distribution, the seeded random is only consistent for a
2634                 // consistent number of particles on this light...
2635                 radius = rtlight->radius * settings.lightradiusscale;
2636                 s = rtlight->radius;
2637                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2638                 if (lightindex >= range)
2639                         lightintensity *= settings.dlightparticlemultiplier;
2640                 photoncount += max(0.0f, lightintensity * s * s);
2641         }
2642         photonscaling = (float)settings.photons / max(1, photoncount);
2643         photonresidual = 0.0f;
2644         for (lightindex = 0;lightindex < range2;lightindex++)
2645         {
2646                 if (settings.staticmode)
2647                 {
2648                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2649                         if (!light || !(light->flags & flag))
2650                                 continue;
2651                         rtlight = &light->rtlight;
2652                         // when static, we skip styled lights because they tend to change...
2653                         if (rtlight->style > 0)
2654                                 continue;
2655                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2656                 }
2657                 else
2658                 {
2659                         if (lightindex < range)
2660                         {
2661                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2662                                 rtlight = &light->rtlight;
2663                         }
2664                         else
2665                                 rtlight = r_refdef.scene.lights[lightindex - range];
2666                         // draw only visible lights (major speedup)
2667                         if (!rtlight->draw)
2668                                 continue;
2669                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2670                 }
2671                 if (!VectorLength2(lightcolor))
2672                         continue;
2673                 // shoot particles from this light
2674                 // use a calculation for the number of particles that will not
2675                 // vary with lightstyle, otherwise we get randomized particle
2676                 // distribution, the seeded random is only consistent for a
2677                 // consistent number of particles on this light...
2678                 radius = rtlight->radius * settings.lightradiusscale;
2679                 s = rtlight->radius;
2680                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2681                 if (lightindex >= range)
2682                         lightintensity *= settings.dlightparticlemultiplier;
2683                 photonresidual += lightintensity * s * s * photonscaling;
2684                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2685                 if (!shootparticles)
2686                         continue;
2687                 photonresidual -= shootparticles;
2688                 s = settings.particleintensity / shootparticles;
2689                 VectorScale(lightcolor, s, baseshotcolor);
2690                 if (VectorLength2(baseshotcolor) == 0.0f)
2691                         break;
2692                 r_refdef.stats.bouncegrid_lights++;
2693                 r_refdef.stats.bouncegrid_particles += shootparticles;
2694                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2695                 {
2696                         if (settings.stablerandom > 0)
2697                                 seed = lightindex * 11937 + shotparticles;
2698                         VectorCopy(baseshotcolor, shotcolor);
2699                         VectorCopy(rtlight->shadoworigin, clipstart);
2700                         if (settings.stablerandom < 0)
2701                                 VectorRandom(clipend);
2702                         else
2703                                 VectorCheeseRandom(clipend);
2704                         VectorMA(clipstart, radius, clipend, clipend);
2705                         for (bouncecount = 0;;bouncecount++)
2706                         {
2707                                 r_refdef.stats.bouncegrid_traces++;
2708                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2709                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2710                                 if (settings.staticmode)
2711                                         Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2712                                 else
2713                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2714                                 if (bouncecount > 0 || settings.includedirectlighting)
2715                                 {
2716                                         // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2717                                         // accumulate average shotcolor
2718                                         w = VectorLength(shotcolor);
2719                                         splatcolor[ 0] = shotcolor[0];
2720                                         splatcolor[ 1] = shotcolor[1];
2721                                         splatcolor[ 2] = shotcolor[2];
2722                                         splatcolor[ 3] = 0.0f;
2723                                         if (pixelbands > 1)
2724                                         {
2725                                                 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2726                                                 VectorNormalize(clipdiff);
2727                                                 // store bentnormal in case the shader has a use for it
2728                                                 splatcolor[ 4] = clipdiff[0] * w;
2729                                                 splatcolor[ 5] = clipdiff[1] * w;
2730                                                 splatcolor[ 6] = clipdiff[2] * w;
2731                                                 splatcolor[ 7] = w;
2732                                                 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2733                                                 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2734                                                 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2735                                                 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2736                                                 splatcolor[11] = 0.0f;
2737                                                 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2738                                                 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2739                                                 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2740                                                 splatcolor[15] = 0.0f;
2741                                                 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2742                                                 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2743                                                 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2744                                                 splatcolor[19] = 0.0f;
2745                                                 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2746                                                 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2747                                                 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2748                                                 splatcolor[23] = 0.0f;
2749                                                 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2750                                                 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2751                                                 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2752                                                 splatcolor[27] = 0.0f;
2753                                                 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2754                                                 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2755                                                 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2756                                                 splatcolor[31] = 0.0f;
2757                                         }
2758                                         // calculate the number of steps we need to traverse this distance
2759                                         VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2760                                         numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize);
2761                                         numsteps = bound(1, numsteps, settings.airstepmax);
2762                                         w = 1.0f / numsteps;
2763                                         VectorScale(stepdelta, w, stepdelta);
2764                                         VectorMA(clipstart, 0.5f, stepdelta, steppos);
2765                                         if (settings.airstepmax == 1)
2766                                                 VectorCopy(cliptrace.endpos, steppos);
2767                                         for (step = 0;step < numsteps;step++)
2768                                         {
2769                                                 r_refdef.stats.bouncegrid_splats++;
2770                                                 // figure out which texture pixel this is in
2771                                                 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]);
2772                                                 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]);
2773                                                 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]);
2774                                                 tex[0] = (int)floor(texlerp[1][0]);
2775                                                 tex[1] = (int)floor(texlerp[1][1]);
2776                                                 tex[2] = (int)floor(texlerp[1][2]);
2777                                                 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2778                                                 {
2779                                                         // it is within bounds...  do the real work now
2780                                                         // calculate the lerp factors
2781                                                         texlerp[1][0] -= tex[0];
2782                                                         texlerp[1][1] -= tex[1];
2783                                                         texlerp[1][2] -= tex[2];
2784                                                         texlerp[0][0] = 1.0f - texlerp[1][0];
2785                                                         texlerp[0][1] = 1.0f - texlerp[1][1];
2786                                                         texlerp[0][2] = 1.0f - texlerp[1][2];
2787                                                         // calculate individual pixel indexes and weights
2788                                                         pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2789                                                         pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2790                                                         pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2791                                                         pixelindex[3] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2792                                                         pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2793                                                         pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2794                                                         pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2795                                                         pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2796                                                         // update the 8 pixels...
2797                                                         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2798                                                         {
2799                                                                 for (corner = 0;corner < 8;corner++)
2800                                                                 {
2801                                                                         // calculate address for pixel
2802                                                                         w = pixelweight[corner];
2803                                                                         pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2804                                                                         highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2805                                                                         // add to the high precision pixel color
2806                                                                         highpixel[0] += (splatcolor[pixelband*4+0]*w);
2807                                                                         highpixel[1] += (splatcolor[pixelband*4+1]*w);
2808                                                                         highpixel[2] += (splatcolor[pixelband*4+2]*w);
2809                                                                         highpixel[3] += (splatcolor[pixelband*4+3]*w);
2810                                                                         // flag the low precision pixel as needing to be updated
2811                                                                         pixel[3] = 255;
2812                                                                         // advance to next band of coefficients
2813                                                                         //pixel += pixelsperband*4;
2814                                                                         //highpixel += pixelsperband*4;
2815                                                                 }
2816                                                         }
2817                                                 }
2818                                                 VectorAdd(steppos, stepdelta, steppos);
2819                                         }
2820                                 }
2821                                 if (cliptrace.fraction >= 1.0f)
2822                                         break;
2823                                 r_refdef.stats.bouncegrid_hits++;
2824                                 if (bouncecount >= maxbounce)
2825                                         break;
2826                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2827                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2828                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2829                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2830                                 else
2831                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2832                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2833                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2834                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2835                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2836                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2837                                 if (VectorLength2(baseshotcolor) == 0.0f)
2838                                         break;
2839                                 r_refdef.stats.bouncegrid_bounces++;
2840                                 if (settings.bounceanglediffuse)
2841                                 {
2842                                         // random direction, primarily along plane normal
2843                                         s = VectorDistance(cliptrace.endpos, clipend);
2844                                         if (settings.stablerandom < 0)
2845                                                 VectorRandom(clipend);
2846                                         else
2847                                                 VectorCheeseRandom(clipend);
2848                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2849                                         VectorNormalize(clipend);
2850                                         VectorScale(clipend, s, clipend);
2851                                 }
2852                                 else
2853                                 {
2854                                         // reflect the remaining portion of the line across plane normal
2855                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2856                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2857                                 }
2858                                 // calculate the new line start and end
2859                                 VectorCopy(cliptrace.endpos, clipstart);
2860                                 VectorAdd(clipstart, clipend, clipend);
2861                         }
2862                 }
2863         }
2864         // generate pixels array from highpixels array
2865         // skip first and last columns, rows, and layers as these are blank
2866         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2867         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2868         {
2869                 for (z = 1;z < resolution[2]-1;z++)
2870                 {
2871                         for (y = 1;y < resolution[1]-1;y++)
2872                         {
2873                                 for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2874                                 {
2875                                         // only convert pixels that were hit by photons
2876                                         if (pixel[3] == 255)
2877                                         {
2878                                                 // normalize the bentnormal...
2879                                                 if (pixelband == 1)
2880                                                 {
2881                                                         VectorNormalize(highpixel);
2882                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2883                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2884                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2885                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2886                                                 }
2887                                                 else
2888                                                 {
2889                                                         c[0] = (int)(highpixel[0]*256.0f);
2890                                                         c[1] = (int)(highpixel[1]*256.0f);
2891                                                         c[2] = (int)(highpixel[2]*256.0f);
2892                                                         c[3] = (int)(highpixel[3]*256.0f);
2893                                                 }
2894                                                 pixel[2] = (unsigned char)bound(0, c[0], 255);
2895                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2896                                                 pixel[0] = (unsigned char)bound(0, c[2], 255);
2897                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2898                                         }
2899                                 }
2900                         }
2901                 }
2902         }
2903         if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2904                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2905         else
2906         {
2907                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2908                 r_shadow_bouncegriddirectional = settings.directionalshading;
2909                 if (r_shadow_bouncegridtexture)
2910                         R_FreeTexture(r_shadow_bouncegridtexture);
2911                 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2912         }
2913         r_shadow_bouncegridtime = realtime;
2914 }
2915
2916 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2917 {
2918         R_Shadow_RenderMode_Reset();
2919         GL_BlendFunc(GL_ONE, GL_ONE);
2920         GL_DepthRange(0, 1);
2921         GL_DepthTest(r_showshadowvolumes.integer < 2);
2922         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2923         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2924         GL_CullFace(GL_NONE);
2925         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2926 }
2927
2928 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2929 {
2930         R_Shadow_RenderMode_Reset();
2931         GL_BlendFunc(GL_ONE, GL_ONE);
2932         GL_DepthRange(0, 1);
2933         GL_DepthTest(r_showlighting.integer < 2);
2934         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2935         if (!transparent)
2936                 GL_DepthFunc(GL_EQUAL);
2937         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2938         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2939 }
2940
2941 void R_Shadow_RenderMode_End(void)
2942 {
2943         R_Shadow_RenderMode_Reset();
2944         R_Shadow_RenderMode_ActiveLight(NULL);
2945         GL_DepthMask(true);
2946         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2947         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2948 }
2949
2950 int bboxedges[12][2] =
2951 {
2952         // top
2953         {0, 1}, // +X
2954         {0, 2}, // +Y
2955         {1, 3}, // Y, +X
2956         {2, 3}, // X, +Y
2957         // bottom
2958         {4, 5}, // +X
2959         {4, 6}, // +Y
2960         {5, 7}, // Y, +X
2961         {6, 7}, // X, +Y
2962         // verticals
2963         {0, 4}, // +Z
2964         {1, 5}, // X, +Z
2965         {2, 6}, // Y, +Z
2966         {3, 7}, // XY, +Z
2967 };
2968
2969 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2970 {
2971         if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2972         {
2973                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2974                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2975                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2976                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2977                 return false;
2978         }
2979         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2980                 return true; // invisible
2981         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2982         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2983         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2984         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2985                 r_refdef.stats.lights_scissored++;
2986         return false;
2987 }
2988
2989 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2990 {
2991         int i;
2992         const float *vertex3f;
2993         const float *normal3f;
2994         float *color4f;
2995         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2996         switch (r_shadow_rendermode)
2997         {
2998         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2999         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3000                 if (VectorLength2(diffusecolor) > 0)
3001                 {
3002                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3003                         {
3004                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3005                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3006                                 if ((dot = DotProduct(n, v)) < 0)
3007                                 {
3008                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3009                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3010                                 }
3011                                 else
3012                                         VectorCopy(ambientcolor, color4f);
3013                                 if (r_refdef.fogenabled)
3014                                 {
3015                                         float f;
3016                                         f = RSurf_FogVertex(vertex3f);
3017                                         VectorScale(color4f, f, color4f);
3018                                 }
3019                                 color4f[3] = 1;
3020                         }
3021                 }
3022                 else
3023                 {
3024                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3025                         {
3026                                 VectorCopy(ambientcolor, color4f);
3027                                 if (r_refdef.fogenabled)
3028                                 {
3029                                         float f;
3030                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3031                                         f = RSurf_FogVertex(vertex3f);
3032                                         VectorScale(color4f + 4*i, f, color4f);
3033                                 }
3034                                 color4f[3] = 1;
3035                         }
3036                 }
3037                 break;
3038         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3039                 if (VectorLength2(diffusecolor) > 0)
3040                 {
3041                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3042                         {
3043                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3044                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3045                                 {
3046                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3047                                         if ((dot = DotProduct(n, v)) < 0)
3048                                         {
3049                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3050                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3051                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3052                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3053                                         }
3054                                         else
3055                                         {
3056                                                 color4f[0] = ambientcolor[0] * distintensity;
3057                                                 color4f[1] = ambientcolor[1] * distintensity;
3058                                                 color4f[2] = ambientcolor[2] * distintensity;
3059                                         }
3060                                         if (r_refdef.fogenabled)
3061                                         {
3062                                                 float f;
3063                                                 f = RSurf_FogVertex(vertex3f);
3064                                                 VectorScale(color4f, f, color4f);
3065                                         }
3066                                 }
3067                                 else
3068                                         VectorClear(color4f);
3069                                 color4f[3] = 1;
3070                         }
3071                 }
3072                 else
3073                 {
3074                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3075                         {
3076                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3077                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3078                                 {
3079                                         color4f[0] = ambientcolor[0] * distintensity;
3080                                         color4f[1] = ambientcolor[1] * distintensity;
3081                                         color4f[2] = ambientcolor[2] * distintensity;
3082                                         if (r_refdef.fogenabled)
3083                                         {
3084                                                 float f;
3085                                                 f = RSurf_FogVertex(vertex3f);
3086                                                 VectorScale(color4f, f, color4f);
3087                                         }
3088                                 }
3089                                 else
3090                                         VectorClear(color4f);
3091                                 color4f[3] = 1;
3092                         }
3093                 }
3094                 break;
3095         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3096                 if (VectorLength2(diffusecolor) > 0)
3097                 {
3098                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
3099                         {
3100                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3101                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3102                                 {
3103                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3104                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3105                                         if ((dot = DotProduct(n, v)) < 0)
3106                                         {
3107                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3108                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3109                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3110                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3111                                         }
3112                                         else
3113                                         {
3114                                                 color4f[0] = ambientcolor[0] * distintensity;
3115                                                 color4f[1] = ambientcolor[1] * distintensity;
3116                                                 color4f[2] = ambientcolor[2] * distintensity;
3117                                         }
3118                                         if (r_refdef.fogenabled)
3119                                         {
3120                                                 float f;
3121                                                 f = RSurf_FogVertex(vertex3f);
3122                                                 VectorScale(color4f, f, color4f);
3123                                         }
3124                                 }
3125                                 else
3126                                         VectorClear(color4f);
3127                                 color4f[3] = 1;
3128                         }
3129                 }
3130                 else
3131                 {
3132                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3133                         {
3134                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3135                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3136                                 {
3137                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3138                                         color4f[0] = ambientcolor[0] * distintensity;
3139                                         color4f[1] = ambientcolor[1] * distintensity;
3140                                         color4f[2] = ambientcolor[2] * distintensity;
3141                                         if (r_refdef.fogenabled)
3142                                         {
3143                                                 float f;
3144                                                 f = RSurf_FogVertex(vertex3f);
3145                                                 VectorScale(color4f, f, color4f);
3146                                         }
3147                                 }
3148                                 else
3149                                         VectorClear(color4f);
3150                                 color4f[3] = 1;
3151                         }
3152                 }
3153                 break;
3154         default:
3155                 break;
3156         }
3157 }
3158
3159 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3160 {
3161         // used to display how many times a surface is lit for level design purposes
3162         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3163         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3164         RSurf_DrawBatch();
3165 }
3166
3167 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3168 {
3169         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3170         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3171         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3172         {
3173                 GL_DepthFunc(GL_EQUAL);
3174                 GL_AlphaTest(true);
3175         }
3176         RSurf_DrawBatch();
3177         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3178         {
3179                 GL_DepthFunc(GL_LEQUAL);
3180                 GL_AlphaTest(false);
3181         }
3182 }
3183
3184 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3185 {
3186         int renders;
3187         int i;
3188         int stop;
3189         int newfirstvertex;
3190         int newlastvertex;
3191         int newnumtriangles;
3192         int *newe;
3193         const int *e;
3194         float *c;
3195         int maxtriangles = 4096;
3196         static int newelements[4096*3];
3197         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3198         for (renders = 0;renders < 4;renders++)
3199         {
3200                 stop = true;
3201                 newfirstvertex = 0;
3202                 newlastvertex = 0;
3203                 newnumtriangles = 0;
3204                 newe = newelements;
3205                 // due to low fillrate on the cards this vertex lighting path is
3206                 // designed for, we manually cull all triangles that do not
3207                 // contain a lit vertex
3208                 // this builds batches of triangles from multiple surfaces and
3209                 // renders them at once
3210                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3211                 {
3212                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3213                         {
3214                                 if (newnumtriangles)
3215                                 {
3216                                         newfirstvertex = min(newfirstvertex, e[0]);
3217                                         newlastvertex  = max(newlastvertex, e[0]);
3218                                 }
3219                                 else
3220                                 {
3221                                         newfirstvertex = e[0];
3222                                         newlastvertex = e[0];
3223                                 }
3224                                 newfirstvertex = min(newfirstvertex, e[1]);
3225                                 newlastvertex  = max(newlastvertex, e[1]);
3226                                 newfirstvertex = min(newfirstvertex, e[2]);
3227                                 newlastvertex  = max(newlastvertex, e[2]);
3228                                 newe[0] = e[0];
3229                                 newe[1] = e[1];
3230                                 newe[2] = e[2];
3231                                 newnumtriangles++;
3232                                 newe += 3;
3233                                 if (newnumtriangles >= maxtriangles)
3234                                 {
3235                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3236                                         newnumtriangles = 0;
3237                                         newe = newelements;
3238                                         stop = false;
3239                                 }
3240                         }
3241                 }
3242                 if (newnumtriangles >= 1)
3243                 {
3244                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3245                         stop = false;
3246                 }
3247                 // if we couldn't find any lit triangles, exit early
3248                 if (stop)
3249                         break;
3250                 // now reduce the intensity for the next overbright pass
3251                 // we have to clamp to 0 here incase the drivers have improper
3252                 // handling of negative colors
3253                 // (some old drivers even have improper handling of >1 color)
3254                 stop = true;
3255                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3256                 {
3257                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3258                         {
3259                                 c[0] = max(0, c[0] - 1);
3260                                 c[1] = max(0, c[1] - 1);
3261                                 c[2] = max(0, c[2] - 1);
3262                                 stop = false;
3263                         }
3264                         else
3265                                 VectorClear(c);
3266                 }
3267                 // another check...
3268                 if (stop)
3269                         break;
3270         }
3271 }
3272
3273 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3274 {
3275         // OpenGL 1.1 path (anything)
3276         float ambientcolorbase[3], diffusecolorbase[3];
3277         float ambientcolorpants[3], diffusecolorpants[3];
3278         float ambientcolorshirt[3], diffusecolorshirt[3];
3279         const float *surfacecolor = rsurface.texture->dlightcolor;
3280         const float *surfacepants = rsurface.colormap_pantscolor;
3281         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3282         rtexture_t *basetexture = rsurface.texture->basetexture;
3283         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3284         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3285         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3286         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3287         ambientscale *= 2 * r_refdef.view.colorscale;
3288         diffusescale *= 2 * r_refdef.view.colorscale;
3289         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3290         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3291         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3292         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3293         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3294         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3295         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3296         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3297         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3298         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3299         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3300         R_Mesh_TexBind(0, basetexture);
3301         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3302         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3303         switch(r_shadow_rendermode)
3304         {
3305         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3306                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3307                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3308                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3309                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3310                 break;
3311         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3312                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3313                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3314                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3315                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3316                 // fall through
3317         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3318                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3319                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3320                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3321                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3322                 break;
3323         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3324                 break;
3325         default:
3326                 break;
3327         }
3328         //R_Mesh_TexBind(0, basetexture);
3329         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3330         if (dopants)
3331         {
3332                 R_Mesh_TexBind(0, pantstexture);
3333                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3334         }
3335         if (doshirt)
3336         {
3337                 R_Mesh_TexBind(0, shirttexture);
3338                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3339         }
3340 }
3341
3342 extern cvar_t gl_lightmaps;
3343 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3344 {
3345         float ambientscale, diffusescale, specularscale;
3346         qboolean negated;
3347         float lightcolor[3];
3348         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3349         ambientscale = rsurface.rtlight->ambientscale;
3350         diffusescale = rsurface.rtlight->diffusescale;
3351         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3352         if (!r_shadow_usenormalmap.integer)
3353         {
3354                 ambientscale += 1.0f * diffusescale;
3355                 diffusescale = 0;
3356                 specularscale = 0;
3357         }
3358         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3359                 return;
3360         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3361         if(negated)
3362         {
3363                 VectorNegate(lightcolor, lightcolor);
3364                 switch(vid.renderpath)
3365                 {
3366                 case RENDERPATH_GL11:
3367                 case RENDERPATH_GL13:
3368                 case RENDERPATH_GL20:
3369                 case RENDERPATH_GLES1:
3370                 case RENDERPATH_GLES2:
3371                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3372                         break;
3373                 case RENDERPATH_D3D9:
3374 #ifdef SUPPORTD3D
3375                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3376 #endif
3377                         break;
3378                 case RENDERPATH_D3D10:
3379                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3380                         break;
3381                 case RENDERPATH_D3D11:
3382                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3383                         break;
3384                 case RENDERPATH_SOFT:
3385                         DPSOFTRAST_BlendSubtract(true);
3386                         break;
3387                 }
3388         }
3389         RSurf_SetupDepthAndCulling();
3390         switch (r_shadow_rendermode)
3391         {
3392         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3393                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3394                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3395                 break;
3396         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3397                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3398                 break;
3399         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3400         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3401         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3402         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3403                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3404                 break;
3405         default:
3406                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3407                 break;
3408         }
3409         if(negated)
3410         {
3411                 switch(vid.renderpath)
3412                 {
3413                 case RENDERPATH_GL11:
3414                 case RENDERPATH_GL13:
3415                 case RENDERPATH_GL20:
3416                 case RENDERPATH_GLES1:
3417                 case RENDERPATH_GLES2:
3418                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3419                         break;
3420                 case RENDERPATH_D3D9:
3421 #ifdef SUPPORTD3D
3422                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3423 #endif
3424                         break;
3425                 case RENDERPATH_D3D10:
3426                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3427                         break;
3428                 case RENDERPATH_D3D11:
3429                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3430                         break;
3431                 case RENDERPATH_SOFT:
3432                         DPSOFTRAST_BlendSubtract(false);
3433                         break;
3434                 }
3435         }
3436 }
3437
3438 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)
3439 {
3440         matrix4x4_t tempmatrix = *matrix;
3441         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3442
3443         // if this light has been compiled before, free the associated data
3444         R_RTLight_Uncompile(rtlight);
3445
3446         // clear it completely to avoid any lingering data
3447         memset(rtlight, 0, sizeof(*rtlight));
3448
3449         // copy the properties
3450         rtlight->matrix_lighttoworld = tempmatrix;
3451         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3452         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3453         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3454         VectorCopy(color, rtlight->color);
3455         rtlight->cubemapname[0] = 0;
3456         if (cubemapname && cubemapname[0])
3457                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3458         rtlight->shadow = shadow;
3459         rtlight->corona = corona;
3460         rtlight->style = style;
3461         rtlight->isstatic = isstatic;
3462         rtlight->coronasizescale = coronasizescale;
3463         rtlight->ambientscale = ambientscale;
3464         rtlight->diffusescale = diffusescale;
3465         rtlight->specularscale = specularscale;
3466         rtlight->flags = flags;
3467
3468         // compute derived data
3469         //rtlight->cullradius = rtlight->radius;
3470         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3471         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3472         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3473         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3474         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3475         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3476         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3477 }
3478
3479 // compiles rtlight geometry
3480 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3481 void R_RTLight_Compile(rtlight_t *rtlight)
3482 {
3483         int i;
3484         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3485         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3486         entity_render_t *ent = r_refdef.scene.worldentity;
3487         dp_model_t *model = r_refdef.scene.worldmodel;
3488         unsigned char *data;
3489         shadowmesh_t *mesh;
3490
3491         // compile the light
3492         rtlight->compiled = true;
3493         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3494         rtlight->static_numleafs = 0;
3495         rtlight->static_numleafpvsbytes = 0;
3496         rtlight->static_leaflist = NULL;
3497         rtlight->static_leafpvs = NULL;
3498         rtlight->static_numsurfaces = 0;
3499         rtlight->static_surfacelist = NULL;
3500         rtlight->static_shadowmap_receivers = 0x3F;
3501         rtlight->static_shadowmap_casters = 0x3F;
3502         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3503         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3504         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3505         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3506         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3507         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3508
3509         if (model && model->GetLightInfo)
3510         {
3511                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3512                 r_shadow_compilingrtlight = rtlight;
3513                 R_FrameData_SetMark();
3514                 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);
3515                 R_FrameData_ReturnToMark();
3516                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3517                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3518                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3519                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3520                 rtlight->static_numsurfaces = numsurfaces;
3521                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3522                 rtlight->static_numleafs = numleafs;
3523                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3524                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3525                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3526                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3527                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3528                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3529                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3530                 if (rtlight->static_numsurfaces)
3531                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3532                 if (rtlight->static_numleafs)
3533                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3534                 if (rtlight->static_numleafpvsbytes)
3535                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3536                 if (rtlight->static_numshadowtrispvsbytes)
3537                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3538                 if (rtlight->static_numlighttrispvsbytes)
3539                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3540                 R_FrameData_SetMark();
3541                 switch (rtlight->shadowmode)
3542                 {
3543                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3544                         if (model->CompileShadowMap && rtlight->shadow)
3545                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3546                         break;
3547                 default:
3548                         if (model->CompileShadowVolume && rtlight->shadow)
3549                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3550                         break;
3551                 }
3552                 R_FrameData_ReturnToMark();
3553                 // now we're done compiling the rtlight
3554                 r_shadow_compilingrtlight = NULL;
3555         }
3556
3557
3558         // use smallest available cullradius - box radius or light radius
3559         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3560         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3561
3562         shadowzpasstris = 0;
3563         if (rtlight->static_meshchain_shadow_zpass)
3564                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3565                         shadowzpasstris += mesh->numtriangles;
3566
3567         shadowzfailtris = 0;
3568         if (rtlight->static_meshchain_shadow_zfail)
3569                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3570                         shadowzfailtris += mesh->numtriangles;
3571
3572         lighttris = 0;
3573         if (rtlight->static_numlighttrispvsbytes)
3574                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3575                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3576                                 lighttris++;
3577
3578         shadowtris = 0;
3579         if (rtlight->static_numlighttrispvsbytes)
3580                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3581                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3582                                 shadowtris++;
3583
3584         if (developer_extra.integer)
3585                 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);
3586 }
3587
3588 void R_RTLight_Uncompile(rtlight_t *rtlight)
3589 {
3590         if (rtlight->compiled)
3591         {
3592                 if (rtlight->static_meshchain_shadow_zpass)
3593                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3594                 rtlight->static_meshchain_shadow_zpass = NULL;
3595                 if (rtlight->static_meshchain_shadow_zfail)
3596                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3597                 rtlight->static_meshchain_shadow_zfail = NULL;
3598                 if (rtlight->static_meshchain_shadow_shadowmap)
3599                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3600                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3601                 // these allocations are grouped
3602                 if (rtlight->static_surfacelist)
3603                         Mem_Free(rtlight->static_surfacelist);
3604                 rtlight->static_numleafs = 0;
3605                 rtlight->static_numleafpvsbytes = 0;
3606                 rtlight->static_leaflist = NULL;
3607                 rtlight->static_leafpvs = NULL;
3608                 rtlight->static_numsurfaces = 0;
3609                 rtlight->static_surfacelist = NULL;
3610                 rtlight->static_numshadowtrispvsbytes = 0;
3611                 rtlight->static_shadowtrispvs = NULL;
3612                 rtlight->static_numlighttrispvsbytes = 0;
3613                 rtlight->static_lighttrispvs = NULL;
3614                 rtlight->compiled = false;
3615         }
3616 }
3617
3618 void R_Shadow_UncompileWorldLights(void)
3619 {
3620         size_t lightindex;
3621         dlight_t *light;
3622         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3623         for (lightindex = 0;lightindex < range;lightindex++)
3624         {
3625                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3626                 if (!light)
3627                         continue;
3628                 R_RTLight_Uncompile(&light->rtlight);
3629         }
3630 }
3631
3632 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3633 {
3634         int i, j;
3635         mplane_t plane;
3636         // reset the count of frustum planes
3637         // see rtlight->cached_frustumplanes definition for how much this array
3638         // can hold
3639         rtlight->cached_numfrustumplanes = 0;
3640
3641         if (r_trippy.integer)
3642                 return;
3643
3644         // haven't implemented a culling path for ortho rendering
3645         if (!r_refdef.view.useperspective)
3646         {
3647                 // check if the light is on screen and copy the 4 planes if it is
3648                 for (i = 0;i < 4;i++)
3649                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3650                                 break;
3651                 if (i == 4)
3652                         for (i = 0;i < 4;i++)
3653                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3654                 return;
3655         }
3656
3657 #if 1
3658         // generate a deformed frustum that includes the light origin, this is
3659         // used to cull shadow casting surfaces that can not possibly cast a
3660         // shadow onto the visible light-receiving surfaces, which can be a
3661         // performance gain
3662         //
3663         // if the light origin is onscreen the result will be 4 planes exactly
3664         // if the light origin is offscreen on only one axis the result will
3665         // be exactly 5 planes (split-side case)
3666         // if the light origin is offscreen on two axes the result will be
3667         // exactly 4 planes (stretched corner case)
3668         for (i = 0;i < 4;i++)
3669         {
3670                 // quickly reject standard frustum planes that put the light
3671                 // origin outside the frustum
3672                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3673                         continue;
3674                 // copy the plane
3675                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3676         }
3677         // if all the standard frustum planes were accepted, the light is onscreen
3678         // otherwise we need to generate some more planes below...
3679         if (rtlight->cached_numfrustumplanes < 4)
3680         {
3681                 // at least one of the stock frustum planes failed, so we need to
3682                 // create one or two custom planes to enclose the light origin
3683                 for (i = 0;i < 4;i++)
3684                 {
3685                         // create a plane using the view origin and light origin, and a
3686                         // single point from the frustum corner set
3687                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3688                         VectorNormalize(plane.normal);
3689                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3690                         // see if this plane is backwards and flip it if so
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 (j < 4)
3695                         {
3696                                 VectorNegate(plane.normal, plane.normal);
3697                                 plane.dist *= -1;
3698                                 // flipped plane, test again to see if it is now valid
3699                                 for (j = 0;j < 4;j++)
3700                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3701                                                 break;
3702                                 // if the plane is still not valid, then it is dividing the
3703                                 // frustum and has to be rejected
3704                                 if (j < 4)
3705                                         continue;
3706                         }
3707                         // we have created a valid plane, compute extra info
3708                         PlaneClassify(&plane);
3709                         // copy the plane
3710                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3711 #if 1
3712                         // if we've found 5 frustum planes then we have constructed a
3713                         // proper split-side case and do not need to keep searching for
3714                         // planes to enclose the light origin
3715                         if (rtlight->cached_numfrustumplanes == 5)
3716                                 break;
3717 #endif
3718                 }
3719         }
3720 #endif
3721
3722 #if 0
3723         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3724         {
3725                 plane = rtlight->cached_frustumplanes[i];
3726                 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));
3727         }
3728 #endif
3729
3730 #if 0
3731         // now add the light-space box planes if the light box is rotated, as any
3732         // caster outside the oriented light box is irrelevant (even if it passed
3733         // the worldspace light box, which is axial)
3734         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3735         {
3736                 for (i = 0;i < 6;i++)
3737                 {
3738                         vec3_t v;
3739                         VectorClear(v);
3740                         v[i >> 1] = (i & 1) ? -1 : 1;
3741                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3742                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3743                         plane.dist = VectorNormalizeLength(plane.normal);
3744                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3745                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3746                 }
3747         }
3748 #endif
3749
3750 #if 0
3751         // add the world-space reduced box planes
3752         for (i = 0;i < 6;i++)
3753         {
3754                 VectorClear(plane.normal);
3755                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3756                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3757                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3758         }
3759 #endif
3760
3761 #if 0
3762         {
3763         int j, oldnum;
3764         vec3_t points[8];
3765         vec_t bestdist;
3766         // reduce all plane distances to tightly fit the rtlight cull box, which
3767         // is in worldspace
3768         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3769         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3770         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3771         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3772         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3773         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3774         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3775         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3776         oldnum = rtlight->cached_numfrustumplanes;
3777         rtlight->cached_numfrustumplanes = 0;
3778         for (j = 0;j < oldnum;j++)
3779         {
3780                 // find the nearest point on the box to this plane
3781                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3782                 for (i = 1;i < 8;i++)
3783                 {
3784                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3785                         if (bestdist > dist)
3786                                 bestdist = dist;
3787                 }
3788                 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);
3789                 // if the nearest point is near or behind the plane, we want this
3790                 // plane, otherwise the plane is useless as it won't cull anything
3791                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3792                 {
3793                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3794                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3795                 }
3796         }
3797         }
3798 #endif
3799 }
3800
3801 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3802 {
3803         shadowmesh_t *mesh;
3804
3805         RSurf_ActiveWorldEntity();
3806
3807         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3808         {
3809                 CHECKGLERROR
3810                 GL_CullFace(GL_NONE);
3811                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3812                 for (;mesh;mesh = mesh->next)
3813                 {
3814                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3815                                 continue;
3816                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3817                         if (mesh->vertex3fbuffer)
3818                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3819                         else
3820                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3821                         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);
3822                 }
3823                 CHECKGLERROR
3824         }
3825         else if (r_refdef.scene.worldentity->model)
3826                 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);
3827
3828         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3829 }
3830
3831 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3832 {
3833         qboolean zpass = false;
3834         shadowmesh_t *mesh;
3835         int t, tend;
3836         int surfacelistindex;
3837         msurface_t *surface;
3838
3839         // if triangle neighbors are disabled, shadowvolumes are disabled
3840         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3841                 return;
3842
3843         RSurf_ActiveWorldEntity();
3844
3845         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3846         {
3847                 CHECKGLERROR
3848                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3849                 {
3850                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3851                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3852                 }
3853                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3854                 for (;mesh;mesh = mesh->next)
3855                 {
3856                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3857                         if (mesh->vertex3fbuffer)
3858                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3859                         else
3860                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3861                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3862                         {
3863                                 // increment stencil if frontface is infront of depthbuffer
3864                                 GL_CullFace(r_refdef.view.cullface_back);
3865                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3866                                 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3867                                 // decrement stencil if backface is infront of depthbuffer
3868                                 GL_CullFace(r_refdef.view.cullface_front);
3869                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3870                         }
3871                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3872                         {
3873                                 // decrement stencil if backface is behind depthbuffer
3874                                 GL_CullFace(r_refdef.view.cullface_front);
3875                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3876                                 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);
3877                                 // increment stencil if frontface is behind depthbuffer
3878                                 GL_CullFace(r_refdef.view.cullface_back);
3879                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3880                         }
3881                         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);
3882                 }
3883                 CHECKGLERROR
3884         }
3885         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3886         {
3887                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3888                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3889                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3890                 {
3891                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3892                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3893                                 if (CHECKPVSBIT(trispvs, t))
3894                                         shadowmarklist[numshadowmark++] = t;
3895                 }
3896                 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);
3897         }
3898         else if (numsurfaces)
3899         {
3900                 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);
3901         }
3902
3903         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3904 }
3905
3906 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3907 {
3908         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3909         vec_t relativeshadowradius;
3910         RSurf_ActiveModelEntity(ent, false, false, false);
3911         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3912         // we need to re-init the shader for each entity because the matrix changed
3913         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3914         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3915         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3916         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3917         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3918         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3919         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3920         switch (r_shadow_rendermode)
3921         {
3922         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3923                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3924                 break;
3925         default:
3926                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3927                 break;
3928         }
3929         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3930 }
3931
3932 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3933 {
3934         // set up properties for rendering light onto this entity
3935         RSurf_ActiveModelEntity(ent, true, true, false);
3936         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3937         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3938         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3939         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3940 }
3941
3942 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3943 {
3944         if (!r_refdef.scene.worldmodel->DrawLight)
3945                 return;
3946
3947         // set up properties for rendering light onto this entity
3948         RSurf_ActiveWorldEntity();
3949         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3950         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3951         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3952         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3953
3954         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3955
3956         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3957 }
3958
3959 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3960 {
3961         dp_model_t *model = ent->model;
3962         if (!model->DrawLight)
3963                 return;
3964
3965         R_Shadow_SetupEntityLight(ent);
3966
3967         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3968
3969         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3970 }
3971
3972 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3973 {
3974         int i;
3975         float f;
3976         int numleafs, numsurfaces;
3977         int *leaflist, *surfacelist;
3978         unsigned char *leafpvs;
3979         unsigned char *shadowtrispvs;
3980         unsigned char *lighttrispvs;
3981         //unsigned char *surfacesides;
3982         int numlightentities;
3983         int numlightentities_noselfshadow;
3984         int numshadowentities;
3985         int numshadowentities_noselfshadow;
3986         static entity_render_t *lightentities[MAX_EDICTS];
3987         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3988         static entity_render_t *shadowentities[MAX_EDICTS];
3989         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3990         qboolean nolight;
3991
3992         rtlight->draw = false;
3993
3994         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3995         // skip lights that are basically invisible (color 0 0 0)
3996         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3997
3998         // loading is done before visibility checks because loading should happen
3999         // all at once at the start of a level, not when it stalls gameplay.
4000         // (especially important to benchmarks)
4001         // compile light
4002         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
4003         {
4004                 if (rtlight->compiled)
4005                         R_RTLight_Uncompile(rtlight);
4006                 R_RTLight_Compile(rtlight);
4007         }
4008
4009         // load cubemap
4010         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
4011
4012         // look up the light style value at this time
4013         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4014         VectorScale(rtlight->color, f, rtlight->currentcolor);
4015         /*
4016         if (rtlight->selected)
4017         {
4018                 f = 2 + sin(realtime * M_PI * 4.0);
4019                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
4020         }
4021         */
4022
4023         // if lightstyle is currently off, don't draw the light
4024         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
4025                 return;
4026
4027         // skip processing on corona-only lights
4028         if (nolight)
4029                 return;
4030
4031         // if the light box is offscreen, skip it
4032         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4033                 return;
4034
4035         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4036         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4037
4038         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4039
4040         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4041         {
4042                 // compiled light, world available and can receive realtime lighting
4043                 // retrieve leaf information
4044                 numleafs = rtlight->static_numleafs;
4045                 leaflist = rtlight->static_leaflist;
4046                 leafpvs = rtlight->static_leafpvs;
4047                 numsurfaces = rtlight->static_numsurfaces;
4048                 surfacelist = rtlight->static_surfacelist;
4049                 //surfacesides = NULL;
4050                 shadowtrispvs = rtlight->static_shadowtrispvs;
4051                 lighttrispvs = rtlight->static_lighttrispvs;
4052         }
4053         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4054         {
4055                 // dynamic light, world available and can receive realtime lighting
4056                 // calculate lit surfaces and leafs
4057                 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);
4058                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4059                 leaflist = r_shadow_buffer_leaflist;
4060                 leafpvs = r_shadow_buffer_leafpvs;
4061                 surfacelist = r_shadow_buffer_surfacelist;
4062                 //surfacesides = r_shadow_buffer_surfacesides;
4063                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4064                 lighttrispvs = r_shadow_buffer_lighttrispvs;
4065                 // if the reduced leaf bounds are offscreen, skip it
4066                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4067                         return;
4068         }
4069         else
4070         {
4071                 // no world
4072                 numleafs = 0;
4073                 leaflist = NULL;
4074                 leafpvs = NULL;
4075                 numsurfaces = 0;
4076                 surfacelist = NULL;
4077                 //surfacesides = NULL;
4078                 shadowtrispvs = NULL;
4079                 lighttrispvs = NULL;
4080         }
4081         // check if light is illuminating any visible leafs
4082         if (numleafs)
4083         {
4084                 for (i = 0;i < numleafs;i++)
4085                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4086                                 break;
4087                 if (i == numleafs)
4088                         return;
4089         }
4090
4091         // make a list of lit entities and shadow casting entities
4092         numlightentities = 0;
4093         numlightentities_noselfshadow = 0;
4094         numshadowentities = 0;
4095         numshadowentities_noselfshadow = 0;
4096
4097         // add dynamic entities that are lit by the light
4098         for (i = 0;i < r_refdef.scene.numentities;i++)
4099         {
4100                 dp_model_t *model;
4101                 entity_render_t *ent = r_refdef.scene.entities[i];
4102                 vec3_t org;
4103                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4104                         continue;
4105                 // skip the object entirely if it is not within the valid
4106                 // shadow-casting region (which includes the lit region)
4107                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4108                         continue;
4109                 if (!(model = ent->model))
4110                         continue;
4111                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4112                 {
4113                         // this entity wants to receive light, is visible, and is
4114                         // inside the light box
4115                         // TODO: check if the surfaces in the model can receive light
4116                         // so now check if it's in a leaf seen by the light
4117                         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))
4118                                 continue;
4119                         if (ent->flags & RENDER_NOSELFSHADOW)
4120                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4121                         else
4122                                 lightentities[numlightentities++] = ent;
4123                         // since it is lit, it probably also casts a shadow...
4124                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4125                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4126                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4127                         {
4128                                 // note: exterior models without the RENDER_NOSELFSHADOW
4129                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4130                                 // are lit normally, this means that they are
4131                                 // self-shadowing but do not shadow other
4132                                 // RENDER_NOSELFSHADOW entities such as the gun
4133                                 // (very weird, but keeps the player shadow off the gun)
4134                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4135                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4136                                 else
4137                                         shadowentities[numshadowentities++] = ent;
4138                         }
4139                 }
4140                 else if (ent->flags & RENDER_SHADOW)
4141                 {
4142                         // this entity is not receiving light, but may still need to
4143                         // cast a shadow...
4144                         // TODO: check if the surfaces in the model can cast shadow
4145                         // now check if it is in a leaf seen by the light
4146                         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))
4147                                 continue;
4148                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4149                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4150                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4151                         {
4152                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4153                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4154                                 else
4155                                         shadowentities[numshadowentities++] = ent;
4156                         }
4157                 }
4158         }
4159
4160         // return if there's nothing at all to light
4161         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4162                 return;
4163
4164         // count this light in the r_speeds
4165         r_refdef.stats.lights++;
4166
4167         // flag it as worth drawing later
4168         rtlight->draw = true;
4169
4170         // cache all the animated entities that cast a shadow but are not visible
4171         for (i = 0;i < numshadowentities;i++)
4172                 if (!shadowentities[i]->animcache_vertex3f)
4173                         R_AnimCache_GetEntity(shadowentities[i], false, false);
4174         for (i = 0;i < numshadowentities_noselfshadow;i++)
4175                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4176                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4177
4178         // allocate some temporary memory for rendering this light later in the frame
4179         // reusable buffers need to be copied, static data can be used as-is
4180         rtlight->cached_numlightentities               = numlightentities;
4181         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4182         rtlight->cached_numshadowentities              = numshadowentities;
4183         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4184         rtlight->cached_numsurfaces                    = numsurfaces;
4185         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4186         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4187         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4188         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4189         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4190         {
4191                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4192                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4193                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4194                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4195                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4196         }
4197         else
4198         {
4199                 // compiled light data
4200                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4201                 rtlight->cached_lighttrispvs = lighttrispvs;
4202                 rtlight->cached_surfacelist = surfacelist;
4203         }
4204 }
4205
4206 void R_Shadow_DrawLight(rtlight_t *rtlight)
4207 {
4208         int i;
4209         int numsurfaces;
4210         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4211         int numlightentities;
4212         int numlightentities_noselfshadow;
4213         int numshadowentities;
4214         int numshadowentities_noselfshadow;
4215         entity_render_t **lightentities;
4216         entity_render_t **lightentities_noselfshadow;
4217         entity_render_t **shadowentities;
4218         entity_render_t **shadowentities_noselfshadow;
4219         int *surfacelist;
4220         static unsigned char entitysides[MAX_EDICTS];
4221         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4222         vec3_t nearestpoint;
4223         vec_t distance;
4224         qboolean castshadows;
4225         int lodlinear;
4226
4227         // check if we cached this light this frame (meaning it is worth drawing)
4228         if (!rtlight->draw)
4229                 return;
4230
4231         numlightentities = rtlight->cached_numlightentities;
4232         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4233         numshadowentities = rtlight->cached_numshadowentities;
4234         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4235         numsurfaces = rtlight->cached_numsurfaces;
4236         lightentities = rtlight->cached_lightentities;
4237         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4238         shadowentities = rtlight->cached_shadowentities;
4239         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4240         shadowtrispvs = rtlight->cached_shadowtrispvs;
4241         lighttrispvs = rtlight->cached_lighttrispvs;
4242         surfacelist = rtlight->cached_surfacelist;
4243
4244         // set up a scissor rectangle for this light
4245         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4246                 return;
4247
4248         // don't let sound skip if going slow
4249         if (r_refdef.scene.extraupdate)
4250                 S_ExtraUpdate ();
4251
4252         // make this the active rtlight for rendering purposes
4253         R_Shadow_RenderMode_ActiveLight(rtlight);
4254
4255         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4256         {
4257                 // optionally draw visible shape of the shadow volumes
4258                 // for performance analysis by level designers
4259                 R_Shadow_RenderMode_VisibleShadowVolumes();
4260                 if (numsurfaces)
4261                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4262                 for (i = 0;i < numshadowentities;i++)
4263                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4264                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4265                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4266                 R_Shadow_RenderMode_VisibleLighting(false, false);
4267         }
4268
4269         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4270         {
4271                 // optionally draw the illuminated areas
4272                 // for performance analysis by level designers
4273                 R_Shadow_RenderMode_VisibleLighting(false, false);
4274                 if (numsurfaces)
4275                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4276                 for (i = 0;i < numlightentities;i++)
4277                         R_Shadow_DrawEntityLight(lightentities[i]);
4278                 for (i = 0;i < numlightentities_noselfshadow;i++)
4279                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4280         }
4281
4282         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4283
4284         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4285         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4286         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4287         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4288
4289         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4290         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4291         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4292
4293         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4294         {
4295                 float borderbias;
4296                 int side;
4297                 int size;
4298                 int castermask = 0;
4299                 int receivermask = 0;
4300                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4301                 Matrix4x4_Abs(&radiustolight);
4302
4303                 r_shadow_shadowmaplod = 0;
4304                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4305                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4306                                 r_shadow_shadowmaplod = i;
4307
4308                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4309                         
4310                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4311
4312                 surfacesides = NULL;
4313                 if (numsurfaces)
4314                 {
4315                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4316                         {
4317                                 castermask = rtlight->static_shadowmap_casters;
4318                                 receivermask = rtlight->static_shadowmap_receivers;
4319                         }
4320                         else
4321                         {
4322                                 surfacesides = r_shadow_buffer_surfacesides;
4323                                 for(i = 0;i < numsurfaces;i++)
4324                                 {
4325                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4326                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4327                                         castermask |= surfacesides[i];
4328                                         receivermask |= surfacesides[i];
4329                                 }
4330                         }
4331                 }
4332                 if (receivermask < 0x3F) 
4333                 {
4334                         for (i = 0;i < numlightentities;i++)
4335                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4336                         if (receivermask < 0x3F)
4337                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4338                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4339                 }
4340
4341                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4342
4343                 if (receivermask)
4344                 {
4345                         for (i = 0;i < numshadowentities;i++)
4346                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4347                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4348                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4349                 }
4350
4351                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4352
4353                 // render shadow casters into 6 sided depth texture
4354                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4355                 {
4356                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4357                         if (! (castermask & (1 << side))) continue;
4358                         if (numsurfaces)
4359                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4360                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4361                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4362                 }
4363
4364                 if (numlightentities_noselfshadow)
4365                 {
4366                         // render lighting using the depth texture as shadowmap
4367                         // draw lighting in the unmasked areas
4368                         R_Shadow_RenderMode_Lighting(false, false, true);
4369                         for (i = 0;i < numlightentities_noselfshadow;i++)
4370                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4371                 }
4372
4373                 // render shadow casters into 6 sided depth texture
4374                 if (numshadowentities_noselfshadow)
4375                 {
4376                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4377                         {
4378                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4379                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4380                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4381                         }
4382                 }
4383
4384                 // render lighting using the depth texture as shadowmap
4385                 // draw lighting in the unmasked areas
4386                 R_Shadow_RenderMode_Lighting(false, false, true);
4387                 // draw lighting in the unmasked areas
4388                 if (numsurfaces)
4389                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4390                 for (i = 0;i < numlightentities;i++)
4391                         R_Shadow_DrawEntityLight(lightentities[i]);
4392         }
4393         else if (castshadows && vid.stencil)
4394         {
4395                 // draw stencil shadow volumes to mask off pixels that are in shadow
4396                 // so that they won't receive lighting
4397                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4398                 R_Shadow_ClearStencil();
4399
4400                 if (numsurfaces)
4401                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4402                 for (i = 0;i < numshadowentities;i++)
4403                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4404
4405                 // draw lighting in the unmasked areas
4406                 R_Shadow_RenderMode_Lighting(true, false, false);
4407                 for (i = 0;i < numlightentities_noselfshadow;i++)
4408                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4409
4410                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4411                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4412
4413                 // draw lighting in the unmasked areas
4414                 R_Shadow_RenderMode_Lighting(true, false, false);
4415                 if (numsurfaces)
4416                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4417                 for (i = 0;i < numlightentities;i++)
4418                         R_Shadow_DrawEntityLight(lightentities[i]);
4419         }
4420         else
4421         {
4422                 // draw lighting in the unmasked areas
4423                 R_Shadow_RenderMode_Lighting(false, false, false);
4424                 if (numsurfaces)
4425                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4426                 for (i = 0;i < numlightentities;i++)
4427                         R_Shadow_DrawEntityLight(lightentities[i]);
4428                 for (i = 0;i < numlightentities_noselfshadow;i++)
4429                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4430         }
4431
4432         if (r_shadow_usingdeferredprepass)
4433         {
4434                 // when rendering deferred lighting, we simply rasterize the box
4435                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4436                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4437                 else if (castshadows && vid.stencil)
4438                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4439                 else
4440                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4441         }
4442 }
4443
4444 static void R_Shadow_FreeDeferred(void)
4445 {
4446         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4447         r_shadow_prepassgeometryfbo = 0;
4448
4449         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4450         r_shadow_prepasslightingdiffusespecularfbo = 0;
4451
4452         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4453         r_shadow_prepasslightingdiffusefbo = 0;
4454
4455         if (r_shadow_prepassgeometrydepthtexture)
4456                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4457         r_shadow_prepassgeometrydepthtexture = NULL;
4458
4459         if (r_shadow_prepassgeometrydepthcolortexture)
4460                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4461         r_shadow_prepassgeometrydepthcolortexture = NULL;
4462
4463         if (r_shadow_prepassgeometrynormalmaptexture)
4464                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4465         r_shadow_prepassgeometrynormalmaptexture = NULL;
4466
4467         if (r_shadow_prepasslightingdiffusetexture)
4468                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4469         r_shadow_prepasslightingdiffusetexture = NULL;
4470
4471         if (r_shadow_prepasslightingspeculartexture)
4472                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4473         r_shadow_prepasslightingspeculartexture = NULL;
4474 }
4475
4476 void R_Shadow_DrawPrepass(void)
4477 {
4478         int i;
4479         int flag;
4480         int lnum;
4481         size_t lightindex;
4482         dlight_t *light;
4483         size_t range;
4484         entity_render_t *ent;
4485         float clearcolor[4];
4486
4487         R_Mesh_ResetTextureState();
4488         GL_DepthMask(true);
4489         GL_ColorMask(1,1,1,1);
4490         GL_BlendFunc(GL_ONE, GL_ZERO);
4491         GL_Color(1,1,1,1);
4492         GL_DepthTest(true);
4493         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4494         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4495         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4496         if (r_timereport_active)
4497                 R_TimeReport("prepasscleargeom");
4498
4499         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4500                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4501         if (r_timereport_active)
4502                 R_TimeReport("prepassworld");
4503
4504         for (i = 0;i < r_refdef.scene.numentities;i++)
4505         {
4506                 if (!r_refdef.viewcache.entityvisible[i])
4507                         continue;
4508                 ent = r_refdef.scene.entities[i];
4509                 if (ent->model && ent->model->DrawPrepass != NULL)
4510                         ent->model->DrawPrepass(ent);
4511         }
4512
4513         if (r_timereport_active)
4514                 R_TimeReport("prepassmodels");
4515
4516         GL_DepthMask(false);
4517         GL_ColorMask(1,1,1,1);
4518         GL_Color(1,1,1,1);
4519         GL_DepthTest(true);
4520         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4521         Vector4Set(clearcolor, 0, 0, 0, 0);
4522         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4523         if (r_timereport_active)
4524                 R_TimeReport("prepassclearlit");
4525
4526         R_Shadow_RenderMode_Begin();
4527
4528         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4529         if (r_shadow_debuglight.integer >= 0)
4530         {
4531                 lightindex = r_shadow_debuglight.integer;
4532                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4533                 if (light && (light->flags & flag) && light->rtlight.draw)
4534                         R_Shadow_DrawLight(&light->rtlight);
4535         }
4536         else
4537         {
4538                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4539                 for (lightindex = 0;lightindex < range;lightindex++)
4540                 {
4541                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4542                         if (light && (light->flags & flag) && light->rtlight.draw)
4543                                 R_Shadow_DrawLight(&light->rtlight);
4544                 }
4545         }
4546         if (r_refdef.scene.rtdlight)
4547                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4548                         if (r_refdef.scene.lights[lnum]->draw)
4549                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4550
4551         R_Mesh_SetMainRenderTargets();
4552
4553         R_Shadow_RenderMode_End();
4554
4555         if (r_timereport_active)
4556                 R_TimeReport("prepasslights");
4557 }
4558
4559 void R_Shadow_DrawLightSprites(void);
4560 void R_Shadow_PrepareLights(void)
4561 {
4562         int flag;
4563         int lnum;
4564         size_t lightindex;
4565         dlight_t *light;
4566         size_t range;
4567         float f;
4568         GLenum status;
4569
4570         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4571                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4572                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4573                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4574                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4575                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4576                 R_Shadow_FreeShadowMaps();
4577
4578         r_shadow_usingshadowmaportho = false;
4579
4580         switch (vid.renderpath)
4581         {
4582         case RENDERPATH_GL20:
4583         case RENDERPATH_D3D9:
4584         case RENDERPATH_D3D10:
4585         case RENDERPATH_D3D11:
4586         case RENDERPATH_SOFT:
4587         case RENDERPATH_GLES2:
4588                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4589                 {
4590                         r_shadow_usingdeferredprepass = false;
4591                         if (r_shadow_prepass_width)
4592                                 R_Shadow_FreeDeferred();
4593                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4594                         break;
4595                 }
4596
4597                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4598                 {
4599                         R_Shadow_FreeDeferred();
4600
4601                         r_shadow_usingdeferredprepass = true;
4602                         r_shadow_prepass_width = vid.width;
4603                         r_shadow_prepass_height = vid.height;
4604                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4605                         switch (vid.renderpath)
4606                         {
4607                         case RENDERPATH_D3D9:
4608                                 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);
4609                                 break;
4610                         default:
4611                                 break;
4612                         }
4613                         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);
4614                         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);
4615                         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);
4616
4617                         // set up the geometry pass fbo (depth + normalmap)
4618                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4619                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4620                         // render depth into one texture and normalmap into the other
4621                         if (qglDrawBuffersARB)
4622                         {
4623                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4624                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4625                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4626                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4627                                 {
4628                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4629                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4630                                         r_shadow_usingdeferredprepass = false;
4631                                 }
4632                         }
4633
4634                         // set up the lighting pass fbo (diffuse + specular)
4635                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4636                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4637                         // render diffuse into one texture and specular into another,
4638                         // with depth and normalmap bound as textures,
4639                         // with depth bound as attachment as well
4640                         if (qglDrawBuffersARB)
4641                         {
4642                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4643                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4644                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4645                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4646                                 {
4647                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4648                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4649                                         r_shadow_usingdeferredprepass = false;
4650                                 }
4651                         }
4652
4653                         // set up the lighting pass fbo (diffuse)
4654                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4655                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4656                         // render diffuse into one texture,
4657                         // with depth and normalmap bound as textures,
4658                         // with depth bound as attachment as well
4659                         if (qglDrawBuffersARB)
4660                         {
4661                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4662                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4663                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4664                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4665                                 {
4666                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4667                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4668                                         r_shadow_usingdeferredprepass = false;
4669                                 }
4670                         }
4671                 }
4672                 break;
4673         case RENDERPATH_GL11:
4674         case RENDERPATH_GL13:
4675         case RENDERPATH_GLES1:
4676                 r_shadow_usingdeferredprepass = false;
4677                 break;
4678         }
4679
4680         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);
4681
4682         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4683         if (r_shadow_debuglight.integer >= 0)
4684         {
4685                 lightindex = r_shadow_debuglight.integer;
4686                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4687                 if (light && (light->flags & flag))
4688                         R_Shadow_PrepareLight(&light->rtlight);
4689         }
4690         else
4691         {
4692                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4693                 for (lightindex = 0;lightindex < range;lightindex++)
4694                 {
4695                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4696                         if (light && (light->flags & flag))
4697                                 R_Shadow_PrepareLight(&light->rtlight);
4698                 }
4699         }
4700         if (r_refdef.scene.rtdlight)
4701         {
4702                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4703                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4704         }
4705         else if(gl_flashblend.integer)
4706         {
4707                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4708                 {
4709                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4710                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4711                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4712                 }
4713         }
4714
4715         if (r_editlights.integer)
4716                 R_Shadow_DrawLightSprites();
4717
4718         R_Shadow_UpdateBounceGridTexture();
4719 }
4720
4721 void R_Shadow_DrawLights(void)
4722 {
4723         int flag;
4724         int lnum;
4725         size_t lightindex;
4726         dlight_t *light;
4727         size_t range;
4728
4729         R_Shadow_RenderMode_Begin();
4730
4731         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4732         if (r_shadow_debuglight.integer >= 0)
4733         {
4734                 lightindex = r_shadow_debuglight.integer;
4735                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4736                 if (light && (light->flags & flag))
4737                         R_Shadow_DrawLight(&light->rtlight);
4738         }
4739         else
4740         {
4741                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4742                 for (lightindex = 0;lightindex < range;lightindex++)
4743                 {
4744                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4745                         if (light && (light->flags & flag))
4746                                 R_Shadow_DrawLight(&light->rtlight);
4747                 }
4748         }
4749         if (r_refdef.scene.rtdlight)
4750                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4751                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4752
4753         R_Shadow_RenderMode_End();
4754 }
4755
4756 extern const float r_screenvertex3f[12];
4757 extern void R_SetupView(qboolean allowwaterclippingplane);
4758 extern void R_ResetViewRendering3D(void);
4759 extern void R_ResetViewRendering2D(void);
4760 extern cvar_t r_shadows;
4761 extern cvar_t r_shadows_darken;
4762 extern cvar_t r_shadows_drawafterrtlighting;
4763 extern cvar_t r_shadows_castfrombmodels;
4764 extern cvar_t r_shadows_throwdistance;
4765 extern cvar_t r_shadows_throwdirection;
4766 extern cvar_t r_shadows_focus;
4767 extern cvar_t r_shadows_shadowmapscale;
4768
4769 void R_Shadow_PrepareModelShadows(void)
4770 {
4771         int i;
4772         float scale, size, radius, dot1, dot2;
4773         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4774         entity_render_t *ent;
4775
4776         if (!r_refdef.scene.numentities)
4777                 return;
4778
4779         switch (r_shadow_shadowmode)
4780         {
4781         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4782                 if (r_shadows.integer >= 2) 
4783                         break;
4784                 // fall through
4785         case R_SHADOW_SHADOWMODE_STENCIL:
4786                 for (i = 0;i < r_refdef.scene.numentities;i++)
4787                 {
4788                         ent = r_refdef.scene.entities[i];
4789                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4790                                 R_AnimCache_GetEntity(ent, false, false);
4791                 }
4792                 return;
4793         default:
4794                 return;
4795         }
4796
4797         size = 2*r_shadow_shadowmapmaxsize;
4798         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4799         radius = 0.5f * size / scale;
4800
4801         Math_atov(r_shadows_throwdirection.string, shadowdir);
4802         VectorNormalize(shadowdir);
4803         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4804         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4805         if (fabs(dot1) <= fabs(dot2))
4806                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4807         else
4808                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4809         VectorNormalize(shadowforward);
4810         CrossProduct(shadowdir, shadowforward, shadowright);
4811         Math_atov(r_shadows_focus.string, shadowfocus);
4812         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4813         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4814         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4815         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4816         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4817                 dot1 = 1;
4818         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4819
4820         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4821         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4822         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4823         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4824         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4825         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4826
4827         for (i = 0;i < r_refdef.scene.numentities;i++)
4828         {
4829                 ent = r_refdef.scene.entities[i];
4830                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4831                         continue;
4832                 // cast shadows from anything of the map (submodels are optional)
4833                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4834                         R_AnimCache_GetEntity(ent, false, false);
4835         }
4836 }
4837
4838 void R_DrawModelShadowMaps(void)
4839 {
4840         int i;
4841         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4842         entity_render_t *ent;
4843         vec3_t relativelightorigin;
4844         vec3_t relativelightdirection, relativeforward, relativeright;
4845         vec3_t relativeshadowmins, relativeshadowmaxs;
4846         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4847         float m[12];
4848         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4849         r_viewport_t viewport;
4850         GLuint fbo = 0;
4851         float clearcolor[4];
4852
4853         if (!r_refdef.scene.numentities)
4854                 return;
4855
4856         switch (r_shadow_shadowmode)
4857         {
4858         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4859                 break;
4860         default:
4861                 return;
4862         }
4863
4864         R_ResetViewRendering3D();
4865         R_Shadow_RenderMode_Begin();
4866         R_Shadow_RenderMode_ActiveLight(NULL);
4867
4868         switch (r_shadow_shadowmode)
4869         {
4870         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4871                 if (!r_shadow_shadowmap2dtexture)
4872                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4873                 fbo = r_shadow_fbo2d;
4874                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4875                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4876                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4877                 break;
4878         default:
4879                 break;
4880         }
4881
4882         size = 2*r_shadow_shadowmapmaxsize;
4883         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4884         radius = 0.5f / scale;
4885         nearclip = -r_shadows_throwdistance.value;
4886         farclip = r_shadows_throwdistance.value;
4887         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4888
4889         r_shadow_shadowmap_parameters[0] = size;
4890         r_shadow_shadowmap_parameters[1] = size;
4891         r_shadow_shadowmap_parameters[2] = 1.0;
4892         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4893
4894         Math_atov(r_shadows_throwdirection.string, shadowdir);
4895         VectorNormalize(shadowdir);
4896         Math_atov(r_shadows_focus.string, shadowfocus);
4897         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4898         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4899         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4900         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4901         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4902         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4903         if (fabs(dot1) <= fabs(dot2)) 
4904                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4905         else
4906                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4907         VectorNormalize(shadowforward);
4908         VectorM(scale, shadowforward, &m[0]);
4909         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4910                 dot1 = 1;
4911         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4912         CrossProduct(shadowdir, shadowforward, shadowright);
4913         VectorM(scale, shadowright, &m[4]);
4914         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4915         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4916         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4917         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4918         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4919         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4920
4921         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4922
4923         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4924         R_SetupShader_DepthOrShadow(true);
4925         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4926         GL_DepthMask(true);
4927         GL_DepthTest(true);
4928         R_SetViewport(&viewport);
4929         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4930         Vector4Set(clearcolor, 1,1,1,1);
4931         // in D3D9 we have to render to a color texture shadowmap
4932         // in GL we render directly to a depth texture only
4933         if (r_shadow_shadowmap2dtexture)
4934                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4935         else
4936                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4937         // render into a slightly restricted region so that the borders of the
4938         // shadowmap area fade away, rather than streaking across everything
4939         // outside the usable area
4940         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4941
4942 #if 0
4943         // debugging
4944         R_Mesh_SetMainRenderTargets();
4945         R_SetupShader_ShowDepth(true);
4946         GL_ColorMask(1,1,1,1);
4947         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4948 #endif
4949
4950         for (i = 0;i < r_refdef.scene.numentities;i++)
4951         {
4952                 ent = r_refdef.scene.entities[i];
4953
4954                 // cast shadows from anything of the map (submodels are optional)
4955                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4956                 {
4957                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4958                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4959                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4960                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4961                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4962                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4963                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4964                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4965                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4966                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4967                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4968                         RSurf_ActiveModelEntity(ent, false, false, false);
4969                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4970                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4971                 }
4972         }
4973
4974 #if 0
4975         if (r_test.integer)
4976         {
4977                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4978                 CHECKGLERROR
4979                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4980                 CHECKGLERROR
4981                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4982                 Cvar_SetValueQuick(&r_test, 0);
4983                 Z_Free(rawpixels);
4984         }
4985 #endif
4986
4987         R_Shadow_RenderMode_End();
4988
4989         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4990         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4991         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4992         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4993         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4994         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4995
4996         switch (vid.renderpath)
4997         {
4998         case RENDERPATH_GL11:
4999         case RENDERPATH_GL13:
5000         case RENDERPATH_GL20:
5001         case RENDERPATH_SOFT:
5002         case RENDERPATH_GLES1:
5003         case RENDERPATH_GLES2:
5004                 break;
5005         case RENDERPATH_D3D9:
5006         case RENDERPATH_D3D10:
5007         case RENDERPATH_D3D11:
5008 #ifdef OPENGL_ORIENTATION
5009                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
5010                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
5011                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
5012                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
5013 #else
5014                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
5015                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
5016                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
5017                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
5018 #endif
5019                 break;
5020         }
5021
5022         r_shadow_usingshadowmaportho = true;
5023         switch (r_shadow_shadowmode)
5024         {
5025         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5026                 r_shadow_usingshadowmap2d = true;
5027                 break;
5028         default:
5029                 break;
5030         }
5031 }
5032
5033 void R_DrawModelShadows(void)
5034 {
5035         int i;
5036         float relativethrowdistance;
5037         entity_render_t *ent;
5038         vec3_t relativelightorigin;
5039         vec3_t relativelightdirection;
5040         vec3_t relativeshadowmins, relativeshadowmaxs;
5041         vec3_t tmp, shadowdir;
5042
5043         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5044                 return;
5045
5046         R_ResetViewRendering3D();
5047         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5048         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5049         R_Shadow_RenderMode_Begin();
5050         R_Shadow_RenderMode_ActiveLight(NULL);
5051         r_shadow_lightscissor[0] = r_refdef.view.x;
5052         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5053         r_shadow_lightscissor[2] = r_refdef.view.width;
5054         r_shadow_lightscissor[3] = r_refdef.view.height;
5055         R_Shadow_RenderMode_StencilShadowVolumes(false);
5056
5057         // get shadow dir
5058         if (r_shadows.integer == 2)
5059         {
5060                 Math_atov(r_shadows_throwdirection.string, shadowdir);
5061                 VectorNormalize(shadowdir);
5062         }
5063
5064         R_Shadow_ClearStencil();
5065
5066         for (i = 0;i < r_refdef.scene.numentities;i++)
5067         {
5068                 ent = r_refdef.scene.entities[i];
5069
5070                 // cast shadows from anything of the map (submodels are optional)
5071                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5072                 {
5073                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5074                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5075                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5076                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5077                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5078                         else
5079                         {
5080                                 if(ent->entitynumber != 0)
5081                                 {
5082                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5083                                         {
5084                                                 // FIXME handle this
5085                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5086                                         }
5087                                         else
5088                                         {
5089                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5090                                                 int entnum, entnum2, recursion;
5091                                                 entnum = entnum2 = ent->entitynumber;
5092                                                 for(recursion = 32; recursion > 0; --recursion)
5093                                                 {
5094                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
5095                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5096                                                                 entnum = entnum2;
5097                                                         else
5098                                                                 break;
5099                                                 }
5100                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5101                                                 {
5102                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5103                                                         // transform into modelspace of OUR entity
5104                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5105                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5106                                                 }
5107                                                 else
5108                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5109                                         }
5110                                 }
5111                                 else
5112                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5113                         }
5114
5115                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5116                         RSurf_ActiveModelEntity(ent, false, false, false);
5117                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5118                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5119                 }
5120         }
5121
5122         // not really the right mode, but this will disable any silly stencil features
5123         R_Shadow_RenderMode_End();
5124
5125         // set up ortho view for rendering this pass
5126         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5127         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5128         //GL_ScissorTest(true);
5129         //R_EntityMatrix(&identitymatrix);
5130         //R_Mesh_ResetTextureState();
5131         R_ResetViewRendering2D();
5132
5133         // set up a darkening blend on shadowed areas
5134         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5135         //GL_DepthRange(0, 1);
5136         //GL_DepthTest(false);
5137         //GL_DepthMask(false);
5138         //GL_PolygonOffset(0, 0);CHECKGLERROR
5139         GL_Color(0, 0, 0, r_shadows_darken.value);
5140         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5141         //GL_DepthFunc(GL_ALWAYS);
5142         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5143
5144         // apply the blend to the shadowed areas
5145         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5146         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
5147         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5148
5149         // restore the viewport
5150         R_SetViewport(&r_refdef.view.viewport);
5151
5152         // restore other state to normal
5153         //R_Shadow_RenderMode_End();
5154 }
5155
5156 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5157 {
5158         float zdist;
5159         vec3_t centerorigin;
5160         float vertex3f[12];
5161         // if it's too close, skip it
5162         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5163                 return;
5164         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5165         if (zdist < 32)
5166                 return;
5167         if (usequery && r_numqueries + 2 <= r_maxqueries)
5168         {
5169                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5170                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5171                 // 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
5172                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5173
5174                 switch(vid.renderpath)
5175                 {
5176                 case RENDERPATH_GL11:
5177                 case RENDERPATH_GL13:
5178                 case RENDERPATH_GL20:
5179                 case RENDERPATH_GLES1:
5180                 case RENDERPATH_GLES2:
5181                         CHECKGLERROR
5182                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5183                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5184                         GL_DepthFunc(GL_ALWAYS);
5185                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5186                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5187                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5188                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5189                         GL_DepthFunc(GL_LEQUAL);
5190                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5191                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5192                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5193                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5194                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5195                         CHECKGLERROR
5196                         break;
5197                 case RENDERPATH_D3D9:
5198                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5199                         break;
5200                 case RENDERPATH_D3D10:
5201                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5202                         break;
5203                 case RENDERPATH_D3D11:
5204                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5205                         break;
5206                 case RENDERPATH_SOFT:
5207                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5208                         break;
5209                 }
5210         }
5211         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5212 }
5213
5214 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5215
5216 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5217 {
5218         vec3_t color;
5219         GLint allpixels = 0, visiblepixels = 0;
5220         // now we have to check the query result
5221         if (rtlight->corona_queryindex_visiblepixels)
5222         {
5223                 switch(vid.renderpath)
5224                 {
5225                 case RENDERPATH_GL11:
5226                 case RENDERPATH_GL13:
5227                 case RENDERPATH_GL20:
5228                 case RENDERPATH_GLES1:
5229                 case RENDERPATH_GLES2:
5230                         CHECKGLERROR
5231                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5232                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5233                         CHECKGLERROR
5234                         break;
5235                 case RENDERPATH_D3D9:
5236                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5237                         break;
5238                 case RENDERPATH_D3D10:
5239                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5240                         break;
5241                 case RENDERPATH_D3D11:
5242                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5243                         break;
5244                 case RENDERPATH_SOFT:
5245                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5246                         break;
5247                 }
5248                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5249                 if (visiblepixels < 1 || allpixels < 1)
5250                         return;
5251                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5252                 cscale *= rtlight->corona_visibility;
5253         }
5254         else
5255         {
5256                 // FIXME: these traces should scan all render entities instead of cl.world
5257                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5258                         return;
5259         }
5260         VectorScale(rtlight->currentcolor, cscale, color);
5261         if (VectorLength(color) > (1.0f / 256.0f))
5262         {
5263                 float vertex3f[12];
5264                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5265                 if(negated)
5266                 {
5267                         VectorNegate(color, color);
5268                         switch(vid.renderpath)
5269                         {
5270                         case RENDERPATH_GL11:
5271                         case RENDERPATH_GL13:
5272                         case RENDERPATH_GL20:
5273                         case RENDERPATH_GLES1:
5274                         case RENDERPATH_GLES2:
5275                                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5276                                 break;
5277                         case RENDERPATH_D3D9:
5278 #ifdef SUPPORTD3D
5279                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
5280 #endif
5281                                 break;
5282                         case RENDERPATH_D3D10:
5283                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5284                                 break;
5285                         case RENDERPATH_D3D11:
5286                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5287                                 break;
5288                         case RENDERPATH_SOFT:
5289                                 DPSOFTRAST_BlendSubtract(true);
5290                                 break;
5291                         }
5292                 }
5293                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5294                 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);
5295                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5296                 if(negated)
5297                 {
5298                         switch(vid.renderpath)
5299                         {
5300                         case RENDERPATH_GL11:
5301                         case RENDERPATH_GL13:
5302                         case RENDERPATH_GL20:
5303                         case RENDERPATH_GLES1:
5304                         case RENDERPATH_GLES2:
5305                                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5306                                 break;
5307                         case RENDERPATH_D3D9:
5308 #ifdef SUPPORTD3D
5309                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
5310 #endif
5311                                 break;
5312                         case RENDERPATH_D3D10:
5313                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5314                                 break;
5315                         case RENDERPATH_D3D11:
5316                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5317                                 break;
5318                         case RENDERPATH_SOFT:
5319                                 DPSOFTRAST_BlendSubtract(false);
5320                                 break;
5321                         }
5322                 }
5323         }
5324 }
5325
5326 void R_Shadow_DrawCoronas(void)
5327 {
5328         int i, flag;
5329         qboolean usequery = false;
5330         size_t lightindex;
5331         dlight_t *light;
5332         rtlight_t *rtlight;
5333         size_t range;
5334         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5335                 return;
5336         if (r_waterstate.renderingscene)
5337                 return;
5338         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5339         R_EntityMatrix(&identitymatrix);
5340
5341         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5342
5343         // check occlusion of coronas
5344         // use GL_ARB_occlusion_query if available
5345         // otherwise use raytraces
5346         r_numqueries = 0;
5347         switch (vid.renderpath)
5348         {
5349         case RENDERPATH_GL11:
5350         case RENDERPATH_GL13:
5351         case RENDERPATH_GL20:
5352         case RENDERPATH_GLES1:
5353         case RENDERPATH_GLES2:
5354                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5355                 if (usequery)
5356                 {
5357                         GL_ColorMask(0,0,0,0);
5358                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5359                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5360                         {
5361                                 i = r_maxqueries;
5362                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5363                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5364                                 CHECKGLERROR
5365                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5366                                 CHECKGLERROR
5367                         }
5368                         RSurf_ActiveWorldEntity();
5369                         GL_BlendFunc(GL_ONE, GL_ZERO);
5370                         GL_CullFace(GL_NONE);
5371                         GL_DepthMask(false);
5372                         GL_DepthRange(0, 1);
5373                         GL_PolygonOffset(0, 0);
5374                         GL_DepthTest(true);
5375                         R_Mesh_ResetTextureState();
5376                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
5377                 }
5378                 break;
5379         case RENDERPATH_D3D9:
5380                 usequery = false;
5381                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5382                 break;
5383         case RENDERPATH_D3D10:
5384                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5385                 break;
5386         case RENDERPATH_D3D11:
5387                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5388                 break;
5389         case RENDERPATH_SOFT:
5390                 usequery = false;
5391                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5392                 break;
5393         }
5394         for (lightindex = 0;lightindex < range;lightindex++)
5395         {
5396                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5397                 if (!light)
5398                         continue;
5399                 rtlight = &light->rtlight;
5400                 rtlight->corona_visibility = 0;
5401                 rtlight->corona_queryindex_visiblepixels = 0;
5402                 rtlight->corona_queryindex_allpixels = 0;
5403                 if (!(rtlight->flags & flag))
5404                         continue;
5405                 if (rtlight->corona <= 0)
5406                         continue;
5407                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5408                         continue;
5409                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5410         }
5411         for (i = 0;i < r_refdef.scene.numlights;i++)
5412         {
5413                 rtlight = r_refdef.scene.lights[i];
5414                 rtlight->corona_visibility = 0;
5415                 rtlight->corona_queryindex_visiblepixels = 0;
5416                 rtlight->corona_queryindex_allpixels = 0;
5417                 if (!(rtlight->flags & flag))
5418                         continue;
5419                 if (rtlight->corona <= 0)
5420                         continue;
5421                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5422         }
5423         if (usequery)
5424                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5425
5426         // now draw the coronas using the query data for intensity info
5427         for (lightindex = 0;lightindex < range;lightindex++)
5428         {
5429                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5430                 if (!light)
5431                         continue;
5432                 rtlight = &light->rtlight;
5433                 if (rtlight->corona_visibility <= 0)
5434                         continue;
5435                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5436         }
5437         for (i = 0;i < r_refdef.scene.numlights;i++)
5438         {
5439                 rtlight = r_refdef.scene.lights[i];
5440                 if (rtlight->corona_visibility <= 0)
5441                         continue;
5442                 if (gl_flashblend.integer)
5443                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5444                 else
5445                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5446         }
5447 }
5448
5449
5450
5451 dlight_t *R_Shadow_NewWorldLight(void)
5452 {
5453         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5454 }
5455
5456 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)
5457 {
5458         matrix4x4_t matrix;
5459         // validate parameters
5460         if (style < 0 || style >= MAX_LIGHTSTYLES)
5461         {
5462                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5463                 style = 0;
5464         }
5465         if (!cubemapname)
5466                 cubemapname = "";
5467
5468         // copy to light properties
5469         VectorCopy(origin, light->origin);
5470         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5471         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5472         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5473         /*
5474         light->color[0] = max(color[0], 0);
5475         light->color[1] = max(color[1], 0);
5476         light->color[2] = max(color[2], 0);
5477         */
5478         light->color[0] = color[0];
5479         light->color[1] = color[1];
5480         light->color[2] = color[2];
5481         light->radius = max(radius, 0);
5482         light->style = style;
5483         light->shadow = shadowenable;
5484         light->corona = corona;
5485         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5486         light->coronasizescale = coronasizescale;
5487         light->ambientscale = ambientscale;
5488         light->diffusescale = diffusescale;
5489         light->specularscale = specularscale;
5490         light->flags = flags;
5491
5492         // update renderable light data
5493         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5494         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);
5495 }
5496
5497 void R_Shadow_FreeWorldLight(dlight_t *light)
5498 {
5499         if (r_shadow_selectedlight == light)
5500                 r_shadow_selectedlight = NULL;
5501         R_RTLight_Uncompile(&light->rtlight);
5502         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5503 }
5504
5505 void R_Shadow_ClearWorldLights(void)
5506 {
5507         size_t lightindex;
5508         dlight_t *light;
5509         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5510         for (lightindex = 0;lightindex < range;lightindex++)
5511         {
5512                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5513                 if (light)
5514                         R_Shadow_FreeWorldLight(light);
5515         }
5516         r_shadow_selectedlight = NULL;
5517 }
5518
5519 void R_Shadow_SelectLight(dlight_t *light)
5520 {
5521         if (r_shadow_selectedlight)
5522                 r_shadow_selectedlight->selected = false;
5523         r_shadow_selectedlight = light;
5524         if (r_shadow_selectedlight)
5525                 r_shadow_selectedlight->selected = true;
5526 }
5527
5528 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5529 {
5530         // this is never batched (there can be only one)
5531         float vertex3f[12];
5532         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5533         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5534         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5535 }
5536
5537 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5538 {
5539         float intensity;
5540         float s;
5541         vec3_t spritecolor;
5542         skinframe_t *skinframe;
5543         float vertex3f[12];
5544
5545         // this is never batched (due to the ent parameter changing every time)
5546         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5547         const dlight_t *light = (dlight_t *)ent;
5548         s = EDLIGHTSPRSIZE;
5549
5550         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5551
5552         intensity = 0.5f;
5553         VectorScale(light->color, intensity, spritecolor);
5554         if (VectorLength(spritecolor) < 0.1732f)
5555                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5556         if (VectorLength(spritecolor) > 1.0f)
5557                 VectorNormalize(spritecolor);
5558
5559         // draw light sprite
5560         if (light->cubemapname[0] && !light->shadow)
5561                 skinframe = r_editlights_sprcubemapnoshadowlight;
5562         else if (light->cubemapname[0])
5563                 skinframe = r_editlights_sprcubemaplight;
5564         else if (!light->shadow)
5565                 skinframe = r_editlights_sprnoshadowlight;
5566         else
5567                 skinframe = r_editlights_sprlight;
5568
5569         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);
5570         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5571
5572         // draw selection sprite if light is selected
5573         if (light->selected)
5574         {
5575                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5576                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5577                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5578         }
5579 }
5580
5581 void R_Shadow_DrawLightSprites(void)
5582 {
5583         size_t lightindex;
5584         dlight_t *light;
5585         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5586         for (lightindex = 0;lightindex < range;lightindex++)
5587         {
5588                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5589                 if (light)
5590                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5591         }
5592         if (!r_editlights_lockcursor)
5593                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5594 }
5595
5596 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5597 {
5598         unsigned int range;
5599         dlight_t *light;
5600         rtlight_t *rtlight;
5601         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5602         if (lightindex >= range)
5603                 return -1;
5604         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5605         if (!light)
5606                 return 0;
5607         rtlight = &light->rtlight;
5608         //if (!(rtlight->flags & flag))
5609         //      return 0;
5610         VectorCopy(rtlight->shadoworigin, origin);
5611         *radius = rtlight->radius;
5612         VectorCopy(rtlight->color, color);
5613         return 1;
5614 }
5615
5616 void R_Shadow_SelectLightInView(void)
5617 {
5618         float bestrating, rating, temp[3];
5619         dlight_t *best;
5620         size_t lightindex;
5621         dlight_t *light;
5622         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5623         best = NULL;
5624         bestrating = 0;
5625
5626         if (r_editlights_lockcursor)
5627                 return;
5628         for (lightindex = 0;lightindex < range;lightindex++)
5629         {
5630                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5631                 if (!light)
5632                         continue;
5633                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5634                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5635                 if (rating >= 0.95)
5636                 {
5637                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5638                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5639                         {
5640                                 bestrating = rating;
5641                                 best = light;
5642                         }
5643                 }
5644         }
5645         R_Shadow_SelectLight(best);
5646 }
5647
5648 void R_Shadow_LoadWorldLights(void)
5649 {
5650         int n, a, style, shadow, flags;
5651         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5652         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5653         if (cl.worldmodel == NULL)
5654         {
5655                 Con_Print("No map loaded.\n");
5656                 return;
5657         }
5658         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5659         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5660         if (lightsstring)
5661         {
5662                 s = lightsstring;
5663                 n = 0;
5664                 while (*s)
5665                 {
5666                         t = s;
5667                         /*
5668                         shadow = true;
5669                         for (;COM_Parse(t, true) && strcmp(
5670                         if (COM_Parse(t, true))
5671                         {
5672                                 if (com_token[0] == '!')
5673                                 {
5674                                         shadow = false;
5675                                         origin[0] = atof(com_token+1);
5676                                 }
5677                                 else
5678                                         origin[0] = atof(com_token);
5679                                 if (Com_Parse(t
5680                         }
5681                         */
5682                         t = s;
5683                         while (*s && *s != '\n' && *s != '\r')
5684                                 s++;
5685                         if (!*s)
5686                                 break;
5687                         tempchar = *s;
5688                         shadow = true;
5689                         // check for modifier flags
5690                         if (*t == '!')
5691                         {
5692                                 shadow = false;
5693                                 t++;
5694                         }
5695                         *s = 0;
5696 #if _MSC_VER >= 1400
5697 #define sscanf sscanf_s
5698 #endif
5699                         cubemapname[sizeof(cubemapname)-1] = 0;
5700 #if MAX_QPATH != 128
5701 #error update this code if MAX_QPATH changes
5702 #endif
5703                         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
5704 #if _MSC_VER >= 1400
5705 , sizeof(cubemapname)
5706 #endif
5707 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5708                         *s = tempchar;
5709                         if (a < 18)
5710                                 flags = LIGHTFLAG_REALTIMEMODE;
5711                         if (a < 17)
5712                                 specularscale = 1;
5713                         if (a < 16)
5714                                 diffusescale = 1;
5715                         if (a < 15)
5716                                 ambientscale = 0;
5717                         if (a < 14)
5718                                 coronasizescale = 0.25f;
5719                         if (a < 13)
5720                                 VectorClear(angles);
5721                         if (a < 10)
5722                                 corona = 0;
5723                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5724                                 cubemapname[0] = 0;
5725                         // remove quotes on cubemapname
5726                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5727                         {
5728                                 size_t namelen;
5729                                 namelen = strlen(cubemapname) - 2;
5730                                 memmove(cubemapname, cubemapname + 1, namelen);
5731                                 cubemapname[namelen] = '\0';
5732                         }
5733                         if (a < 8)
5734                         {
5735                                 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);
5736                                 break;
5737                         }
5738                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5739                         if (*s == '\r')
5740                                 s++;
5741                         if (*s == '\n')
5742                                 s++;
5743                         n++;
5744                 }
5745                 if (*s)
5746                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5747                 Mem_Free(lightsstring);
5748         }
5749 }
5750
5751 void R_Shadow_SaveWorldLights(void)
5752 {
5753         size_t lightindex;
5754         dlight_t *light;
5755         size_t bufchars, bufmaxchars;
5756         char *buf, *oldbuf;
5757         char name[MAX_QPATH];
5758         char line[MAX_INPUTLINE];
5759         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5760         // I hate lines which are 3 times my screen size :( --blub
5761         if (!range)
5762                 return;
5763         if (cl.worldmodel == NULL)
5764         {
5765                 Con_Print("No map loaded.\n");
5766                 return;
5767         }
5768         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5769         bufchars = bufmaxchars = 0;
5770         buf = NULL;
5771         for (lightindex = 0;lightindex < range;lightindex++)
5772         {
5773                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5774                 if (!light)
5775                         continue;
5776                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5777                         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);
5778                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5779                         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]);
5780                 else
5781                         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);
5782                 if (bufchars + strlen(line) > bufmaxchars)
5783                 {
5784                         bufmaxchars = bufchars + strlen(line) + 2048;
5785                         oldbuf = buf;
5786                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5787                         if (oldbuf)
5788                         {
5789                                 if (bufchars)
5790                                         memcpy(buf, oldbuf, bufchars);
5791                                 Mem_Free(oldbuf);
5792                         }
5793                 }
5794                 if (strlen(line))
5795                 {
5796                         memcpy(buf + bufchars, line, strlen(line));
5797                         bufchars += strlen(line);
5798                 }
5799         }
5800         if (bufchars)
5801                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5802         if (buf)
5803                 Mem_Free(buf);
5804 }
5805
5806 void R_Shadow_LoadLightsFile(void)
5807 {
5808         int n, a, style;
5809         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5810         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5811         if (cl.worldmodel == NULL)
5812         {
5813                 Con_Print("No map loaded.\n");
5814                 return;
5815         }
5816         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5817         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5818         if (lightsstring)
5819         {
5820                 s = lightsstring;
5821                 n = 0;
5822                 while (*s)
5823                 {
5824                         t = s;
5825                         while (*s && *s != '\n' && *s != '\r')
5826                                 s++;
5827                         if (!*s)
5828                                 break;
5829                         tempchar = *s;
5830                         *s = 0;
5831                         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);
5832                         *s = tempchar;
5833                         if (a < 14)
5834                         {
5835                                 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);
5836                                 break;
5837                         }
5838                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5839                         radius = bound(15, radius, 4096);
5840                         VectorScale(color, (2.0f / (8388608.0f)), color);
5841                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5842                         if (*s == '\r')
5843                                 s++;
5844                         if (*s == '\n')
5845                                 s++;
5846                         n++;
5847                 }
5848                 if (*s)
5849                         Con_Printf("invalid lights file \"%s\"\n", name);
5850                 Mem_Free(lightsstring);
5851         }
5852 }
5853
5854 // tyrlite/hmap2 light types in the delay field
5855 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5856
5857 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5858 {
5859         int entnum;
5860         int style;
5861         int islight;
5862         int skin;
5863         int pflags;
5864         //int effects;
5865         int type;
5866         int n;
5867         char *entfiledata;
5868         const char *data;
5869         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5870         char key[256], value[MAX_INPUTLINE];
5871
5872         if (cl.worldmodel == NULL)
5873         {
5874                 Con_Print("No map loaded.\n");
5875                 return;
5876         }
5877         // try to load a .ent file first
5878         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5879         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5880         // and if that is not found, fall back to the bsp file entity string
5881         if (!data)
5882                 data = cl.worldmodel->brush.entities;
5883         if (!data)
5884                 return;
5885         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5886         {
5887                 type = LIGHTTYPE_MINUSX;
5888                 origin[0] = origin[1] = origin[2] = 0;
5889                 originhack[0] = originhack[1] = originhack[2] = 0;
5890                 angles[0] = angles[1] = angles[2] = 0;
5891                 color[0] = color[1] = color[2] = 1;
5892                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5893                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5894                 fadescale = 1;
5895                 lightscale = 1;
5896                 style = 0;
5897                 skin = 0;
5898                 pflags = 0;
5899                 //effects = 0;
5900                 islight = false;
5901                 while (1)
5902                 {
5903                         if (!COM_ParseToken_Simple(&data, false, false))
5904                                 break; // error
5905                         if (com_token[0] == '}')
5906                                 break; // end of entity
5907                         if (com_token[0] == '_')
5908                                 strlcpy(key, com_token + 1, sizeof(key));
5909                         else
5910                                 strlcpy(key, com_token, sizeof(key));
5911                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5912                                 key[strlen(key)-1] = 0;
5913                         if (!COM_ParseToken_Simple(&data, false, false))
5914                                 break; // error
5915                         strlcpy(value, com_token, sizeof(value));
5916
5917                         // now that we have the key pair worked out...
5918                         if (!strcmp("light", key))
5919                         {
5920                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5921                                 if (n == 1)
5922                                 {
5923                                         // quake
5924                                         light[0] = vec[0] * (1.0f / 256.0f);
5925                                         light[1] = vec[0] * (1.0f / 256.0f);
5926                                         light[2] = vec[0] * (1.0f / 256.0f);
5927                                         light[3] = vec[0];
5928                                 }
5929                                 else if (n == 4)
5930                                 {
5931                                         // halflife
5932                                         light[0] = vec[0] * (1.0f / 255.0f);
5933                                         light[1] = vec[1] * (1.0f / 255.0f);
5934                                         light[2] = vec[2] * (1.0f / 255.0f);
5935                                         light[3] = vec[3];
5936                                 }
5937                         }
5938                         else if (!strcmp("delay", key))
5939                                 type = atoi(value);
5940                         else if (!strcmp("origin", key))
5941                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5942                         else if (!strcmp("angle", key))
5943                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5944                         else if (!strcmp("angles", key))
5945                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5946                         else if (!strcmp("color", key))
5947                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5948                         else if (!strcmp("wait", key))
5949                                 fadescale = atof(value);
5950                         else if (!strcmp("classname", key))
5951                         {
5952                                 if (!strncmp(value, "light", 5))
5953                                 {
5954                                         islight = true;
5955                                         if (!strcmp(value, "light_fluoro"))
5956                                         {
5957                                                 originhack[0] = 0;
5958                                                 originhack[1] = 0;
5959                                                 originhack[2] = 0;
5960                                                 overridecolor[0] = 1;
5961                                                 overridecolor[1] = 1;
5962                                                 overridecolor[2] = 1;
5963                                         }
5964                                         if (!strcmp(value, "light_fluorospark"))
5965                                         {
5966                                                 originhack[0] = 0;
5967                                                 originhack[1] = 0;
5968                                                 originhack[2] = 0;
5969                                                 overridecolor[0] = 1;
5970                                                 overridecolor[1] = 1;
5971                                                 overridecolor[2] = 1;
5972                                         }
5973                                         if (!strcmp(value, "light_globe"))
5974                                         {
5975                                                 originhack[0] = 0;
5976                                                 originhack[1] = 0;
5977                                                 originhack[2] = 0;
5978                                                 overridecolor[0] = 1;
5979                                                 overridecolor[1] = 0.8;
5980                                                 overridecolor[2] = 0.4;
5981                                         }
5982                                         if (!strcmp(value, "light_flame_large_yellow"))
5983                                         {
5984                                                 originhack[0] = 0;
5985                                                 originhack[1] = 0;
5986                                                 originhack[2] = 0;
5987                                                 overridecolor[0] = 1;
5988                                                 overridecolor[1] = 0.5;
5989                                                 overridecolor[2] = 0.1;
5990                                         }
5991                                         if (!strcmp(value, "light_flame_small_yellow"))
5992                                         {
5993                                                 originhack[0] = 0;
5994                                                 originhack[1] = 0;
5995                                                 originhack[2] = 0;
5996                                                 overridecolor[0] = 1;
5997                                                 overridecolor[1] = 0.5;
5998                                                 overridecolor[2] = 0.1;
5999                                         }
6000                                         if (!strcmp(value, "light_torch_small_white"))
6001                                         {
6002                                                 originhack[0] = 0;
6003                                                 originhack[1] = 0;
6004                                                 originhack[2] = 0;
6005                                                 overridecolor[0] = 1;
6006                                                 overridecolor[1] = 0.5;
6007                                                 overridecolor[2] = 0.1;
6008                                         }
6009                                         if (!strcmp(value, "light_torch_small_walltorch"))
6010                                         {
6011                                                 originhack[0] = 0;
6012                                                 originhack[1] = 0;
6013                                                 originhack[2] = 0;
6014                                                 overridecolor[0] = 1;
6015                                                 overridecolor[1] = 0.5;
6016                                                 overridecolor[2] = 0.1;
6017                                         }
6018                                 }
6019                         }
6020                         else if (!strcmp("style", key))
6021                                 style = atoi(value);
6022                         else if (!strcmp("skin", key))
6023                                 skin = (int)atof(value);
6024                         else if (!strcmp("pflags", key))
6025                                 pflags = (int)atof(value);
6026                         //else if (!strcmp("effects", key))
6027                         //      effects = (int)atof(value);
6028                         else if (cl.worldmodel->type == mod_brushq3)
6029                         {
6030                                 if (!strcmp("scale", key))
6031                                         lightscale = atof(value);
6032                                 if (!strcmp("fade", key))
6033                                         fadescale = atof(value);
6034                         }
6035                 }
6036                 if (!islight)
6037                         continue;
6038                 if (lightscale <= 0)
6039                         lightscale = 1;
6040                 if (fadescale <= 0)
6041                         fadescale = 1;
6042                 if (color[0] == color[1] && color[0] == color[2])
6043                 {
6044                         color[0] *= overridecolor[0];
6045                         color[1] *= overridecolor[1];
6046                         color[2] *= overridecolor[2];
6047                 }
6048                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6049                 color[0] = color[0] * light[0];
6050                 color[1] = color[1] * light[1];
6051                 color[2] = color[2] * light[2];
6052                 switch (type)
6053                 {
6054                 case LIGHTTYPE_MINUSX:
6055                         break;
6056                 case LIGHTTYPE_RECIPX:
6057                         radius *= 2;
6058                         VectorScale(color, (1.0f / 16.0f), color);
6059                         break;
6060                 case LIGHTTYPE_RECIPXX:
6061                         radius *= 2;
6062                         VectorScale(color, (1.0f / 16.0f), color);
6063                         break;
6064                 default:
6065                 case LIGHTTYPE_NONE:
6066                         break;
6067                 case LIGHTTYPE_SUN:
6068                         break;
6069                 case LIGHTTYPE_MINUSXX:
6070                         break;
6071                 }
6072                 VectorAdd(origin, originhack, origin);
6073                 if (radius >= 1)
6074                         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);
6075         }
6076         if (entfiledata)
6077                 Mem_Free(entfiledata);
6078 }
6079
6080
6081 void R_Shadow_SetCursorLocationForView(void)
6082 {
6083         vec_t dist, push;
6084         vec3_t dest, endpos;
6085         trace_t trace;
6086         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6087         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
6088         if (trace.fraction < 1)
6089         {
6090                 dist = trace.fraction * r_editlights_cursordistance.value;
6091                 push = r_editlights_cursorpushback.value;
6092                 if (push > dist)
6093                         push = dist;
6094                 push = -push;
6095                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6096                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6097         }
6098         else
6099         {
6100                 VectorClear( endpos );
6101         }
6102         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6103         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6104         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6105 }
6106
6107 void R_Shadow_UpdateWorldLightSelection(void)
6108 {
6109         if (r_editlights.integer)
6110         {
6111                 R_Shadow_SetCursorLocationForView();
6112                 R_Shadow_SelectLightInView();
6113         }
6114         else
6115                 R_Shadow_SelectLight(NULL);
6116 }
6117
6118 void R_Shadow_EditLights_Clear_f(void)
6119 {
6120         R_Shadow_ClearWorldLights();
6121 }
6122
6123 void R_Shadow_EditLights_Reload_f(void)
6124 {
6125         if (!cl.worldmodel)
6126                 return;
6127         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6128         R_Shadow_ClearWorldLights();
6129         R_Shadow_LoadWorldLights();
6130         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6131         {
6132                 R_Shadow_LoadLightsFile();
6133                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6134                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6135         }
6136 }
6137
6138 void R_Shadow_EditLights_Save_f(void)
6139 {
6140         if (!cl.worldmodel)
6141                 return;
6142         R_Shadow_SaveWorldLights();
6143 }
6144
6145 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6146 {
6147         R_Shadow_ClearWorldLights();
6148         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6149 }
6150
6151 void R_Shadow_EditLights_ImportLightsFile_f(void)
6152 {
6153         R_Shadow_ClearWorldLights();
6154         R_Shadow_LoadLightsFile();
6155 }
6156
6157 void R_Shadow_EditLights_Spawn_f(void)
6158 {
6159         vec3_t color;
6160         if (!r_editlights.integer)
6161         {
6162                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6163                 return;
6164         }
6165         if (Cmd_Argc() != 1)
6166         {
6167                 Con_Print("r_editlights_spawn does not take parameters\n");
6168                 return;
6169         }
6170         color[0] = color[1] = color[2] = 1;
6171         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6172 }
6173
6174 void R_Shadow_EditLights_Edit_f(void)
6175 {
6176         vec3_t origin, angles, color;
6177         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6178         int style, shadows, flags, normalmode, realtimemode;
6179         char cubemapname[MAX_INPUTLINE];
6180         if (!r_editlights.integer)
6181         {
6182                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6183                 return;
6184         }
6185         if (!r_shadow_selectedlight)
6186         {
6187                 Con_Print("No selected light.\n");
6188                 return;
6189         }
6190         VectorCopy(r_shadow_selectedlight->origin, origin);
6191         VectorCopy(r_shadow_selectedlight->angles, angles);
6192         VectorCopy(r_shadow_selectedlight->color, color);
6193         radius = r_shadow_selectedlight->radius;
6194         style = r_shadow_selectedlight->style;
6195         if (r_shadow_selectedlight->cubemapname)
6196                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6197         else
6198                 cubemapname[0] = 0;
6199         shadows = r_shadow_selectedlight->shadow;
6200         corona = r_shadow_selectedlight->corona;
6201         coronasizescale = r_shadow_selectedlight->coronasizescale;
6202         ambientscale = r_shadow_selectedlight->ambientscale;
6203         diffusescale = r_shadow_selectedlight->diffusescale;
6204         specularscale = r_shadow_selectedlight->specularscale;
6205         flags = r_shadow_selectedlight->flags;
6206         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6207         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6208         if (!strcmp(Cmd_Argv(1), "origin"))
6209         {
6210                 if (Cmd_Argc() != 5)
6211                 {
6212                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6213                         return;
6214                 }
6215                 origin[0] = atof(Cmd_Argv(2));
6216                 origin[1] = atof(Cmd_Argv(3));
6217                 origin[2] = atof(Cmd_Argv(4));
6218         }
6219         else if (!strcmp(Cmd_Argv(1), "originscale"))
6220         {
6221                 if (Cmd_Argc() != 5)
6222                 {
6223                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6224                         return;
6225                 }
6226                 origin[0] *= atof(Cmd_Argv(2));
6227                 origin[1] *= atof(Cmd_Argv(3));
6228                 origin[2] *= atof(Cmd_Argv(4));
6229         }
6230         else if (!strcmp(Cmd_Argv(1), "originx"))
6231         {
6232                 if (Cmd_Argc() != 3)
6233                 {
6234                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6235                         return;
6236                 }
6237                 origin[0] = atof(Cmd_Argv(2));
6238         }
6239         else if (!strcmp(Cmd_Argv(1), "originy"))
6240         {
6241                 if (Cmd_Argc() != 3)
6242                 {
6243                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6244                         return;
6245                 }
6246                 origin[1] = atof(Cmd_Argv(2));
6247         }
6248         else if (!strcmp(Cmd_Argv(1), "originz"))
6249         {
6250                 if (Cmd_Argc() != 3)
6251                 {
6252                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6253                         return;
6254                 }
6255                 origin[2] = atof(Cmd_Argv(2));
6256         }
6257         else if (!strcmp(Cmd_Argv(1), "move"))
6258         {
6259                 if (Cmd_Argc() != 5)
6260                 {
6261                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6262                         return;
6263                 }
6264                 origin[0] += atof(Cmd_Argv(2));
6265                 origin[1] += atof(Cmd_Argv(3));
6266                 origin[2] += atof(Cmd_Argv(4));
6267         }
6268         else if (!strcmp(Cmd_Argv(1), "movex"))
6269         {
6270                 if (Cmd_Argc() != 3)
6271                 {
6272                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6273                         return;
6274                 }
6275                 origin[0] += atof(Cmd_Argv(2));
6276         }
6277         else if (!strcmp(Cmd_Argv(1), "movey"))
6278         {
6279                 if (Cmd_Argc() != 3)
6280                 {
6281                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6282                         return;
6283                 }
6284                 origin[1] += atof(Cmd_Argv(2));
6285         }
6286         else if (!strcmp(Cmd_Argv(1), "movez"))
6287         {
6288                 if (Cmd_Argc() != 3)
6289                 {
6290                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6291                         return;
6292                 }
6293                 origin[2] += atof(Cmd_Argv(2));
6294         }
6295         else if (!strcmp(Cmd_Argv(1), "angles"))
6296         {
6297                 if (Cmd_Argc() != 5)
6298                 {
6299                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6300                         return;
6301                 }
6302                 angles[0] = atof(Cmd_Argv(2));
6303                 angles[1] = atof(Cmd_Argv(3));
6304                 angles[2] = atof(Cmd_Argv(4));
6305         }
6306         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6307         {
6308                 if (Cmd_Argc() != 3)
6309                 {
6310                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6311                         return;
6312                 }
6313                 angles[0] = atof(Cmd_Argv(2));
6314         }
6315         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6316         {
6317                 if (Cmd_Argc() != 3)
6318                 {
6319                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6320                         return;
6321                 }
6322                 angles[1] = atof(Cmd_Argv(2));
6323         }
6324         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6325         {
6326                 if (Cmd_Argc() != 3)
6327                 {
6328                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6329                         return;
6330                 }
6331                 angles[2] = atof(Cmd_Argv(2));
6332         }
6333         else if (!strcmp(Cmd_Argv(1), "color"))
6334         {
6335                 if (Cmd_Argc() != 5)
6336                 {
6337                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6338                         return;
6339                 }
6340                 color[0] = atof(Cmd_Argv(2));
6341                 color[1] = atof(Cmd_Argv(3));
6342                 color[2] = atof(Cmd_Argv(4));
6343         }
6344         else if (!strcmp(Cmd_Argv(1), "radius"))
6345         {
6346                 if (Cmd_Argc() != 3)
6347                 {
6348                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6349                         return;
6350                 }
6351                 radius = atof(Cmd_Argv(2));
6352         }
6353         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6354         {
6355                 if (Cmd_Argc() == 3)
6356                 {
6357                         double scale = atof(Cmd_Argv(2));
6358                         color[0] *= scale;
6359                         color[1] *= scale;
6360                         color[2] *= scale;
6361                 }
6362                 else
6363                 {
6364                         if (Cmd_Argc() != 5)
6365                         {
6366                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6367                                 return;
6368                         }
6369                         color[0] *= atof(Cmd_Argv(2));
6370                         color[1] *= atof(Cmd_Argv(3));
6371                         color[2] *= atof(Cmd_Argv(4));
6372                 }
6373         }
6374         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6375         {
6376                 if (Cmd_Argc() != 3)
6377                 {
6378                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6379                         return;
6380                 }
6381                 radius *= atof(Cmd_Argv(2));
6382         }
6383         else if (!strcmp(Cmd_Argv(1), "style"))
6384         {
6385                 if (Cmd_Argc() != 3)
6386                 {
6387                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6388                         return;
6389                 }
6390                 style = atoi(Cmd_Argv(2));
6391         }
6392         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6393         {
6394                 if (Cmd_Argc() > 3)
6395                 {
6396                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6397                         return;
6398                 }
6399                 if (Cmd_Argc() == 3)
6400                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6401                 else
6402                         cubemapname[0] = 0;
6403         }
6404         else if (!strcmp(Cmd_Argv(1), "shadows"))
6405         {
6406                 if (Cmd_Argc() != 3)
6407                 {
6408                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6409                         return;
6410                 }
6411                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6412         }
6413         else if (!strcmp(Cmd_Argv(1), "corona"))
6414         {
6415                 if (Cmd_Argc() != 3)
6416                 {
6417                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6418                         return;
6419                 }
6420                 corona = atof(Cmd_Argv(2));
6421         }
6422         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6423         {
6424                 if (Cmd_Argc() != 3)
6425                 {
6426                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6427                         return;
6428                 }
6429                 coronasizescale = atof(Cmd_Argv(2));
6430         }
6431         else if (!strcmp(Cmd_Argv(1), "ambient"))
6432         {
6433                 if (Cmd_Argc() != 3)
6434                 {
6435                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6436                         return;
6437                 }
6438                 ambientscale = atof(Cmd_Argv(2));
6439         }
6440         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6441         {
6442                 if (Cmd_Argc() != 3)
6443                 {
6444                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6445                         return;
6446                 }
6447                 diffusescale = atof(Cmd_Argv(2));
6448         }
6449         else if (!strcmp(Cmd_Argv(1), "specular"))
6450         {
6451                 if (Cmd_Argc() != 3)
6452                 {
6453                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6454                         return;
6455                 }
6456                 specularscale = atof(Cmd_Argv(2));
6457         }
6458         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6459         {
6460                 if (Cmd_Argc() != 3)
6461                 {
6462                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6463                         return;
6464                 }
6465                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6466         }
6467         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6468         {
6469                 if (Cmd_Argc() != 3)
6470                 {
6471                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6472                         return;
6473                 }
6474                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6475         }
6476         else
6477         {
6478                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6479                 Con_Print("Selected light's properties:\n");
6480                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6481                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6482                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6483                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6484                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6485                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6486                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6487                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6488                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6489                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6490                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6491                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6492                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6493                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6494                 return;
6495         }
6496         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6497         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6498 }
6499
6500 void R_Shadow_EditLights_EditAll_f(void)
6501 {
6502         size_t lightindex;
6503         dlight_t *light, *oldselected;
6504         size_t range;
6505
6506         if (!r_editlights.integer)
6507         {
6508                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6509                 return;
6510         }
6511
6512         oldselected = r_shadow_selectedlight;
6513         // EditLights doesn't seem to have a "remove" command or something so:
6514         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6515         for (lightindex = 0;lightindex < range;lightindex++)
6516         {
6517                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6518                 if (!light)
6519                         continue;
6520                 R_Shadow_SelectLight(light);
6521                 R_Shadow_EditLights_Edit_f();
6522         }
6523         // return to old selected (to not mess editing once selection is locked)
6524         R_Shadow_SelectLight(oldselected);
6525 }
6526
6527 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6528 {
6529         int lightnumber, lightcount;
6530         size_t lightindex, range;
6531         dlight_t *light;
6532         float x, y;
6533         char temp[256];
6534         if (!r_editlights.integer)
6535                 return;
6536         x = vid_conwidth.value - 240;
6537         y = 5;
6538         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6539         lightnumber = -1;
6540         lightcount = 0;
6541         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6542         for (lightindex = 0;lightindex < range;lightindex++)
6543         {
6544                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6545                 if (!light)
6546                         continue;
6547                 if (light == r_shadow_selectedlight)
6548                         lightnumber = lightindex;
6549                 lightcount++;
6550         }
6551         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;
6552         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;
6553         y += 8;
6554         if (r_shadow_selectedlight == NULL)
6555                 return;
6556         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;
6557         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;
6558         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;
6559         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;
6560         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;
6561         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;
6562         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;
6563         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;
6564         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;
6565         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;
6566         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;
6567         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;
6568         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;
6569         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;
6570         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;
6571 }
6572
6573 void R_Shadow_EditLights_ToggleShadow_f(void)
6574 {
6575         if (!r_editlights.integer)
6576         {
6577                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6578                 return;
6579         }
6580         if (!r_shadow_selectedlight)
6581         {
6582                 Con_Print("No selected light.\n");
6583                 return;
6584         }
6585         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);
6586 }
6587
6588 void R_Shadow_EditLights_ToggleCorona_f(void)
6589 {
6590         if (!r_editlights.integer)
6591         {
6592                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6593                 return;
6594         }
6595         if (!r_shadow_selectedlight)
6596         {
6597                 Con_Print("No selected light.\n");
6598                 return;
6599         }
6600         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);
6601 }
6602
6603 void R_Shadow_EditLights_Remove_f(void)
6604 {
6605         if (!r_editlights.integer)
6606         {
6607                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6608                 return;
6609         }
6610         if (!r_shadow_selectedlight)
6611         {
6612                 Con_Print("No selected light.\n");
6613                 return;
6614         }
6615         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6616         r_shadow_selectedlight = NULL;
6617 }
6618
6619 void R_Shadow_EditLights_Help_f(void)
6620 {
6621         Con_Print(
6622 "Documentation on r_editlights system:\n"
6623 "Settings:\n"
6624 "r_editlights : enable/disable editing mode\n"
6625 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6626 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6627 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6628 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6629 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6630 "Commands:\n"
6631 "r_editlights_help : this help\n"
6632 "r_editlights_clear : remove all lights\n"
6633 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6634 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6635 "r_editlights_save : save to .rtlights file\n"
6636 "r_editlights_spawn : create a light with default settings\n"
6637 "r_editlights_edit command : edit selected light - more documentation below\n"
6638 "r_editlights_remove : remove selected light\n"
6639 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6640 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6641 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6642 "Edit commands:\n"
6643 "origin x y z : set light location\n"
6644 "originx x: set x component of light location\n"
6645 "originy y: set y component of light location\n"
6646 "originz z: set z component of light location\n"
6647 "move x y z : adjust light location\n"
6648 "movex x: adjust x component of light location\n"
6649 "movey y: adjust y component of light location\n"
6650 "movez z: adjust z component of light location\n"
6651 "angles x y z : set light angles\n"
6652 "anglesx x: set x component of light angles\n"
6653 "anglesy y: set y component of light angles\n"
6654 "anglesz z: set z component of light angles\n"
6655 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6656 "radius radius : set radius (size) of light\n"
6657 "colorscale grey : multiply color of light (1 does nothing)\n"
6658 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6659 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6660 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6661 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6662 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6663 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6664 "shadows 1/0 : turn on/off shadows\n"
6665 "corona n : set corona intensity\n"
6666 "coronasize n : set corona size (0-1)\n"
6667 "ambient n : set ambient intensity (0-1)\n"
6668 "diffuse n : set diffuse intensity (0-1)\n"
6669 "specular n : set specular intensity (0-1)\n"
6670 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6671 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6672 "<nothing> : print light properties to console\n"
6673         );
6674 }
6675
6676 void R_Shadow_EditLights_CopyInfo_f(void)
6677 {
6678         if (!r_editlights.integer)
6679         {
6680                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6681                 return;
6682         }
6683         if (!r_shadow_selectedlight)
6684         {
6685                 Con_Print("No selected light.\n");
6686                 return;
6687         }
6688         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6689         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6690         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6691         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6692         if (r_shadow_selectedlight->cubemapname)
6693                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6694         else
6695                 r_shadow_bufferlight.cubemapname[0] = 0;
6696         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6697         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6698         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6699         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6700         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6701         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6702         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6703 }
6704
6705 void R_Shadow_EditLights_PasteInfo_f(void)
6706 {
6707         if (!r_editlights.integer)
6708         {
6709                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6710                 return;
6711         }
6712         if (!r_shadow_selectedlight)
6713         {
6714                 Con_Print("No selected light.\n");
6715                 return;
6716         }
6717         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);
6718 }
6719
6720 void R_Shadow_EditLights_Lock_f(void)
6721 {
6722         if (!r_editlights.integer)
6723         {
6724                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6725                 return;
6726         }
6727         if (r_editlights_lockcursor)
6728         {
6729                 r_editlights_lockcursor = false;
6730                 return;
6731         }
6732         if (!r_shadow_selectedlight)
6733         {
6734                 Con_Print("No selected light to lock on.\n");
6735                 return;
6736         }
6737         r_editlights_lockcursor = true;
6738 }
6739
6740 void R_Shadow_EditLights_Init(void)
6741 {
6742         Cvar_RegisterVariable(&r_editlights);
6743         Cvar_RegisterVariable(&r_editlights_cursordistance);
6744         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6745         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6746         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6747         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6748         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6749         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6750         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)");
6751         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6752         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6753         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6754         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)");
6755         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6756         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6757         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6758         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6759         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6760         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6761         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)");
6762         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6763 }
6764
6765
6766
6767 /*
6768 =============================================================================
6769
6770 LIGHT SAMPLING
6771
6772 =============================================================================
6773 */
6774
6775 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6776 {
6777         int i, numlights, flag;
6778         float f, relativepoint[3], dist, dist2, lightradius2;
6779         vec3_t diffuse, n;
6780         rtlight_t *light;
6781         dlight_t *dlight;
6782
6783         if (r_fullbright.integer)
6784         {
6785                 VectorSet(color, 1, 1, 1);
6786                 return;
6787         }
6788
6789         VectorClear(color);
6790
6791         if (flags & LP_LIGHTMAP)
6792         {
6793                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6794                 {
6795                         VectorClear(diffuse);
6796                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6797                         VectorAdd(color, diffuse, color);
6798                 }
6799                 else
6800                         VectorSet(color, 1, 1, 1);
6801                 color[0] += r_refdef.scene.ambient;
6802                 color[1] += r_refdef.scene.ambient;
6803                 color[2] += r_refdef.scene.ambient;
6804         }
6805
6806         if (flags & LP_RTWORLD)
6807         {
6808                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6809                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6810                 for (i = 0; i < numlights; i++)
6811                 {
6812                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6813                         if (!dlight)
6814                                 continue;
6815                         light = &dlight->rtlight;
6816                         if (!(light->flags & flag))
6817                                 continue;
6818                         // sample
6819                         lightradius2 = light->radius * light->radius;
6820                         VectorSubtract(light->shadoworigin, p, relativepoint);
6821                         dist2 = VectorLength2(relativepoint);
6822                         if (dist2 >= lightradius2)
6823                                 continue;
6824                         dist = sqrt(dist2) / light->radius;
6825                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6826                         if (f <= 0)
6827                                 continue;
6828                         // todo: add to both ambient and diffuse
6829                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6830                                 VectorMA(color, f, light->currentcolor, color);
6831                 }
6832         }
6833         if (flags & LP_DYNLIGHT)
6834         {
6835                 // sample dlights
6836                 for (i = 0;i < r_refdef.scene.numlights;i++)
6837                 {
6838                         light = r_refdef.scene.lights[i];
6839                         // sample
6840                         lightradius2 = light->radius * light->radius;
6841                         VectorSubtract(light->shadoworigin, p, relativepoint);
6842                         dist2 = VectorLength2(relativepoint);
6843                         if (dist2 >= lightradius2)
6844                                 continue;
6845                         dist = sqrt(dist2) / light->radius;
6846                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6847                         if (f <= 0)
6848                                 continue;
6849                         // todo: add to both ambient and diffuse
6850                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6851                                 VectorMA(color, f, light->color, color);
6852                 }
6853         }
6854 }
6855
6856 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6857 {
6858         int i, numlights, flag;
6859         rtlight_t *light;
6860         dlight_t *dlight;
6861         float relativepoint[3];
6862         float color[3];
6863         float dir[3];
6864         float dist;
6865         float dist2;
6866         float intensity;
6867         float sample[5*3];
6868         float lightradius2;
6869
6870         if (r_fullbright.integer)
6871         {
6872                 VectorSet(ambient, 1, 1, 1);
6873                 VectorClear(diffuse);
6874                 VectorClear(lightdir);
6875                 return;
6876         }
6877
6878         if (flags == LP_LIGHTMAP)
6879         {
6880                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6881                 VectorClear(diffuse);
6882                 VectorClear(lightdir);
6883                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6884                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6885                 else
6886                         VectorSet(ambient, 1, 1, 1);
6887                 return;
6888         }
6889
6890         memset(sample, 0, sizeof(sample));
6891         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6892
6893         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6894         {
6895                 vec3_t tempambient;
6896                 VectorClear(tempambient);
6897                 VectorClear(color);
6898                 VectorClear(relativepoint);
6899                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6900                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6901                 VectorScale(color, r_refdef.lightmapintensity, color);
6902                 VectorAdd(sample, tempambient, sample);
6903                 VectorMA(sample    , 0.5f            , color, sample    );
6904                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6905                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6906                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6907                 // calculate a weighted average light direction as well
6908                 intensity = VectorLength(color);
6909                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6910         }
6911
6912         if (flags & LP_RTWORLD)
6913         {
6914                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6915                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6916                 for (i = 0; i < numlights; i++)
6917                 {
6918                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6919                         if (!dlight)
6920                                 continue;
6921                         light = &dlight->rtlight;
6922                         if (!(light->flags & flag))
6923                                 continue;
6924                         // sample
6925                         lightradius2 = light->radius * light->radius;
6926                         VectorSubtract(light->shadoworigin, p, relativepoint);
6927                         dist2 = VectorLength2(relativepoint);
6928                         if (dist2 >= lightradius2)
6929                                 continue;
6930                         dist = sqrt(dist2) / light->radius;
6931                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6932                         if (intensity <= 0.0f)
6933                                 continue;
6934                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6935                                 continue;
6936                         // scale down intensity to add to both ambient and diffuse
6937                         //intensity *= 0.5f;
6938                         VectorNormalize(relativepoint);
6939                         VectorScale(light->currentcolor, intensity, color);
6940                         VectorMA(sample    , 0.5f            , color, sample    );
6941                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6942                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6943                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6944                         // calculate a weighted average light direction as well
6945                         intensity *= VectorLength(color);
6946                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6947                 }
6948         }
6949
6950         if (flags & LP_DYNLIGHT)
6951         {
6952                 // sample dlights
6953                 for (i = 0;i < r_refdef.scene.numlights;i++)
6954                 {
6955                         light = r_refdef.scene.lights[i];
6956                         // sample
6957                         lightradius2 = light->radius * light->radius;
6958                         VectorSubtract(light->shadoworigin, p, relativepoint);
6959                         dist2 = VectorLength2(relativepoint);
6960                         if (dist2 >= lightradius2)
6961                                 continue;
6962                         dist = sqrt(dist2) / light->radius;
6963                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6964                         if (intensity <= 0.0f)
6965                                 continue;
6966                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6967                                 continue;
6968                         // scale down intensity to add to both ambient and diffuse
6969                         //intensity *= 0.5f;
6970                         VectorNormalize(relativepoint);
6971                         VectorScale(light->currentcolor, intensity, color);
6972                         VectorMA(sample    , 0.5f            , color, sample    );
6973                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6974                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6975                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6976                         // calculate a weighted average light direction as well
6977                         intensity *= VectorLength(color);
6978                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6979                 }
6980         }
6981
6982         // calculate the direction we'll use to reduce the sample to a directional light source
6983         VectorCopy(sample + 12, dir);
6984         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6985         VectorNormalize(dir);
6986         // extract the diffuse color along the chosen direction and scale it
6987         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6988         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6989         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6990         // subtract some of diffuse from ambient
6991         VectorMA(sample, -0.333f, diffuse, ambient);
6992         // store the normalized lightdir
6993         VectorCopy(dir, lightdir);
6994 }