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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", "2", "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, requires r_shadow_realtime_world 1"};
323 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"};
324 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"};
325 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
326 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
327 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"};
328 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "3", "maximum number of bounces for a particle (minimum is 1)"};
329 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"};
330 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "2", "brightness of particles contributing to bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
332 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
333 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
334 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
335 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
336 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"};
337 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
338 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
339 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
340 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
341 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"};
342 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
343 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
344 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
345 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
346 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
347 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
348 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
349 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
350 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
351 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
352
353 rtexture_t *r_shadow_bouncegridtexture;
354 matrix4x4_t r_shadow_bouncegridmatrix;
355 vec_t r_shadow_bouncegridintensity;
356 static double r_shadow_bouncegridtime;
357 static int r_shadow_bouncegridresolution[3];
358 static int r_shadow_bouncegridnumpixels;
359 static unsigned char *r_shadow_bouncegridpixels;
360 static unsigned short *r_shadow_bouncegridhighpixels;
361
362 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
363 #define ATTENTABLESIZE 256
364 // 1D gradient, 2D circle and 3D sphere attenuation textures
365 #define ATTEN1DSIZE 32
366 #define ATTEN2DSIZE 64
367 #define ATTEN3DSIZE 32
368
369 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
370 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
371 static float r_shadow_attentable[ATTENTABLESIZE+1];
372
373 rtlight_t *r_shadow_compilingrtlight;
374 static memexpandablearray_t r_shadow_worldlightsarray;
375 dlight_t *r_shadow_selectedlight;
376 dlight_t r_shadow_bufferlight;
377 vec3_t r_editlights_cursorlocation;
378 qboolean r_editlights_lockcursor;
379
380 extern int con_vislines;
381
382 void R_Shadow_UncompileWorldLights(void);
383 void R_Shadow_ClearWorldLights(void);
384 void R_Shadow_SaveWorldLights(void);
385 void R_Shadow_LoadWorldLights(void);
386 void R_Shadow_LoadLightsFile(void);
387 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
388 void R_Shadow_EditLights_Reload_f(void);
389 void R_Shadow_ValidateCvars(void);
390 static void R_Shadow_MakeTextures(void);
391
392 #define EDLIGHTSPRSIZE                  8
393 skinframe_t *r_editlights_sprcursor;
394 skinframe_t *r_editlights_sprlight;
395 skinframe_t *r_editlights_sprnoshadowlight;
396 skinframe_t *r_editlights_sprcubemaplight;
397 skinframe_t *r_editlights_sprcubemapnoshadowlight;
398 skinframe_t *r_editlights_sprselection;
399
400 void R_Shadow_SetShadowMode(void)
401 {
402         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
403         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
404         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
405         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
406         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
407         r_shadow_shadowmaplod = -1;
408         r_shadow_shadowmapsize = 0;
409         r_shadow_shadowmapsampler = false;
410         r_shadow_shadowmappcf = 0;
411         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
412         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
413         {
414                 switch(vid.renderpath)
415                 {
416                 case RENDERPATH_GL20:
417                         if(r_shadow_shadowmapfilterquality < 0)
418                         {
419                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
420                                         r_shadow_shadowmappcf = 1;
421                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
422                                 {
423                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
424                                         r_shadow_shadowmappcf = 1;
425                                 }
426                                 else if(strstr(gl_vendor, "ATI")) 
427                                         r_shadow_shadowmappcf = 1;
428                                 else 
429                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
430                         }
431                         else 
432                         {
433                                 switch (r_shadow_shadowmapfilterquality)
434                                 {
435                                 case 1:
436                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
437                                         break;
438                                 case 2:
439                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
440                                         r_shadow_shadowmappcf = 1;
441                                         break;
442                                 case 3:
443                                         r_shadow_shadowmappcf = 1;
444                                         break;
445                                 case 4:
446                                         r_shadow_shadowmappcf = 2;
447                                         break;
448                                 }
449                         }
450                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
451                         break;
452                 case RENDERPATH_D3D9:
453                 case RENDERPATH_D3D10:
454                 case RENDERPATH_D3D11:
455                 case RENDERPATH_SOFT:
456                         r_shadow_shadowmapsampler = false;
457                         r_shadow_shadowmappcf = 1;
458                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
459                         break;
460                 case RENDERPATH_GL13:
461                         break;
462                 case RENDERPATH_GL11:
463                         break;
464                 case RENDERPATH_GLES2:
465                         break;
466                 }
467         }
468 }
469
470 qboolean R_Shadow_ShadowMappingEnabled(void)
471 {
472         switch (r_shadow_shadowmode)
473         {
474         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
475                 return true;
476         default:
477                 return false;
478         }
479 }
480
481 void R_Shadow_FreeShadowMaps(void)
482 {
483         R_Shadow_SetShadowMode();
484
485         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
486
487         r_shadow_fbo2d = 0;
488
489         if (r_shadow_shadowmap2dtexture)
490                 R_FreeTexture(r_shadow_shadowmap2dtexture);
491         r_shadow_shadowmap2dtexture = NULL;
492
493         if (r_shadow_shadowmap2dcolortexture)
494                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
495         r_shadow_shadowmap2dcolortexture = NULL;
496
497         if (r_shadow_shadowmapvsdcttexture)
498                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
499         r_shadow_shadowmapvsdcttexture = NULL;
500 }
501
502 void r_shadow_start(void)
503 {
504         // allocate vertex processing arrays
505         r_shadow_bouncegridpixels = NULL;
506         r_shadow_bouncegridhighpixels = NULL;
507         r_shadow_bouncegridnumpixels = 0;
508         r_shadow_bouncegridtexture = NULL;
509         r_shadow_attenuationgradienttexture = NULL;
510         r_shadow_attenuation2dtexture = NULL;
511         r_shadow_attenuation3dtexture = NULL;
512         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
513         r_shadow_shadowmap2dtexture = NULL;
514         r_shadow_shadowmap2dcolortexture = NULL;
515         r_shadow_shadowmapvsdcttexture = NULL;
516         r_shadow_shadowmapmaxsize = 0;
517         r_shadow_shadowmapsize = 0;
518         r_shadow_shadowmaplod = 0;
519         r_shadow_shadowmapfilterquality = -1;
520         r_shadow_shadowmapdepthbits = 0;
521         r_shadow_shadowmapvsdct = false;
522         r_shadow_shadowmapsampler = false;
523         r_shadow_shadowmappcf = 0;
524         r_shadow_fbo2d = 0;
525
526         R_Shadow_FreeShadowMaps();
527
528         r_shadow_texturepool = NULL;
529         r_shadow_filters_texturepool = NULL;
530         R_Shadow_ValidateCvars();
531         R_Shadow_MakeTextures();
532         maxshadowtriangles = 0;
533         shadowelements = NULL;
534         maxshadowvertices = 0;
535         shadowvertex3f = NULL;
536         maxvertexupdate = 0;
537         vertexupdate = NULL;
538         vertexremap = NULL;
539         vertexupdatenum = 0;
540         maxshadowmark = 0;
541         numshadowmark = 0;
542         shadowmark = NULL;
543         shadowmarklist = NULL;
544         shadowmarkcount = 0;
545         maxshadowsides = 0;
546         numshadowsides = 0;
547         shadowsides = NULL;
548         shadowsideslist = NULL;
549         r_shadow_buffer_numleafpvsbytes = 0;
550         r_shadow_buffer_visitingleafpvs = NULL;
551         r_shadow_buffer_leafpvs = NULL;
552         r_shadow_buffer_leaflist = NULL;
553         r_shadow_buffer_numsurfacepvsbytes = 0;
554         r_shadow_buffer_surfacepvs = NULL;
555         r_shadow_buffer_surfacelist = NULL;
556         r_shadow_buffer_surfacesides = NULL;
557         r_shadow_buffer_numshadowtrispvsbytes = 0;
558         r_shadow_buffer_shadowtrispvs = NULL;
559         r_shadow_buffer_numlighttrispvsbytes = 0;
560         r_shadow_buffer_lighttrispvs = NULL;
561
562         r_shadow_usingdeferredprepass = false;
563         r_shadow_prepass_width = r_shadow_prepass_height = 0;
564 }
565
566 static void R_Shadow_FreeDeferred(void);
567 void r_shadow_shutdown(void)
568 {
569         CHECKGLERROR
570         R_Shadow_UncompileWorldLights();
571
572         R_Shadow_FreeShadowMaps();
573
574         r_shadow_usingdeferredprepass = false;
575         if (r_shadow_prepass_width)
576                 R_Shadow_FreeDeferred();
577         r_shadow_prepass_width = r_shadow_prepass_height = 0;
578
579         CHECKGLERROR
580         r_shadow_bouncegridtexture = NULL;
581         r_shadow_bouncegridpixels = NULL;
582         r_shadow_bouncegridhighpixels = NULL;
583         r_shadow_bouncegridnumpixels = 0;
584         r_shadow_attenuationgradienttexture = NULL;
585         r_shadow_attenuation2dtexture = NULL;
586         r_shadow_attenuation3dtexture = NULL;
587         R_FreeTexturePool(&r_shadow_texturepool);
588         R_FreeTexturePool(&r_shadow_filters_texturepool);
589         maxshadowtriangles = 0;
590         if (shadowelements)
591                 Mem_Free(shadowelements);
592         shadowelements = NULL;
593         if (shadowvertex3f)
594                 Mem_Free(shadowvertex3f);
595         shadowvertex3f = NULL;
596         maxvertexupdate = 0;
597         if (vertexupdate)
598                 Mem_Free(vertexupdate);
599         vertexupdate = NULL;
600         if (vertexremap)
601                 Mem_Free(vertexremap);
602         vertexremap = NULL;
603         vertexupdatenum = 0;
604         maxshadowmark = 0;
605         numshadowmark = 0;
606         if (shadowmark)
607                 Mem_Free(shadowmark);
608         shadowmark = NULL;
609         if (shadowmarklist)
610                 Mem_Free(shadowmarklist);
611         shadowmarklist = NULL;
612         shadowmarkcount = 0;
613         maxshadowsides = 0;
614         numshadowsides = 0;
615         if (shadowsides)
616                 Mem_Free(shadowsides);
617         shadowsides = NULL;
618         if (shadowsideslist)
619                 Mem_Free(shadowsideslist);
620         shadowsideslist = NULL;
621         r_shadow_buffer_numleafpvsbytes = 0;
622         if (r_shadow_buffer_visitingleafpvs)
623                 Mem_Free(r_shadow_buffer_visitingleafpvs);
624         r_shadow_buffer_visitingleafpvs = NULL;
625         if (r_shadow_buffer_leafpvs)
626                 Mem_Free(r_shadow_buffer_leafpvs);
627         r_shadow_buffer_leafpvs = NULL;
628         if (r_shadow_buffer_leaflist)
629                 Mem_Free(r_shadow_buffer_leaflist);
630         r_shadow_buffer_leaflist = NULL;
631         r_shadow_buffer_numsurfacepvsbytes = 0;
632         if (r_shadow_buffer_surfacepvs)
633                 Mem_Free(r_shadow_buffer_surfacepvs);
634         r_shadow_buffer_surfacepvs = NULL;
635         if (r_shadow_buffer_surfacelist)
636                 Mem_Free(r_shadow_buffer_surfacelist);
637         r_shadow_buffer_surfacelist = NULL;
638         if (r_shadow_buffer_surfacesides)
639                 Mem_Free(r_shadow_buffer_surfacesides);
640         r_shadow_buffer_surfacesides = NULL;
641         r_shadow_buffer_numshadowtrispvsbytes = 0;
642         if (r_shadow_buffer_shadowtrispvs)
643                 Mem_Free(r_shadow_buffer_shadowtrispvs);
644         r_shadow_buffer_numlighttrispvsbytes = 0;
645         if (r_shadow_buffer_lighttrispvs)
646                 Mem_Free(r_shadow_buffer_lighttrispvs);
647 }
648
649 void r_shadow_newmap(void)
650 {
651         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
652         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
653         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
654         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
655         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
656         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
657         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
658         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
659         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
660                 R_Shadow_EditLights_Reload_f();
661 }
662
663 void R_Shadow_Init(void)
664 {
665         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
666         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
667         Cvar_RegisterVariable(&r_shadow_usebihculling);
668         Cvar_RegisterVariable(&r_shadow_usenormalmap);
669         Cvar_RegisterVariable(&r_shadow_debuglight);
670         Cvar_RegisterVariable(&r_shadow_deferred);
671         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
672 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
673         Cvar_RegisterVariable(&r_shadow_gloss);
674         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
675         Cvar_RegisterVariable(&r_shadow_glossintensity);
676         Cvar_RegisterVariable(&r_shadow_glossexponent);
677         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
678         Cvar_RegisterVariable(&r_shadow_glossexact);
679         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
680         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
681         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
682         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
683         Cvar_RegisterVariable(&r_shadow_projectdistance);
684         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
685         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
686         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
687         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
688         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
689         Cvar_RegisterVariable(&r_shadow_realtime_world);
690         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
691         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
692         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
693         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
694         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
695         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
696         Cvar_RegisterVariable(&r_shadow_scissor);
697         Cvar_RegisterVariable(&r_shadow_shadowmapping);
698         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
699         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
700         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
701         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
702         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
703         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
704 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
705 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
706         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
707         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
708         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
709         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
710         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
711         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
712         Cvar_RegisterVariable(&r_shadow_polygonfactor);
713         Cvar_RegisterVariable(&r_shadow_polygonoffset);
714         Cvar_RegisterVariable(&r_shadow_texture3d);
715         Cvar_RegisterVariable(&r_shadow_bouncegrid);
716         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
717         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
718         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
719         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
720         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
721         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
722         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
723         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
724         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
725         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
726         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
727         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
728         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
729         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
730         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
731         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
732         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
733         Cvar_RegisterVariable(&r_coronas);
734         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
735         Cvar_RegisterVariable(&r_coronas_occlusionquery);
736         Cvar_RegisterVariable(&gl_flashblend);
737         Cvar_RegisterVariable(&gl_ext_separatestencil);
738         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
739         R_Shadow_EditLights_Init();
740         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
741         maxshadowtriangles = 0;
742         shadowelements = NULL;
743         maxshadowvertices = 0;
744         shadowvertex3f = NULL;
745         maxvertexupdate = 0;
746         vertexupdate = NULL;
747         vertexremap = NULL;
748         vertexupdatenum = 0;
749         maxshadowmark = 0;
750         numshadowmark = 0;
751         shadowmark = NULL;
752         shadowmarklist = NULL;
753         shadowmarkcount = 0;
754         maxshadowsides = 0;
755         numshadowsides = 0;
756         shadowsides = NULL;
757         shadowsideslist = NULL;
758         r_shadow_buffer_numleafpvsbytes = 0;
759         r_shadow_buffer_visitingleafpvs = NULL;
760         r_shadow_buffer_leafpvs = NULL;
761         r_shadow_buffer_leaflist = NULL;
762         r_shadow_buffer_numsurfacepvsbytes = 0;
763         r_shadow_buffer_surfacepvs = NULL;
764         r_shadow_buffer_surfacelist = NULL;
765         r_shadow_buffer_surfacesides = NULL;
766         r_shadow_buffer_shadowtrispvs = NULL;
767         r_shadow_buffer_lighttrispvs = NULL;
768         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
769 }
770
771 matrix4x4_t matrix_attenuationxyz =
772 {
773         {
774                 {0.5, 0.0, 0.0, 0.5},
775                 {0.0, 0.5, 0.0, 0.5},
776                 {0.0, 0.0, 0.5, 0.5},
777                 {0.0, 0.0, 0.0, 1.0}
778         }
779 };
780
781 matrix4x4_t matrix_attenuationz =
782 {
783         {
784                 {0.0, 0.0, 0.5, 0.5},
785                 {0.0, 0.0, 0.0, 0.5},
786                 {0.0, 0.0, 0.0, 0.5},
787                 {0.0, 0.0, 0.0, 1.0}
788         }
789 };
790
791 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
792 {
793         numvertices = ((numvertices + 255) & ~255) * vertscale;
794         numtriangles = ((numtriangles + 255) & ~255) * triscale;
795         // make sure shadowelements is big enough for this volume
796         if (maxshadowtriangles < numtriangles)
797         {
798                 maxshadowtriangles = numtriangles;
799                 if (shadowelements)
800                         Mem_Free(shadowelements);
801                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
802         }
803         // make sure shadowvertex3f is big enough for this volume
804         if (maxshadowvertices < numvertices)
805         {
806                 maxshadowvertices = numvertices;
807                 if (shadowvertex3f)
808                         Mem_Free(shadowvertex3f);
809                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
810         }
811 }
812
813 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
814 {
815         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
816         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
817         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
818         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
819         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
820         {
821                 if (r_shadow_buffer_visitingleafpvs)
822                         Mem_Free(r_shadow_buffer_visitingleafpvs);
823                 if (r_shadow_buffer_leafpvs)
824                         Mem_Free(r_shadow_buffer_leafpvs);
825                 if (r_shadow_buffer_leaflist)
826                         Mem_Free(r_shadow_buffer_leaflist);
827                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
828                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
829                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
830                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
831         }
832         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
833         {
834                 if (r_shadow_buffer_surfacepvs)
835                         Mem_Free(r_shadow_buffer_surfacepvs);
836                 if (r_shadow_buffer_surfacelist)
837                         Mem_Free(r_shadow_buffer_surfacelist);
838                 if (r_shadow_buffer_surfacesides)
839                         Mem_Free(r_shadow_buffer_surfacesides);
840                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
841                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
842                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
843                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
844         }
845         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
846         {
847                 if (r_shadow_buffer_shadowtrispvs)
848                         Mem_Free(r_shadow_buffer_shadowtrispvs);
849                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
850                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
851         }
852         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
853         {
854                 if (r_shadow_buffer_lighttrispvs)
855                         Mem_Free(r_shadow_buffer_lighttrispvs);
856                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
857                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
858         }
859 }
860
861 void R_Shadow_PrepareShadowMark(int numtris)
862 {
863         // make sure shadowmark is big enough for this volume
864         if (maxshadowmark < numtris)
865         {
866                 maxshadowmark = numtris;
867                 if (shadowmark)
868                         Mem_Free(shadowmark);
869                 if (shadowmarklist)
870                         Mem_Free(shadowmarklist);
871                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
872                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
873                 shadowmarkcount = 0;
874         }
875         shadowmarkcount++;
876         // if shadowmarkcount wrapped we clear the array and adjust accordingly
877         if (shadowmarkcount == 0)
878         {
879                 shadowmarkcount = 1;
880                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
881         }
882         numshadowmark = 0;
883 }
884
885 void R_Shadow_PrepareShadowSides(int numtris)
886 {
887     if (maxshadowsides < numtris)
888     {
889         maxshadowsides = numtris;
890         if (shadowsides)
891                         Mem_Free(shadowsides);
892                 if (shadowsideslist)
893                         Mem_Free(shadowsideslist);
894                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
895                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
896         }
897         numshadowsides = 0;
898 }
899
900 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)
901 {
902         int i, j;
903         int outtriangles = 0, outvertices = 0;
904         const int *element;
905         const float *vertex;
906         float ratio, direction[3], projectvector[3];
907
908         if (projectdirection)
909                 VectorScale(projectdirection, projectdistance, projectvector);
910         else
911                 VectorClear(projectvector);
912
913         // create the vertices
914         if (projectdirection)
915         {
916                 for (i = 0;i < numshadowmarktris;i++)
917                 {
918                         element = inelement3i + shadowmarktris[i] * 3;
919                         for (j = 0;j < 3;j++)
920                         {
921                                 if (vertexupdate[element[j]] != vertexupdatenum)
922                                 {
923                                         vertexupdate[element[j]] = vertexupdatenum;
924                                         vertexremap[element[j]] = outvertices;
925                                         vertex = invertex3f + element[j] * 3;
926                                         // project one copy of the vertex according to projectvector
927                                         VectorCopy(vertex, outvertex3f);
928                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
929                                         outvertex3f += 6;
930                                         outvertices += 2;
931                                 }
932                         }
933                 }
934         }
935         else
936         {
937                 for (i = 0;i < numshadowmarktris;i++)
938                 {
939                         element = inelement3i + shadowmarktris[i] * 3;
940                         for (j = 0;j < 3;j++)
941                         {
942                                 if (vertexupdate[element[j]] != vertexupdatenum)
943                                 {
944                                         vertexupdate[element[j]] = vertexupdatenum;
945                                         vertexremap[element[j]] = outvertices;
946                                         vertex = invertex3f + element[j] * 3;
947                                         // project one copy of the vertex to the sphere radius of the light
948                                         // (FIXME: would projecting it to the light box be better?)
949                                         VectorSubtract(vertex, projectorigin, direction);
950                                         ratio = projectdistance / VectorLength(direction);
951                                         VectorCopy(vertex, outvertex3f);
952                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
953                                         outvertex3f += 6;
954                                         outvertices += 2;
955                                 }
956                         }
957                 }
958         }
959
960         if (r_shadow_frontsidecasting.integer)
961         {
962                 for (i = 0;i < numshadowmarktris;i++)
963                 {
964                         int remappedelement[3];
965                         int markindex;
966                         const int *neighbortriangle;
967
968                         markindex = shadowmarktris[i] * 3;
969                         element = inelement3i + markindex;
970                         neighbortriangle = inneighbor3i + markindex;
971                         // output the front and back triangles
972                         outelement3i[0] = vertexremap[element[0]];
973                         outelement3i[1] = vertexremap[element[1]];
974                         outelement3i[2] = vertexremap[element[2]];
975                         outelement3i[3] = vertexremap[element[2]] + 1;
976                         outelement3i[4] = vertexremap[element[1]] + 1;
977                         outelement3i[5] = vertexremap[element[0]] + 1;
978
979                         outelement3i += 6;
980                         outtriangles += 2;
981                         // output the sides (facing outward from this triangle)
982                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
983                         {
984                                 remappedelement[0] = vertexremap[element[0]];
985                                 remappedelement[1] = vertexremap[element[1]];
986                                 outelement3i[0] = remappedelement[1];
987                                 outelement3i[1] = remappedelement[0];
988                                 outelement3i[2] = remappedelement[0] + 1;
989                                 outelement3i[3] = remappedelement[1];
990                                 outelement3i[4] = remappedelement[0] + 1;
991                                 outelement3i[5] = remappedelement[1] + 1;
992
993                                 outelement3i += 6;
994                                 outtriangles += 2;
995                         }
996                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
997                         {
998                                 remappedelement[1] = vertexremap[element[1]];
999                                 remappedelement[2] = vertexremap[element[2]];
1000                                 outelement3i[0] = remappedelement[2];
1001                                 outelement3i[1] = remappedelement[1];
1002                                 outelement3i[2] = remappedelement[1] + 1;
1003                                 outelement3i[3] = remappedelement[2];
1004                                 outelement3i[4] = remappedelement[1] + 1;
1005                                 outelement3i[5] = remappedelement[2] + 1;
1006
1007                                 outelement3i += 6;
1008                                 outtriangles += 2;
1009                         }
1010                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1011                         {
1012                                 remappedelement[0] = vertexremap[element[0]];
1013                                 remappedelement[2] = vertexremap[element[2]];
1014                                 outelement3i[0] = remappedelement[0];
1015                                 outelement3i[1] = remappedelement[2];
1016                                 outelement3i[2] = remappedelement[2] + 1;
1017                                 outelement3i[3] = remappedelement[0];
1018                                 outelement3i[4] = remappedelement[2] + 1;
1019                                 outelement3i[5] = remappedelement[0] + 1;
1020
1021                                 outelement3i += 6;
1022                                 outtriangles += 2;
1023                         }
1024                 }
1025         }
1026         else
1027         {
1028                 for (i = 0;i < numshadowmarktris;i++)
1029                 {
1030                         int remappedelement[3];
1031                         int markindex;
1032                         const int *neighbortriangle;
1033
1034                         markindex = shadowmarktris[i] * 3;
1035                         element = inelement3i + markindex;
1036                         neighbortriangle = inneighbor3i + markindex;
1037                         // output the front and back triangles
1038                         outelement3i[0] = vertexremap[element[2]];
1039                         outelement3i[1] = vertexremap[element[1]];
1040                         outelement3i[2] = vertexremap[element[0]];
1041                         outelement3i[3] = vertexremap[element[0]] + 1;
1042                         outelement3i[4] = vertexremap[element[1]] + 1;
1043                         outelement3i[5] = vertexremap[element[2]] + 1;
1044
1045                         outelement3i += 6;
1046                         outtriangles += 2;
1047                         // output the sides (facing outward from this triangle)
1048                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1049                         {
1050                                 remappedelement[0] = vertexremap[element[0]];
1051                                 remappedelement[1] = vertexremap[element[1]];
1052                                 outelement3i[0] = remappedelement[0];
1053                                 outelement3i[1] = remappedelement[1];
1054                                 outelement3i[2] = remappedelement[1] + 1;
1055                                 outelement3i[3] = remappedelement[0];
1056                                 outelement3i[4] = remappedelement[1] + 1;
1057                                 outelement3i[5] = remappedelement[0] + 1;
1058
1059                                 outelement3i += 6;
1060                                 outtriangles += 2;
1061                         }
1062                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1063                         {
1064                                 remappedelement[1] = vertexremap[element[1]];
1065                                 remappedelement[2] = vertexremap[element[2]];
1066                                 outelement3i[0] = remappedelement[1];
1067                                 outelement3i[1] = remappedelement[2];
1068                                 outelement3i[2] = remappedelement[2] + 1;
1069                                 outelement3i[3] = remappedelement[1];
1070                                 outelement3i[4] = remappedelement[2] + 1;
1071                                 outelement3i[5] = remappedelement[1] + 1;
1072
1073                                 outelement3i += 6;
1074                                 outtriangles += 2;
1075                         }
1076                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1077                         {
1078                                 remappedelement[0] = vertexremap[element[0]];
1079                                 remappedelement[2] = vertexremap[element[2]];
1080                                 outelement3i[0] = remappedelement[2];
1081                                 outelement3i[1] = remappedelement[0];
1082                                 outelement3i[2] = remappedelement[0] + 1;
1083                                 outelement3i[3] = remappedelement[2];
1084                                 outelement3i[4] = remappedelement[0] + 1;
1085                                 outelement3i[5] = remappedelement[2] + 1;
1086
1087                                 outelement3i += 6;
1088                                 outtriangles += 2;
1089                         }
1090                 }
1091         }
1092         if (outnumvertices)
1093                 *outnumvertices = outvertices;
1094         return outtriangles;
1095 }
1096
1097 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)
1098 {
1099         int i, j, k;
1100         int outtriangles = 0, outvertices = 0;
1101         const int *element;
1102         const float *vertex;
1103         float ratio, direction[3], projectvector[3];
1104         qboolean side[4];
1105
1106         if (projectdirection)
1107                 VectorScale(projectdirection, projectdistance, projectvector);
1108         else
1109                 VectorClear(projectvector);
1110
1111         for (i = 0;i < numshadowmarktris;i++)
1112         {
1113                 int remappedelement[3];
1114                 int markindex;
1115                 const int *neighbortriangle;
1116
1117                 markindex = shadowmarktris[i] * 3;
1118                 neighbortriangle = inneighbor3i + markindex;
1119                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1120                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1121                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1122                 if (side[0] + side[1] + side[2] == 0)
1123                         continue;
1124
1125                 side[3] = side[0];
1126                 element = inelement3i + markindex;
1127
1128                 // create the vertices
1129                 for (j = 0;j < 3;j++)
1130                 {
1131                         if (side[j] + side[j+1] == 0)
1132                                 continue;
1133                         k = element[j];
1134                         if (vertexupdate[k] != vertexupdatenum)
1135                         {
1136                                 vertexupdate[k] = vertexupdatenum;
1137                                 vertexremap[k] = outvertices;
1138                                 vertex = invertex3f + k * 3;
1139                                 VectorCopy(vertex, outvertex3f);
1140                                 if (projectdirection)
1141                                 {
1142                                         // project one copy of the vertex according to projectvector
1143                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1144                                 }
1145                                 else
1146                                 {
1147                                         // project one copy of the vertex to the sphere radius of the light
1148                                         // (FIXME: would projecting it to the light box be better?)
1149                                         VectorSubtract(vertex, projectorigin, direction);
1150                                         ratio = projectdistance / VectorLength(direction);
1151                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1152                                 }
1153                                 outvertex3f += 6;
1154                                 outvertices += 2;
1155                         }
1156                 }
1157
1158                 // output the sides (facing outward from this triangle)
1159                 if (!side[0])
1160                 {
1161                         remappedelement[0] = vertexremap[element[0]];
1162                         remappedelement[1] = vertexremap[element[1]];
1163                         outelement3i[0] = remappedelement[1];
1164                         outelement3i[1] = remappedelement[0];
1165                         outelement3i[2] = remappedelement[0] + 1;
1166                         outelement3i[3] = remappedelement[1];
1167                         outelement3i[4] = remappedelement[0] + 1;
1168                         outelement3i[5] = remappedelement[1] + 1;
1169
1170                         outelement3i += 6;
1171                         outtriangles += 2;
1172                 }
1173                 if (!side[1])
1174                 {
1175                         remappedelement[1] = vertexremap[element[1]];
1176                         remappedelement[2] = vertexremap[element[2]];
1177                         outelement3i[0] = remappedelement[2];
1178                         outelement3i[1] = remappedelement[1];
1179                         outelement3i[2] = remappedelement[1] + 1;
1180                         outelement3i[3] = remappedelement[2];
1181                         outelement3i[4] = remappedelement[1] + 1;
1182                         outelement3i[5] = remappedelement[2] + 1;
1183
1184                         outelement3i += 6;
1185                         outtriangles += 2;
1186                 }
1187                 if (!side[2])
1188                 {
1189                         remappedelement[0] = vertexremap[element[0]];
1190                         remappedelement[2] = vertexremap[element[2]];
1191                         outelement3i[0] = remappedelement[0];
1192                         outelement3i[1] = remappedelement[2];
1193                         outelement3i[2] = remappedelement[2] + 1;
1194                         outelement3i[3] = remappedelement[0];
1195                         outelement3i[4] = remappedelement[2] + 1;
1196                         outelement3i[5] = remappedelement[0] + 1;
1197
1198                         outelement3i += 6;
1199                         outtriangles += 2;
1200                 }
1201         }
1202         if (outnumvertices)
1203                 *outnumvertices = outvertices;
1204         return outtriangles;
1205 }
1206
1207 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)
1208 {
1209         int t, tend;
1210         const int *e;
1211         const float *v[3];
1212         float normal[3];
1213         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1214                 return;
1215         tend = firsttriangle + numtris;
1216         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1217         {
1218                 // surface box entirely inside light box, no box cull
1219                 if (projectdirection)
1220                 {
1221                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1222                         {
1223                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1224                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1225                                         shadowmarklist[numshadowmark++] = t;
1226                         }
1227                 }
1228                 else
1229                 {
1230                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1231                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1232                                         shadowmarklist[numshadowmark++] = t;
1233                 }
1234         }
1235         else
1236         {
1237                 // surface box not entirely inside light box, cull each triangle
1238                 if (projectdirection)
1239                 {
1240                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1241                         {
1242                                 v[0] = invertex3f + e[0] * 3;
1243                                 v[1] = invertex3f + e[1] * 3;
1244                                 v[2] = invertex3f + e[2] * 3;
1245                                 TriangleNormal(v[0], v[1], v[2], normal);
1246                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1247                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1248                                         shadowmarklist[numshadowmark++] = t;
1249                         }
1250                 }
1251                 else
1252                 {
1253                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1254                         {
1255                                 v[0] = invertex3f + e[0] * 3;
1256                                 v[1] = invertex3f + e[1] * 3;
1257                                 v[2] = invertex3f + e[2] * 3;
1258                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1259                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1260                                         shadowmarklist[numshadowmark++] = t;
1261                         }
1262                 }
1263         }
1264 }
1265
1266 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1267 {
1268 #if 1
1269         return false;
1270 #else
1271         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1272                 return false;
1273         // check if the shadow volume intersects the near plane
1274         //
1275         // a ray between the eye and light origin may intersect the caster,
1276         // indicating that the shadow may touch the eye location, however we must
1277         // test the near plane (a polygon), not merely the eye location, so it is
1278         // easiest to enlarge the caster bounding shape slightly for this.
1279         // TODO
1280         return true;
1281 #endif
1282 }
1283
1284 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)
1285 {
1286         int i, tris, outverts;
1287         if (projectdistance < 0.1)
1288         {
1289                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1290                 return;
1291         }
1292         if (!numverts || !nummarktris)
1293                 return;
1294         // make sure shadowelements is big enough for this volume
1295         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1296                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1297
1298         if (maxvertexupdate < numverts)
1299         {
1300                 maxvertexupdate = numverts;
1301                 if (vertexupdate)
1302                         Mem_Free(vertexupdate);
1303                 if (vertexremap)
1304                         Mem_Free(vertexremap);
1305                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1306                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1307                 vertexupdatenum = 0;
1308         }
1309         vertexupdatenum++;
1310         if (vertexupdatenum == 0)
1311         {
1312                 vertexupdatenum = 1;
1313                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1314                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1315         }
1316
1317         for (i = 0;i < nummarktris;i++)
1318                 shadowmark[marktris[i]] = shadowmarkcount;
1319
1320         if (r_shadow_compilingrtlight)
1321         {
1322                 // if we're compiling an rtlight, capture the mesh
1323                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1324                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1325                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1326                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1327         }
1328         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1329         {
1330                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1331                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1332                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1333         }
1334         else
1335         {
1336                 // decide which type of shadow to generate and set stencil mode
1337                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1338                 // generate the sides or a solid volume, depending on type
1339                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1340                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1341                 else
1342                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1343                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1344                 r_refdef.stats.lights_shadowtriangles += tris;
1345                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1346                 {
1347                         // increment stencil if frontface is infront of depthbuffer
1348                         GL_CullFace(r_refdef.view.cullface_front);
1349                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1350                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1351                         // decrement stencil if backface is infront of depthbuffer
1352                         GL_CullFace(r_refdef.view.cullface_back);
1353                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1354                 }
1355                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1356                 {
1357                         // decrement stencil if backface is behind depthbuffer
1358                         GL_CullFace(r_refdef.view.cullface_front);
1359                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1360                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1361                         // increment stencil if frontface is behind depthbuffer
1362                         GL_CullFace(r_refdef.view.cullface_back);
1363                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1364                 }
1365                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1366                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1367         }
1368 }
1369
1370 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1371 {
1372     // p1, p2, p3 are in the cubemap's local coordinate system
1373     // bias = border/(size - border)
1374         int mask = 0x3F;
1375
1376     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1377           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1378           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1379         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1380         mask &= (3<<4)
1381                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1382                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1383                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1384     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1385         mask &= (3<<4)
1386             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1387             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1388             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1389
1390     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1391     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1392     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1393     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1394         mask &= (3<<0)
1395             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1396             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1397             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1398     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1399         mask &= (3<<0)
1400             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1401             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1402             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1403
1404     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1405     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1406     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1407     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1408         mask &= (3<<2)
1409             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1410             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1411             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1412     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1413         mask &= (3<<2)
1414             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1415             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1416             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1417
1418         return mask;
1419 }
1420
1421 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1422 {
1423         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1424         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1425         int mask = 0x3F;
1426
1427         VectorSubtract(maxs, mins, radius);
1428     VectorScale(radius, 0.5f, radius);
1429     VectorAdd(mins, radius, center);
1430     Matrix4x4_Transform(worldtolight, center, lightcenter);
1431         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1432         VectorSubtract(lightcenter, lightradius, pmin);
1433         VectorAdd(lightcenter, lightradius, pmax);
1434
1435     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1436     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1437     if(ap1 > bias*an1 && ap2 > bias*an2)
1438         mask &= (3<<4)
1439             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1440             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1441     if(an1 > bias*ap1 && an2 > bias*ap2)
1442         mask &= (3<<4)
1443             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1444             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1445
1446     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1447     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1448     if(ap1 > bias*an1 && ap2 > bias*an2)
1449         mask &= (3<<0)
1450             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1451             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1452     if(an1 > bias*ap1 && an2 > bias*ap2)
1453         mask &= (3<<0)
1454             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1455             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1456
1457     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1458     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1459     if(ap1 > bias*an1 && ap2 > bias*an2)
1460         mask &= (3<<2)
1461             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1462             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1463     if(an1 > bias*ap1 && an2 > bias*ap2)
1464         mask &= (3<<2)
1465             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1466             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1467
1468     return mask;
1469 }
1470
1471 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1472
1473 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1474 {
1475     // p is in the cubemap's local coordinate system
1476     // bias = border/(size - border)
1477     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1478     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1479     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1480     int mask = 0x3F;
1481     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1482     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1483     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1484     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1485     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1486     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1487     return mask;
1488 }
1489
1490 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1491 {
1492         int i;
1493         vec3_t p, n;
1494         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1495         float scale = (size - 2*border)/size, len;
1496         float bias = border / (float)(size - border), dp, dn, ap, an;
1497         // check if cone enclosing side would cross frustum plane 
1498         scale = 2 / (scale*scale + 2);
1499         for (i = 0;i < 5;i++)
1500         {
1501                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1502                         continue;
1503                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1504                 len = scale*VectorLength2(n);
1505                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1506                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1507                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1508         }
1509         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1510         {
1511         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1512         len = scale*VectorLength(n);
1513                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1514                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1515                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1516         }
1517         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1518         // check if frustum corners/origin cross plane sides
1519 #if 1
1520     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1521     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1522     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1523     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1524     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1525     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1526     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1527     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1528     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1529     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1530     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1531     for (i = 0;i < 4;i++)
1532     {
1533         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1534         VectorSubtract(n, p, n);
1535         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1536         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1537         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1538         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1539         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1540         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1541         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1542         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1543         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1544     }
1545 #else
1546     // finite version, assumes corners are a finite distance from origin dependent on far plane
1547         for (i = 0;i < 5;i++)
1548         {
1549                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1550                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1551                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1552                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1553                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1554                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1555                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1556                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1557                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1558                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1559         }
1560 #endif
1561         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1562 }
1563
1564 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)
1565 {
1566         int t, tend;
1567         const int *e;
1568         const float *v[3];
1569         float normal[3];
1570         vec3_t p[3];
1571         float bias;
1572         int mask, surfacemask = 0;
1573         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1574                 return 0;
1575         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1576         tend = firsttriangle + numtris;
1577         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1578         {
1579                 // surface box entirely inside light box, no box cull
1580                 if (projectdirection)
1581                 {
1582                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1583                         {
1584                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1585                                 TriangleNormal(v[0], v[1], v[2], normal);
1586                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1587                                 {
1588                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1589                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1590                                         surfacemask |= mask;
1591                                         if(totals)
1592                                         {
1593                                                 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;
1594                                                 shadowsides[numshadowsides] = mask;
1595                                                 shadowsideslist[numshadowsides++] = t;
1596                                         }
1597                                 }
1598                         }
1599                 }
1600                 else
1601                 {
1602                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1603                         {
1604                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1605                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1606                                 {
1607                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1608                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1609                                         surfacemask |= mask;
1610                                         if(totals)
1611                                         {
1612                                                 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;
1613                                                 shadowsides[numshadowsides] = mask;
1614                                                 shadowsideslist[numshadowsides++] = t;
1615                                         }
1616                                 }
1617                         }
1618                 }
1619         }
1620         else
1621         {
1622                 // surface box not entirely inside light box, cull each triangle
1623                 if (projectdirection)
1624                 {
1625                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1626                         {
1627                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1628                                 TriangleNormal(v[0], v[1], v[2], normal);
1629                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1630                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1631                                 {
1632                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1633                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1634                                         surfacemask |= mask;
1635                                         if(totals)
1636                                         {
1637                                                 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;
1638                                                 shadowsides[numshadowsides] = mask;
1639                                                 shadowsideslist[numshadowsides++] = t;
1640                                         }
1641                                 }
1642                         }
1643                 }
1644                 else
1645                 {
1646                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1647                         {
1648                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1649                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1650                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1651                                 {
1652                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1653                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1654                                         surfacemask |= mask;
1655                                         if(totals)
1656                                         {
1657                                                 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;
1658                                                 shadowsides[numshadowsides] = mask;
1659                                                 shadowsideslist[numshadowsides++] = t;
1660                                         }
1661                                 }
1662                         }
1663                 }
1664         }
1665         return surfacemask;
1666 }
1667
1668 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)
1669 {
1670         int i, j, outtriangles = 0;
1671         int *outelement3i[6];
1672         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1673                 return;
1674         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1675         // make sure shadowelements is big enough for this mesh
1676         if (maxshadowtriangles < outtriangles)
1677                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1678
1679         // compute the offset and size of the separate index lists for each cubemap side
1680         outtriangles = 0;
1681         for (i = 0;i < 6;i++)
1682         {
1683                 outelement3i[i] = shadowelements + outtriangles * 3;
1684                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1685                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1686                 outtriangles += sidetotals[i];
1687         }
1688
1689         // gather up the (sparse) triangles into separate index lists for each cubemap side
1690         for (i = 0;i < numsidetris;i++)
1691         {
1692                 const int *element = elements + sidetris[i] * 3;
1693                 for (j = 0;j < 6;j++)
1694                 {
1695                         if (sides[i] & (1 << j))
1696                         {
1697                                 outelement3i[j][0] = element[0];
1698                                 outelement3i[j][1] = element[1];
1699                                 outelement3i[j][2] = element[2];
1700                                 outelement3i[j] += 3;
1701                         }
1702                 }
1703         }
1704                         
1705         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1706 }
1707
1708 static void R_Shadow_MakeTextures_MakeCorona(void)
1709 {
1710         float dx, dy;
1711         int x, y, a;
1712         unsigned char pixels[32][32][4];
1713         for (y = 0;y < 32;y++)
1714         {
1715                 dy = (y - 15.5f) * (1.0f / 16.0f);
1716                 for (x = 0;x < 32;x++)
1717                 {
1718                         dx = (x - 15.5f) * (1.0f / 16.0f);
1719                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1720                         a = bound(0, a, 255);
1721                         pixels[y][x][0] = a;
1722                         pixels[y][x][1] = a;
1723                         pixels[y][x][2] = a;
1724                         pixels[y][x][3] = 255;
1725                 }
1726         }
1727         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1728 }
1729
1730 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1731 {
1732         float dist = sqrt(x*x+y*y+z*z);
1733         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1734         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1735         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1736 }
1737
1738 static void R_Shadow_MakeTextures(void)
1739 {
1740         int x, y, z;
1741         float intensity, dist;
1742         unsigned int *data;
1743         R_Shadow_FreeShadowMaps();
1744         R_FreeTexturePool(&r_shadow_texturepool);
1745         r_shadow_texturepool = R_AllocTexturePool();
1746         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1747         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1748         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1749         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1750         for (x = 0;x <= ATTENTABLESIZE;x++)
1751         {
1752                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1753                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1754                 r_shadow_attentable[x] = bound(0, intensity, 1);
1755         }
1756         // 1D gradient texture
1757         for (x = 0;x < ATTEN1DSIZE;x++)
1758                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1759         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1760         // 2D circle texture
1761         for (y = 0;y < ATTEN2DSIZE;y++)
1762                 for (x = 0;x < ATTEN2DSIZE;x++)
1763                         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);
1764         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1765         // 3D sphere texture
1766         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1767         {
1768                 for (z = 0;z < ATTEN3DSIZE;z++)
1769                         for (y = 0;y < ATTEN3DSIZE;y++)
1770                                 for (x = 0;x < ATTEN3DSIZE;x++)
1771                                         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));
1772                 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);
1773         }
1774         else
1775                 r_shadow_attenuation3dtexture = NULL;
1776         Mem_Free(data);
1777
1778         R_Shadow_MakeTextures_MakeCorona();
1779
1780         // Editor light sprites
1781         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1782         "................"
1783         ".3............3."
1784         "..5...2332...5.."
1785         "...7.3....3.7..."
1786         "....7......7...."
1787         "...3.7....7.3..."
1788         "..2...7..7...2.."
1789         "..3..........3.."
1790         "..3..........3.."
1791         "..2...7..7...2.."
1792         "...3.7....7.3..."
1793         "....7......7...."
1794         "...7.3....3.7..."
1795         "..5...2332...5.."
1796         ".3............3."
1797         "................"
1798         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1799         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1800         "................"
1801         "................"
1802         "......1111......"
1803         "....11233211...."
1804         "...1234554321..."
1805         "...1356776531..."
1806         "..124677776421.."
1807         "..135777777531.."
1808         "..135777777531.."
1809         "..124677776421.."
1810         "...1356776531..."
1811         "...1234554321..."
1812         "....11233211...."
1813         "......1111......"
1814         "................"
1815         "................"
1816         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1817         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1818         "................"
1819         "................"
1820         "......1111......"
1821         "....11233211...."
1822         "...1234554321..."
1823         "...1356226531..."
1824         "..12462..26421.."
1825         "..1352....2531.."
1826         "..1352....2531.."
1827         "..12462..26421.."
1828         "...1356226531..."
1829         "...1234554321..."
1830         "....11233211...."
1831         "......1111......"
1832         "................"
1833         "................"
1834         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1835         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1836         "................"
1837         "................"
1838         "......2772......"
1839         "....27755772...."
1840         "..277533335772.."
1841         "..753333333357.."
1842         "..777533335777.."
1843         "..735775577537.."
1844         "..733357753337.."
1845         "..733337733337.."
1846         "..753337733357.."
1847         "..277537735772.."
1848         "....27777772...."
1849         "......2772......"
1850         "................"
1851         "................"
1852         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1853         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1854         "................"
1855         "................"
1856         "......2772......"
1857         "....27722772...."
1858         "..2772....2772.."
1859         "..72........27.."
1860         "..7772....2777.."
1861         "..7.27722772.7.."
1862         "..7...2772...7.."
1863         "..7....77....7.."
1864         "..72...77...27.."
1865         "..2772.77.2772.."
1866         "....27777772...."
1867         "......2772......"
1868         "................"
1869         "................"
1870         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1871         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1872         "................"
1873         ".777752..257777."
1874         ".742........247."
1875         ".72..........27."
1876         ".7............7."
1877         ".5............5."
1878         ".2............2."
1879         "................"
1880         "................"
1881         ".2............2."
1882         ".5............5."
1883         ".7............7."
1884         ".72..........27."
1885         ".742........247."
1886         ".777752..257777."
1887         "................"
1888         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1889 }
1890
1891 void R_Shadow_ValidateCvars(void)
1892 {
1893         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1894                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1895         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1896                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1897         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1898                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1899 }
1900
1901 void R_Shadow_RenderMode_Begin(void)
1902 {
1903 #if 0
1904         GLint drawbuffer;
1905         GLint readbuffer;
1906 #endif
1907         R_Shadow_ValidateCvars();
1908
1909         if (!r_shadow_attenuation2dtexture
1910          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1911          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1912          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1913                 R_Shadow_MakeTextures();
1914
1915         CHECKGLERROR
1916         R_Mesh_ResetTextureState();
1917         GL_BlendFunc(GL_ONE, GL_ZERO);
1918         GL_DepthRange(0, 1);
1919         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1920         GL_DepthTest(true);
1921         GL_DepthMask(false);
1922         GL_Color(0, 0, 0, 1);
1923         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1924
1925         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1926
1927         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1928         {
1929                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1930                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1931         }
1932         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1933         {
1934                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1935                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1936         }
1937         else
1938         {
1939                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1940                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1941         }
1942
1943         switch(vid.renderpath)
1944         {
1945         case RENDERPATH_GL20:
1946         case RENDERPATH_D3D9:
1947         case RENDERPATH_D3D10:
1948         case RENDERPATH_D3D11:
1949         case RENDERPATH_SOFT:
1950         case RENDERPATH_GLES2:
1951                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1952                 break;
1953         case RENDERPATH_GL13:
1954         case RENDERPATH_GL11:
1955                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1956                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1957                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1958                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1959                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1960                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1961                 else
1962                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1963                 break;
1964         }
1965
1966         CHECKGLERROR
1967 #if 0
1968         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1969         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1970         r_shadow_drawbuffer = drawbuffer;
1971         r_shadow_readbuffer = readbuffer;
1972 #endif
1973         r_shadow_cullface_front = r_refdef.view.cullface_front;
1974         r_shadow_cullface_back = r_refdef.view.cullface_back;
1975 }
1976
1977 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1978 {
1979         rsurface.rtlight = rtlight;
1980 }
1981
1982 void R_Shadow_RenderMode_Reset(void)
1983 {
1984         R_Mesh_ResetRenderTargets();
1985         R_SetViewport(&r_refdef.view.viewport);
1986         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1987         R_Mesh_ResetTextureState();
1988         GL_DepthRange(0, 1);
1989         GL_DepthTest(true);
1990         GL_DepthMask(false);
1991         GL_DepthFunc(GL_LEQUAL);
1992         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1993         r_refdef.view.cullface_front = r_shadow_cullface_front;
1994         r_refdef.view.cullface_back = r_shadow_cullface_back;
1995         GL_CullFace(r_refdef.view.cullface_back);
1996         GL_Color(1, 1, 1, 1);
1997         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1998         GL_BlendFunc(GL_ONE, GL_ZERO);
1999         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2000         r_shadow_usingshadowmap2d = false;
2001         r_shadow_usingshadowmaportho = false;
2002         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2003 }
2004
2005 void R_Shadow_ClearStencil(void)
2006 {
2007         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2008         r_refdef.stats.lights_clears++;
2009 }
2010
2011 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2012 {
2013         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2014         if (r_shadow_rendermode == mode)
2015                 return;
2016         R_Shadow_RenderMode_Reset();
2017         GL_DepthFunc(GL_LESS);
2018         GL_ColorMask(0, 0, 0, 0);
2019         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2020         GL_CullFace(GL_NONE);
2021         R_SetupShader_DepthOrShadow();
2022         r_shadow_rendermode = mode;
2023         switch(mode)
2024         {
2025         default:
2026                 break;
2027         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2028         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2029                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2030                 break;
2031         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2032         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2033                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2034                 break;
2035         }
2036 }
2037
2038 static void R_Shadow_MakeVSDCT(void)
2039 {
2040         // maps to a 2x3 texture rectangle with normalized coordinates
2041         // +-
2042         // XX
2043         // YY
2044         // ZZ
2045         // stores abs(dir.xy), offset.xy/2.5
2046         unsigned char data[4*6] =
2047         {
2048                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2049                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2050                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2051                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2052                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2053                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2054         };
2055         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2056 }
2057
2058 static void R_Shadow_MakeShadowMap(int side, int size)
2059 {
2060         switch (r_shadow_shadowmode)
2061         {
2062         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2063                 if (r_shadow_shadowmap2dtexture) return;
2064                 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);
2065                 r_shadow_shadowmap2dcolortexture = NULL;
2066                 switch(vid.renderpath)
2067                 {
2068 #ifdef SUPPORTD3D
2069                 case RENDERPATH_D3D9:
2070                         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);
2071                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2072                         break;
2073 #endif
2074                 default:
2075                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2076                         break;
2077                 }
2078                 break;
2079         default:
2080                 return;
2081         }
2082
2083         // render depth into the fbo, do not render color at all
2084         // validate the fbo now
2085         if (qglDrawBuffer)
2086         {
2087                 int status;
2088                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2089                 qglReadBuffer(GL_NONE);CHECKGLERROR
2090                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2091                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2092                 {
2093                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2094                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2095                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2096                 }
2097         }
2098 }
2099
2100 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2101 {
2102         float nearclip, farclip, bias;
2103         r_viewport_t viewport;
2104         int flipped;
2105         GLuint fbo = 0;
2106         float clearcolor[4];
2107         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2108         farclip = 1.0f;
2109         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2110         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2111         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2112         r_shadow_shadowmapside = side;
2113         r_shadow_shadowmapsize = size;
2114
2115         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2116         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2117         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2118         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2119
2120         // complex unrolled cube approach (more flexible)
2121         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2122                 R_Shadow_MakeVSDCT();
2123         if (!r_shadow_shadowmap2dtexture)
2124                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2125         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2126         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2127         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2128         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2129
2130         R_Mesh_ResetTextureState();
2131         R_Mesh_ResetRenderTargets();
2132         R_Shadow_RenderMode_Reset();
2133         if (fbo)
2134         {
2135                 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2136                 R_SetupShader_DepthOrShadow();
2137         }
2138         else
2139                 R_SetupShader_ShowDepth();
2140         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2141         GL_DepthMask(true);
2142         GL_DepthTest(true);
2143
2144 init_done:
2145         R_SetViewport(&viewport);
2146         flipped = (side & 1) ^ (side >> 2);
2147         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2148         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2149         switch(vid.renderpath)
2150         {
2151         case RENDERPATH_GL11:
2152         case RENDERPATH_GL13:
2153         case RENDERPATH_GL20:
2154         case RENDERPATH_SOFT:
2155         case RENDERPATH_GLES2:
2156                 GL_CullFace(r_refdef.view.cullface_back);
2157                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2158                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2159                 {
2160                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2161                         int x1 = clear & 0x15 ? 0 : size;
2162                         int x2 = clear & 0x2A ? 2 * size : size;
2163                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2164                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2165                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2166                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2167                 }
2168                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2169                 break;
2170         case RENDERPATH_D3D9:
2171         case RENDERPATH_D3D10:
2172         case RENDERPATH_D3D11:
2173                 Vector4Set(clearcolor, 1,1,1,1);
2174                 // completely different meaning than in OpenGL path
2175                 r_shadow_shadowmap_parameters[1] = 0;
2176                 r_shadow_shadowmap_parameters[3] = -bias;
2177                 // we invert the cull mode because we flip the projection matrix
2178                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2179                 GL_CullFace(r_refdef.view.cullface_front);
2180                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2181                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2182                 if (r_shadow_shadowmapsampler)
2183                 {
2184                         GL_ColorMask(0,0,0,0);
2185                         if (clear)
2186                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2187                 }
2188                 else
2189                 {
2190                         GL_ColorMask(1,1,1,1);
2191                         if (clear)
2192                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2193                 }
2194                 break;
2195         }
2196 }
2197
2198 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2199 {
2200         R_Mesh_ResetTextureState();
2201         R_Mesh_ResetRenderTargets();
2202         if (transparent)
2203         {
2204                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2205                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2206                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2207                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2208         }
2209         R_Shadow_RenderMode_Reset();
2210         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2211         if (!transparent)
2212                 GL_DepthFunc(GL_EQUAL);
2213         // do global setup needed for the chosen lighting mode
2214         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2215                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2216         r_shadow_usingshadowmap2d = shadowmapping;
2217         r_shadow_rendermode = r_shadow_lightingrendermode;
2218         // only draw light where this geometry was already rendered AND the
2219         // stencil is 128 (values other than this mean shadow)
2220         if (stenciltest)
2221                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2222         else
2223                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2224 }
2225
2226 static const unsigned short bboxelements[36] =
2227 {
2228         5, 1, 3, 5, 3, 7,
2229         6, 2, 0, 6, 0, 4,
2230         7, 3, 2, 7, 2, 6,
2231         4, 0, 1, 4, 1, 5,
2232         4, 5, 7, 4, 7, 6,
2233         1, 0, 2, 1, 2, 3,
2234 };
2235
2236 static const float bboxpoints[8][3] =
2237 {
2238         {-1,-1,-1},
2239         { 1,-1,-1},
2240         {-1, 1,-1},
2241         { 1, 1,-1},
2242         {-1,-1, 1},
2243         { 1,-1, 1},
2244         {-1, 1, 1},
2245         { 1, 1, 1},
2246 };
2247
2248 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2249 {
2250         int i;
2251         float vertex3f[8*3];
2252         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2253 // do global setup needed for the chosen lighting mode
2254         R_Shadow_RenderMode_Reset();
2255         r_shadow_rendermode = r_shadow_lightingrendermode;
2256         R_EntityMatrix(&identitymatrix);
2257         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2258         // only draw light where this geometry was already rendered AND the
2259         // stencil is 128 (values other than this mean shadow)
2260         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2261         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2262
2263         r_shadow_usingshadowmap2d = shadowmapping;
2264
2265         // render the lighting
2266         R_SetupShader_DeferredLight(rsurface.rtlight);
2267         for (i = 0;i < 8;i++)
2268                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2269         GL_ColorMask(1,1,1,1);
2270         GL_DepthMask(false);
2271         GL_DepthRange(0, 1);
2272         GL_PolygonOffset(0, 0);
2273         GL_DepthTest(true);
2274         GL_DepthFunc(GL_GREATER);
2275         GL_CullFace(r_refdef.view.cullface_back);
2276         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2277         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2278 }
2279
2280 static void R_Shadow_UpdateBounceGridTexture(void)
2281 {
2282 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2283         dlight_t *light;
2284         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2285         int bouncecount;
2286         int c[3];
2287         int hitsupercontentsmask;
2288         int maxbounce;
2289         int numpixels;
2290         int pixelindex;
2291         int resolution[3];
2292         int shootparticles;
2293         int shotparticles;
2294         int photoncount;
2295         int tex[3];
2296         trace_t cliptrace;
2297         //trace_t cliptrace2;
2298         //trace_t cliptrace3;
2299         unsigned char *pixel;
2300         unsigned char *pixels;
2301         unsigned short *highpixel;
2302         unsigned short *highpixels;
2303         unsigned int lightindex;
2304         unsigned int range;
2305         unsigned int range1;
2306         unsigned int range2;
2307         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2308         vec3_t shotcolor;
2309         vec3_t baseshotcolor;
2310         vec3_t surfcolor;
2311         vec3_t clipend;
2312         vec3_t clipstart;
2313         vec3_t clipdiff;
2314         vec3_t ispacing;
2315         vec3_t maxs;
2316         vec3_t mins;
2317         vec3_t size;
2318         vec3_t spacing;
2319         vec3_t lightcolor;
2320         vec_t radius;
2321         vec_t s;
2322         vec_t lightintensity;
2323         vec_t photonscaling;
2324         vec_t photonresidual;
2325         float m[16];
2326         qboolean isstatic = r_shadow_bouncegrid_updateinterval.value > 1.0f;
2327         rtlight_t *rtlight;
2328         if (!r_shadow_bouncegrid.integer || !vid.support.ext_texture_3d)
2329         {
2330                 if (r_shadow_bouncegridtexture)
2331                 {
2332                         R_FreeTexture(r_shadow_bouncegridtexture);
2333                         r_shadow_bouncegridtexture = NULL;
2334                 }
2335                 if (r_shadow_bouncegridpixels)
2336                         Mem_Free(r_shadow_bouncegridpixels);
2337                 r_shadow_bouncegridpixels = NULL;
2338                 if (r_shadow_bouncegridhighpixels)
2339                         Mem_Free(r_shadow_bouncegridhighpixels);
2340                 r_shadow_bouncegridhighpixels = NULL;
2341                 r_shadow_bouncegridnumpixels = 0;
2342                 return;
2343         }
2344         if (r_refdef.scene.worldmodel && isstatic)
2345         {
2346                 VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
2347                 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2348                 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2349                 VectorSubtract(maxs, mins, size);
2350                 resolution[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2351                 resolution[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2352                 resolution[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2353                 resolution[0] = min(resolution[0], bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d));
2354                 resolution[1] = min(resolution[1], bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d));
2355                 resolution[2] = min(resolution[2], bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
2356                 spacing[0] = size[0] / resolution[0];
2357                 spacing[1] = size[1] / resolution[1];
2358                 spacing[2] = size[2] / resolution[2];
2359                 ispacing[0] = 1.0f / spacing[0];
2360                 ispacing[1] = 1.0f / spacing[1];
2361                 ispacing[2] = 1.0f / spacing[2];
2362         }
2363         else
2364         {
2365                 VectorSet(resolution, bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
2366                 VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
2367                 VectorMultiply(resolution, spacing, size);
2368                 ispacing[0] = 1.0f / spacing[0];
2369                 ispacing[1] = 1.0f / spacing[1];
2370                 ispacing[2] = 1.0f / spacing[2];
2371                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2372                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2373                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2374                 VectorAdd(mins, size, maxs);
2375         }
2376         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2377         if (r_shadow_bouncegridtexture && realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value && resolution[0] == r_shadow_bouncegridresolution[0] && resolution[1] == r_shadow_bouncegridresolution[1] && resolution[2] == r_shadow_bouncegridresolution[2])
2378                 return;
2379         // we're going to update the bouncegrid, update the matrix...
2380         memset(m, 0, sizeof(m));
2381         m[0] = 1.0f / size[0];
2382         m[3] = -mins[0] * m[0];
2383         m[5] = 1.0f / size[1];
2384         m[7] = -mins[1] * m[5];
2385         m[10] = 1.0f / size[2];
2386         m[11] = -mins[2] * m[10];
2387         m[15] = 1.0f;
2388         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2389         numpixels = resolution[0]*resolution[1]*resolution[2];
2390         // reallocate pixels for this update if needed...
2391         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2392         {
2393                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2394                 r_shadow_bouncegridhighpixels = (unsigned short *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(unsigned short[4]));
2395         }
2396         r_shadow_bouncegridnumpixels = numpixels;
2397         pixels = r_shadow_bouncegridpixels;
2398         highpixels = r_shadow_bouncegridhighpixels;
2399         memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
2400         memset(highpixels, 0, numpixels * sizeof(unsigned short[3]));
2401         // figure out what we want to interact with
2402         if (r_shadow_bouncegrid_hitmodels.integer)
2403                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
2404         else
2405                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
2406         maxbounce = bound(1, r_shadow_bouncegrid_maxbounce.integer, 16);
2407         // iterate world rtlights
2408         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2409         range1 = isstatic ? 0 : r_refdef.scene.numlights;
2410         range2 = range + range1;
2411         photoncount = 0;
2412         for (lightindex = 0;lightindex < range2;lightindex++)
2413         {
2414                 if (isstatic)
2415                 {
2416                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2417                         if (!light || !(light->flags & flag))
2418                                 continue;
2419                         rtlight = &light->rtlight;
2420                         // when static, we skip styled lights because they tend to change...
2421                         if (rtlight->style > 0)
2422                                 continue;
2423                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2424                 }
2425                 else
2426                 {
2427                         if (lightindex < range)
2428                         {
2429                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2430                                 rtlight = &light->rtlight;
2431                         }
2432                         else
2433                                 rtlight = r_refdef.scene.lights[lightindex - range];
2434                         // draw only visible lights (major speedup)
2435                         if (!rtlight->draw)
2436                                 continue;
2437                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2438                 }
2439                 if (!VectorLength2(lightcolor))
2440                         continue;
2441                 // shoot particles from this light
2442                 // use a calculation for the number of particles that will not
2443                 // vary with lightstyle, otherwise we get randomized particle
2444                 // distribution, the seeded random is only consistent for a
2445                 // consistent number of particles on this light...
2446                 radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
2447                 s = rtlight->radius;
2448                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2449                 if (lightindex >= range)
2450                         lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
2451                 photoncount += max(0.0f, lightintensity * s * s);
2452         }
2453         photonscaling = bound(1, r_shadow_bouncegrid_photons.value, 1048576) / max(1, photoncount);
2454         photonresidual = 0.0f;
2455         for (lightindex = 0;lightindex < range2;lightindex++)
2456         {
2457                 if (isstatic)
2458                 {
2459                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2460                         if (!light || !(light->flags & flag))
2461                                 continue;
2462                         rtlight = &light->rtlight;
2463                         // when static, we skip styled lights because they tend to change...
2464                         if (rtlight->style > 0)
2465                                 continue;
2466                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2467                 }
2468                 else
2469                 {
2470                         if (lightindex < range)
2471                         {
2472                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2473                                 rtlight = &light->rtlight;
2474                         }
2475                         else
2476                                 rtlight = r_refdef.scene.lights[lightindex - range];
2477                         // draw only visible lights (major speedup)
2478                         if (!rtlight->draw)
2479                                 continue;
2480                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2481                 }
2482                 if (!VectorLength2(lightcolor))
2483                         continue;
2484                 // shoot particles from this light
2485                 // use a calculation for the number of particles that will not
2486                 // vary with lightstyle, otherwise we get randomized particle
2487                 // distribution, the seeded random is only consistent for a
2488                 // consistent number of particles on this light...
2489                 radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
2490                 s = rtlight->radius;
2491                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2492                 if (lightindex >= range)
2493                         lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
2494                 photonresidual += lightintensity * s * s * photonscaling;
2495                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2496                 if (!shootparticles)
2497                         continue;
2498                 photonresidual -= shootparticles;
2499                 s = 65535.0f * r_shadow_bouncegrid_particleintensity.value / shootparticles;
2500                 VectorScale(lightcolor, s, baseshotcolor);
2501                 if (VectorLength2(baseshotcolor) < 3.0f)
2502                         break;
2503                 r_refdef.stats.bouncegrid_lights++;
2504                 r_refdef.stats.bouncegrid_particles += shootparticles;
2505                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2506                 {
2507                         if (r_shadow_bouncegrid_stablerandom.integer > 0)
2508                                 seed = lightindex * 11937 + shotparticles;
2509                         VectorCopy(baseshotcolor, shotcolor);
2510                         VectorCopy(rtlight->shadoworigin, clipstart);
2511                         if (r_shadow_bouncegrid_stablerandom.integer < 0)
2512                                 VectorRandom(clipend);
2513                         else
2514                                 VectorCheeseRandom(clipend);
2515                         VectorMA(clipstart, radius, clipend, clipend);
2516                         for (bouncecount = 0;;bouncecount++)
2517                         {
2518                                 r_refdef.stats.bouncegrid_traces++;
2519                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2520                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2521                                 cliptrace = CL_TraceLine(clipstart, clipend, r_shadow_bouncegrid_hitmodels.integer ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2522                                 //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
2523                                 if (cliptrace.fraction >= 1.0f)
2524                                         break;
2525                                 r_refdef.stats.bouncegrid_hits++;
2526                                 if (bouncecount > 0)
2527                                 {
2528                                         r_refdef.stats.bouncegrid_splats++;
2529                                         // figure out which texture pixel this is in
2530                                         tex[0] = (int)((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
2531                                         tex[1] = (int)((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
2532                                         tex[2] = (int)((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
2533                                         if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 1 && tex[1] < resolution[1] - 1 && tex[2] < resolution[2] - 1)
2534                                         {
2535                                                 // it is within bounds...
2536                                                 pixelindex = ((tex[2]*resolution[1]+tex[1])*resolution[0]+tex[0]);
2537                                                 pixel = pixels + 4 * pixelindex;
2538                                                 highpixel = highpixels + 3 * pixelindex;
2539                                                 // add to the high precision pixel color
2540                                                 c[0] = highpixel[0] + (int)shotcolor[2];
2541                                                 c[1] = highpixel[1] + (int)shotcolor[1];
2542                                                 c[2] = highpixel[2] + (int)shotcolor[0];
2543                                                 highpixel[0] = (unsigned short)min(c[0], 65535);
2544                                                 highpixel[1] = (unsigned short)min(c[1], 65535);
2545                                                 highpixel[2] = (unsigned short)min(c[2], 65535);
2546                                                 // update the low precision pixel color
2547                                                 pixel[0] = highpixel[0] >> 8;
2548                                                 pixel[1] = highpixel[1] >> 8;
2549                                                 pixel[2] = highpixel[2] >> 8;
2550                                                 pixel[3] = 255;
2551                                         }
2552                                 }
2553                                 if (bouncecount >= maxbounce)
2554                                         break;
2555                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2556                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2557                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2558                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2559                                 else
2560                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2561                                 VectorScale(surfcolor, r_shadow_bouncegrid_particlebounceintensity.value, surfcolor);
2562                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2563                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2564                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2565                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2566                                 if (VectorLength2(shotcolor) < 3.0f)
2567                                         break;
2568                                 r_refdef.stats.bouncegrid_bounces++;
2569                                 if (r_shadow_bouncegrid_bounceanglediffuse.integer)
2570                                 {
2571                                         // random direction, primarily along plane normal
2572                                         s = VectorDistance(cliptrace.endpos, clipend);
2573                                         if (r_shadow_bouncegrid_stablerandom.integer < 0)
2574                                                 VectorRandom(clipend);
2575                                         else
2576                                                 VectorCheeseRandom(clipend);
2577                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2578                                         VectorNormalize(clipend);
2579                                         VectorScale(clipend, s, clipend);
2580                                 }
2581                                 else
2582                                 {
2583                                         // reflect the remaining portion of the line across plane normal
2584                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2585                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2586                                 }
2587                                 // calculate the new line start and end
2588                                 VectorCopy(cliptrace.endpos, clipstart);
2589                                 VectorAdd(clipstart, clipend, clipend);
2590                         }
2591                 }
2592         }
2593         if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
2594                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]);
2595         else
2596         {
2597                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2598                 if (r_shadow_bouncegridtexture)
2599                         R_FreeTexture(r_shadow_bouncegridtexture);
2600                 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2], pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2601         }
2602         r_shadow_bouncegridtime = realtime;
2603 }
2604
2605 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2606 {
2607         R_Shadow_RenderMode_Reset();
2608         GL_BlendFunc(GL_ONE, GL_ONE);
2609         GL_DepthRange(0, 1);
2610         GL_DepthTest(r_showshadowvolumes.integer < 2);
2611         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2612         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2613         GL_CullFace(GL_NONE);
2614         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2615 }
2616
2617 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2618 {
2619         R_Shadow_RenderMode_Reset();
2620         GL_BlendFunc(GL_ONE, GL_ONE);
2621         GL_DepthRange(0, 1);
2622         GL_DepthTest(r_showlighting.integer < 2);
2623         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2624         if (!transparent)
2625                 GL_DepthFunc(GL_EQUAL);
2626         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2627         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2628 }
2629
2630 void R_Shadow_RenderMode_End(void)
2631 {
2632         R_Shadow_RenderMode_Reset();
2633         R_Shadow_RenderMode_ActiveLight(NULL);
2634         GL_DepthMask(true);
2635         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2636         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2637 }
2638
2639 int bboxedges[12][2] =
2640 {
2641         // top
2642         {0, 1}, // +X
2643         {0, 2}, // +Y
2644         {1, 3}, // Y, +X
2645         {2, 3}, // X, +Y
2646         // bottom
2647         {4, 5}, // +X
2648         {4, 6}, // +Y
2649         {5, 7}, // Y, +X
2650         {6, 7}, // X, +Y
2651         // verticals
2652         {0, 4}, // +Z
2653         {1, 5}, // X, +Z
2654         {2, 6}, // Y, +Z
2655         {3, 7}, // XY, +Z
2656 };
2657
2658 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2659 {
2660         if (!r_shadow_scissor.integer)
2661         {
2662                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2663                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2664                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2665                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2666                 return false;
2667         }
2668         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2669                 return true; // invisible
2670         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2671         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2672         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2673         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2674                 r_refdef.stats.lights_scissored++;
2675         return false;
2676 }
2677
2678 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2679 {
2680         int i;
2681         const float *vertex3f;
2682         const float *normal3f;
2683         float *color4f;
2684         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2685         switch (r_shadow_rendermode)
2686         {
2687         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2688         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2689                 if (VectorLength2(diffusecolor) > 0)
2690                 {
2691                         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)
2692                         {
2693                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2694                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2695                                 if ((dot = DotProduct(n, v)) < 0)
2696                                 {
2697                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2698                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2699                                 }
2700                                 else
2701                                         VectorCopy(ambientcolor, color4f);
2702                                 if (r_refdef.fogenabled)
2703                                 {
2704                                         float f;
2705                                         f = RSurf_FogVertex(vertex3f);
2706                                         VectorScale(color4f, f, color4f);
2707                                 }
2708                                 color4f[3] = 1;
2709                         }
2710                 }
2711                 else
2712                 {
2713                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2714                         {
2715                                 VectorCopy(ambientcolor, color4f);
2716                                 if (r_refdef.fogenabled)
2717                                 {
2718                                         float f;
2719                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2720                                         f = RSurf_FogVertex(vertex3f);
2721                                         VectorScale(color4f + 4*i, f, color4f);
2722                                 }
2723                                 color4f[3] = 1;
2724                         }
2725                 }
2726                 break;
2727         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2728                 if (VectorLength2(diffusecolor) > 0)
2729                 {
2730                         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)
2731                         {
2732                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2733                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2734                                 {
2735                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2736                                         if ((dot = DotProduct(n, v)) < 0)
2737                                         {
2738                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2739                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2740                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2741                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2742                                         }
2743                                         else
2744                                         {
2745                                                 color4f[0] = ambientcolor[0] * distintensity;
2746                                                 color4f[1] = ambientcolor[1] * distintensity;
2747                                                 color4f[2] = ambientcolor[2] * distintensity;
2748                                         }
2749                                         if (r_refdef.fogenabled)
2750                                         {
2751                                                 float f;
2752                                                 f = RSurf_FogVertex(vertex3f);
2753                                                 VectorScale(color4f, f, color4f);
2754                                         }
2755                                 }
2756                                 else
2757                                         VectorClear(color4f);
2758                                 color4f[3] = 1;
2759                         }
2760                 }
2761                 else
2762                 {
2763                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2764                         {
2765                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2766                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2767                                 {
2768                                         color4f[0] = ambientcolor[0] * distintensity;
2769                                         color4f[1] = ambientcolor[1] * distintensity;
2770                                         color4f[2] = ambientcolor[2] * distintensity;
2771                                         if (r_refdef.fogenabled)
2772                                         {
2773                                                 float f;
2774                                                 f = RSurf_FogVertex(vertex3f);
2775                                                 VectorScale(color4f, f, color4f);
2776                                         }
2777                                 }
2778                                 else
2779                                         VectorClear(color4f);
2780                                 color4f[3] = 1;
2781                         }
2782                 }
2783                 break;
2784         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2785                 if (VectorLength2(diffusecolor) > 0)
2786                 {
2787                         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)
2788                         {
2789                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2790                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2791                                 {
2792                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2793                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2794                                         if ((dot = DotProduct(n, v)) < 0)
2795                                         {
2796                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2797                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2798                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2799                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2800                                         }
2801                                         else
2802                                         {
2803                                                 color4f[0] = ambientcolor[0] * distintensity;
2804                                                 color4f[1] = ambientcolor[1] * distintensity;
2805                                                 color4f[2] = ambientcolor[2] * distintensity;
2806                                         }
2807                                         if (r_refdef.fogenabled)
2808                                         {
2809                                                 float f;
2810                                                 f = RSurf_FogVertex(vertex3f);
2811                                                 VectorScale(color4f, f, color4f);
2812                                         }
2813                                 }
2814                                 else
2815                                         VectorClear(color4f);
2816                                 color4f[3] = 1;
2817                         }
2818                 }
2819                 else
2820                 {
2821                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2822                         {
2823                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2824                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2825                                 {
2826                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2827                                         color4f[0] = ambientcolor[0] * distintensity;
2828                                         color4f[1] = ambientcolor[1] * distintensity;
2829                                         color4f[2] = ambientcolor[2] * distintensity;
2830                                         if (r_refdef.fogenabled)
2831                                         {
2832                                                 float f;
2833                                                 f = RSurf_FogVertex(vertex3f);
2834                                                 VectorScale(color4f, f, color4f);
2835                                         }
2836                                 }
2837                                 else
2838                                         VectorClear(color4f);
2839                                 color4f[3] = 1;
2840                         }
2841                 }
2842                 break;
2843         default:
2844                 break;
2845         }
2846 }
2847
2848 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2849 {
2850         // used to display how many times a surface is lit for level design purposes
2851         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2852         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
2853         RSurf_DrawBatch();
2854 }
2855
2856 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2857 {
2858         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2859         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
2860         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2861                 GL_DepthFunc(GL_EQUAL);
2862         RSurf_DrawBatch();
2863         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2864                 GL_DepthFunc(GL_LEQUAL);
2865 }
2866
2867 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2868 {
2869         int renders;
2870         int i;
2871         int stop;
2872         int newfirstvertex;
2873         int newlastvertex;
2874         int newnumtriangles;
2875         int *newe;
2876         const int *e;
2877         float *c;
2878         int maxtriangles = 4096;
2879         static int newelements[4096*3];
2880         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
2881         for (renders = 0;renders < 4;renders++)
2882         {
2883                 stop = true;
2884                 newfirstvertex = 0;
2885                 newlastvertex = 0;
2886                 newnumtriangles = 0;
2887                 newe = newelements;
2888                 // due to low fillrate on the cards this vertex lighting path is
2889                 // designed for, we manually cull all triangles that do not
2890                 // contain a lit vertex
2891                 // this builds batches of triangles from multiple surfaces and
2892                 // renders them at once
2893                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2894                 {
2895                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
2896                         {
2897                                 if (newnumtriangles)
2898                                 {
2899                                         newfirstvertex = min(newfirstvertex, e[0]);
2900                                         newlastvertex  = max(newlastvertex, e[0]);
2901                                 }
2902                                 else
2903                                 {
2904                                         newfirstvertex = e[0];
2905                                         newlastvertex = e[0];
2906                                 }
2907                                 newfirstvertex = min(newfirstvertex, e[1]);
2908                                 newlastvertex  = max(newlastvertex, e[1]);
2909                                 newfirstvertex = min(newfirstvertex, e[2]);
2910                                 newlastvertex  = max(newlastvertex, e[2]);
2911                                 newe[0] = e[0];
2912                                 newe[1] = e[1];
2913                                 newe[2] = e[2];
2914                                 newnumtriangles++;
2915                                 newe += 3;
2916                                 if (newnumtriangles >= maxtriangles)
2917                                 {
2918                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2919                                         newnumtriangles = 0;
2920                                         newe = newelements;
2921                                         stop = false;
2922                                 }
2923                         }
2924                 }
2925                 if (newnumtriangles >= 1)
2926                 {
2927                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2928                         stop = false;
2929                 }
2930                 // if we couldn't find any lit triangles, exit early
2931                 if (stop)
2932                         break;
2933                 // now reduce the intensity for the next overbright pass
2934                 // we have to clamp to 0 here incase the drivers have improper
2935                 // handling of negative colors
2936                 // (some old drivers even have improper handling of >1 color)
2937                 stop = true;
2938                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2939                 {
2940                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2941                         {
2942                                 c[0] = max(0, c[0] - 1);
2943                                 c[1] = max(0, c[1] - 1);
2944                                 c[2] = max(0, c[2] - 1);
2945                                 stop = false;
2946                         }
2947                         else
2948                                 VectorClear(c);
2949                 }
2950                 // another check...
2951                 if (stop)
2952                         break;
2953         }
2954 }
2955
2956 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
2957 {
2958         // OpenGL 1.1 path (anything)
2959         float ambientcolorbase[3], diffusecolorbase[3];
2960         float ambientcolorpants[3], diffusecolorpants[3];
2961         float ambientcolorshirt[3], diffusecolorshirt[3];
2962         const float *surfacecolor = rsurface.texture->dlightcolor;
2963         const float *surfacepants = rsurface.colormap_pantscolor;
2964         const float *surfaceshirt = rsurface.colormap_shirtcolor;
2965         rtexture_t *basetexture = rsurface.texture->basetexture;
2966         rtexture_t *pantstexture = rsurface.texture->pantstexture;
2967         rtexture_t *shirttexture = rsurface.texture->shirttexture;
2968         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2969         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2970         ambientscale *= 2 * r_refdef.view.colorscale;
2971         diffusescale *= 2 * r_refdef.view.colorscale;
2972         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2973         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2974         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2975         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2976         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2977         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2978         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2979         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
2980         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2981         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
2982         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2983         R_Mesh_TexBind(0, basetexture);
2984         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2985         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2986         switch(r_shadow_rendermode)
2987         {
2988         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2989                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2990                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2991                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2992                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2993                 break;
2994         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2995                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2996                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2997                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2998                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2999                 // fall through
3000         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3001                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3002                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3003                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3004                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3005                 break;
3006         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3007                 break;
3008         default:
3009                 break;
3010         }
3011         //R_Mesh_TexBind(0, basetexture);
3012         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3013         if (dopants)
3014         {
3015                 R_Mesh_TexBind(0, pantstexture);
3016                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3017         }
3018         if (doshirt)
3019         {
3020                 R_Mesh_TexBind(0, shirttexture);
3021                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3022         }
3023 }
3024
3025 extern cvar_t gl_lightmaps;
3026 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3027 {
3028         float ambientscale, diffusescale, specularscale;
3029         qboolean negated;
3030         float lightcolor[3];
3031         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3032         ambientscale = rsurface.rtlight->ambientscale;
3033         diffusescale = rsurface.rtlight->diffusescale;
3034         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3035         if (!r_shadow_usenormalmap.integer)
3036         {
3037                 ambientscale += 1.0f * diffusescale;
3038                 diffusescale = 0;
3039                 specularscale = 0;
3040         }
3041         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3042                 return;
3043         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3044         if(negated)
3045         {
3046                 VectorNegate(lightcolor, lightcolor);
3047                 switch(vid.renderpath)
3048                 {
3049                 case RENDERPATH_GL11:
3050                 case RENDERPATH_GL13:
3051                 case RENDERPATH_GL20:
3052                 case RENDERPATH_GLES2:
3053                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3054                         break;
3055                 case RENDERPATH_D3D9:
3056 #ifdef SUPPORTD3D
3057                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3058 #endif
3059                         break;
3060                 case RENDERPATH_D3D10:
3061                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3062                         break;
3063                 case RENDERPATH_D3D11:
3064                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3065                         break;
3066                 case RENDERPATH_SOFT:
3067                         DPSOFTRAST_BlendSubtract(true);
3068                         break;
3069                 }
3070         }
3071         RSurf_SetupDepthAndCulling();
3072         switch (r_shadow_rendermode)
3073         {
3074         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3075                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3076                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3077                 break;
3078         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3079                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3080                 break;
3081         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3082         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3083         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3084         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3085                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3086                 break;
3087         default:
3088                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3089                 break;
3090         }
3091         if(negated)
3092         {
3093                 switch(vid.renderpath)
3094                 {
3095                 case RENDERPATH_GL11:
3096                 case RENDERPATH_GL13:
3097                 case RENDERPATH_GL20:
3098                 case RENDERPATH_GLES2:
3099                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3100                         break;
3101                 case RENDERPATH_D3D9:
3102 #ifdef SUPPORTD3D
3103                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3104 #endif
3105                         break;
3106                 case RENDERPATH_D3D10:
3107                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3108                         break;
3109                 case RENDERPATH_D3D11:
3110                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3111                         break;
3112                 case RENDERPATH_SOFT:
3113                         DPSOFTRAST_BlendSubtract(false);
3114                         break;
3115                 }
3116         }
3117 }
3118
3119 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)
3120 {
3121         matrix4x4_t tempmatrix = *matrix;
3122         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3123
3124         // if this light has been compiled before, free the associated data
3125         R_RTLight_Uncompile(rtlight);
3126
3127         // clear it completely to avoid any lingering data
3128         memset(rtlight, 0, sizeof(*rtlight));
3129
3130         // copy the properties
3131         rtlight->matrix_lighttoworld = tempmatrix;
3132         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3133         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3134         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3135         VectorCopy(color, rtlight->color);
3136         rtlight->cubemapname[0] = 0;
3137         if (cubemapname && cubemapname[0])
3138                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3139         rtlight->shadow = shadow;
3140         rtlight->corona = corona;
3141         rtlight->style = style;
3142         rtlight->isstatic = isstatic;
3143         rtlight->coronasizescale = coronasizescale;
3144         rtlight->ambientscale = ambientscale;
3145         rtlight->diffusescale = diffusescale;
3146         rtlight->specularscale = specularscale;
3147         rtlight->flags = flags;
3148
3149         // compute derived data
3150         //rtlight->cullradius = rtlight->radius;
3151         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3152         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3153         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3154         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3155         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3156         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3157         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3158 }
3159
3160 // compiles rtlight geometry
3161 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3162 void R_RTLight_Compile(rtlight_t *rtlight)
3163 {
3164         int i;
3165         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3166         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3167         entity_render_t *ent = r_refdef.scene.worldentity;
3168         dp_model_t *model = r_refdef.scene.worldmodel;
3169         unsigned char *data;
3170         shadowmesh_t *mesh;
3171
3172         // compile the light
3173         rtlight->compiled = true;
3174         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3175         rtlight->static_numleafs = 0;
3176         rtlight->static_numleafpvsbytes = 0;
3177         rtlight->static_leaflist = NULL;
3178         rtlight->static_leafpvs = NULL;
3179         rtlight->static_numsurfaces = 0;
3180         rtlight->static_surfacelist = NULL;
3181         rtlight->static_shadowmap_receivers = 0x3F;
3182         rtlight->static_shadowmap_casters = 0x3F;
3183         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3184         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3185         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3186         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3187         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3188         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3189
3190         if (model && model->GetLightInfo)
3191         {
3192                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3193                 r_shadow_compilingrtlight = rtlight;
3194                 R_FrameData_SetMark();
3195                 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);
3196                 R_FrameData_ReturnToMark();
3197                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3198                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3199                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3200                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3201                 rtlight->static_numsurfaces = numsurfaces;
3202                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3203                 rtlight->static_numleafs = numleafs;
3204                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3205                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3206                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3207                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3208                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3209                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3210                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3211                 if (rtlight->static_numsurfaces)
3212                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3213                 if (rtlight->static_numleafs)
3214                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3215                 if (rtlight->static_numleafpvsbytes)
3216                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3217                 if (rtlight->static_numshadowtrispvsbytes)
3218                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3219                 if (rtlight->static_numlighttrispvsbytes)
3220                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3221                 R_FrameData_SetMark();
3222                 switch (rtlight->shadowmode)
3223                 {
3224                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3225                         if (model->CompileShadowMap && rtlight->shadow)
3226                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3227                         break;
3228                 default:
3229                         if (model->CompileShadowVolume && rtlight->shadow)
3230                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3231                         break;
3232                 }
3233                 R_FrameData_ReturnToMark();
3234                 // now we're done compiling the rtlight
3235                 r_shadow_compilingrtlight = NULL;
3236         }
3237
3238
3239         // use smallest available cullradius - box radius or light radius
3240         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3241         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3242
3243         shadowzpasstris = 0;
3244         if (rtlight->static_meshchain_shadow_zpass)
3245                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3246                         shadowzpasstris += mesh->numtriangles;
3247
3248         shadowzfailtris = 0;
3249         if (rtlight->static_meshchain_shadow_zfail)
3250                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3251                         shadowzfailtris += mesh->numtriangles;
3252
3253         lighttris = 0;
3254         if (rtlight->static_numlighttrispvsbytes)
3255                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3256                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3257                                 lighttris++;
3258
3259         shadowtris = 0;
3260         if (rtlight->static_numlighttrispvsbytes)
3261                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3262                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3263                                 shadowtris++;
3264
3265         if (developer_extra.integer)
3266                 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);
3267 }
3268
3269 void R_RTLight_Uncompile(rtlight_t *rtlight)
3270 {
3271         if (rtlight->compiled)
3272         {
3273                 if (rtlight->static_meshchain_shadow_zpass)
3274                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3275                 rtlight->static_meshchain_shadow_zpass = NULL;
3276                 if (rtlight->static_meshchain_shadow_zfail)
3277                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3278                 rtlight->static_meshchain_shadow_zfail = NULL;
3279                 if (rtlight->static_meshchain_shadow_shadowmap)
3280                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3281                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3282                 // these allocations are grouped
3283                 if (rtlight->static_surfacelist)
3284                         Mem_Free(rtlight->static_surfacelist);
3285                 rtlight->static_numleafs = 0;
3286                 rtlight->static_numleafpvsbytes = 0;
3287                 rtlight->static_leaflist = NULL;
3288                 rtlight->static_leafpvs = NULL;
3289                 rtlight->static_numsurfaces = 0;
3290                 rtlight->static_surfacelist = NULL;
3291                 rtlight->static_numshadowtrispvsbytes = 0;
3292                 rtlight->static_shadowtrispvs = NULL;
3293                 rtlight->static_numlighttrispvsbytes = 0;
3294                 rtlight->static_lighttrispvs = NULL;
3295                 rtlight->compiled = false;
3296         }
3297 }
3298
3299 void R_Shadow_UncompileWorldLights(void)
3300 {
3301         size_t lightindex;
3302         dlight_t *light;
3303         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3304         for (lightindex = 0;lightindex < range;lightindex++)
3305         {
3306                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3307                 if (!light)
3308                         continue;
3309                 R_RTLight_Uncompile(&light->rtlight);
3310         }
3311 }
3312
3313 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3314 {
3315         int i, j;
3316         mplane_t plane;
3317         // reset the count of frustum planes
3318         // see rtlight->cached_frustumplanes definition for how much this array
3319         // can hold
3320         rtlight->cached_numfrustumplanes = 0;
3321
3322         // haven't implemented a culling path for ortho rendering
3323         if (!r_refdef.view.useperspective)
3324         {
3325                 // check if the light is on screen and copy the 4 planes if it is
3326                 for (i = 0;i < 4;i++)
3327                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3328                                 break;
3329                 if (i == 4)
3330                         for (i = 0;i < 4;i++)
3331                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3332                 return;
3333         }
3334
3335 #if 1
3336         // generate a deformed frustum that includes the light origin, this is
3337         // used to cull shadow casting surfaces that can not possibly cast a
3338         // shadow onto the visible light-receiving surfaces, which can be a
3339         // performance gain
3340         //
3341         // if the light origin is onscreen the result will be 4 planes exactly
3342         // if the light origin is offscreen on only one axis the result will
3343         // be exactly 5 planes (split-side case)
3344         // if the light origin is offscreen on two axes the result will be
3345         // exactly 4 planes (stretched corner case)
3346         for (i = 0;i < 4;i++)
3347         {
3348                 // quickly reject standard frustum planes that put the light
3349                 // origin outside the frustum
3350                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3351                         continue;
3352                 // copy the plane
3353                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3354         }
3355         // if all the standard frustum planes were accepted, the light is onscreen
3356         // otherwise we need to generate some more planes below...
3357         if (rtlight->cached_numfrustumplanes < 4)
3358         {
3359                 // at least one of the stock frustum planes failed, so we need to
3360                 // create one or two custom planes to enclose the light origin
3361                 for (i = 0;i < 4;i++)
3362                 {
3363                         // create a plane using the view origin and light origin, and a
3364                         // single point from the frustum corner set
3365                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3366                         VectorNormalize(plane.normal);
3367                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3368                         // see if this plane is backwards and flip it if so
3369                         for (j = 0;j < 4;j++)
3370                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3371                                         break;
3372                         if (j < 4)
3373                         {
3374                                 VectorNegate(plane.normal, plane.normal);
3375                                 plane.dist *= -1;
3376                                 // flipped plane, test again to see if it is now valid
3377                                 for (j = 0;j < 4;j++)
3378                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3379                                                 break;
3380                                 // if the plane is still not valid, then it is dividing the
3381                                 // frustum and has to be rejected
3382                                 if (j < 4)
3383                                         continue;
3384                         }
3385                         // we have created a valid plane, compute extra info
3386                         PlaneClassify(&plane);
3387                         // copy the plane
3388                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3389 #if 1
3390                         // if we've found 5 frustum planes then we have constructed a
3391                         // proper split-side case and do not need to keep searching for
3392                         // planes to enclose the light origin
3393                         if (rtlight->cached_numfrustumplanes == 5)
3394                                 break;
3395 #endif
3396                 }
3397         }
3398 #endif
3399
3400 #if 0
3401         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3402         {
3403                 plane = rtlight->cached_frustumplanes[i];
3404                 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));
3405         }
3406 #endif
3407
3408 #if 0
3409         // now add the light-space box planes if the light box is rotated, as any
3410         // caster outside the oriented light box is irrelevant (even if it passed
3411         // the worldspace light box, which is axial)
3412         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3413         {
3414                 for (i = 0;i < 6;i++)
3415                 {
3416                         vec3_t v;
3417                         VectorClear(v);
3418                         v[i >> 1] = (i & 1) ? -1 : 1;
3419                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3420                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3421                         plane.dist = VectorNormalizeLength(plane.normal);
3422                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3423                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3424                 }
3425         }
3426 #endif
3427
3428 #if 0
3429         // add the world-space reduced box planes
3430         for (i = 0;i < 6;i++)
3431         {
3432                 VectorClear(plane.normal);
3433                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3434                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3435                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3436         }
3437 #endif
3438
3439 #if 0
3440         {
3441         int j, oldnum;
3442         vec3_t points[8];
3443         vec_t bestdist;
3444         // reduce all plane distances to tightly fit the rtlight cull box, which
3445         // is in worldspace
3446         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3447         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3448         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3449         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3450         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3451         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3452         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3453         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3454         oldnum = rtlight->cached_numfrustumplanes;
3455         rtlight->cached_numfrustumplanes = 0;
3456         for (j = 0;j < oldnum;j++)
3457         {
3458                 // find the nearest point on the box to this plane
3459                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3460                 for (i = 1;i < 8;i++)
3461                 {
3462                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3463                         if (bestdist > dist)
3464                                 bestdist = dist;
3465                 }
3466                 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);
3467                 // if the nearest point is near or behind the plane, we want this
3468                 // plane, otherwise the plane is useless as it won't cull anything
3469                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3470                 {
3471                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3472                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3473                 }
3474         }
3475         }
3476 #endif
3477 }
3478
3479 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3480 {
3481         shadowmesh_t *mesh;
3482
3483         RSurf_ActiveWorldEntity();
3484
3485         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3486         {
3487                 CHECKGLERROR
3488                 GL_CullFace(GL_NONE);
3489                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3490                 for (;mesh;mesh = mesh->next)
3491                 {
3492                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3493                                 continue;
3494                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3495                         if (mesh->vertex3fbuffer)
3496                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3497                         else
3498                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3499                         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);
3500                 }
3501                 CHECKGLERROR
3502         }
3503         else if (r_refdef.scene.worldentity->model)
3504                 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);
3505
3506         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3507 }
3508
3509 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3510 {
3511         qboolean zpass = false;
3512         shadowmesh_t *mesh;
3513         int t, tend;
3514         int surfacelistindex;
3515         msurface_t *surface;
3516
3517         // if triangle neighbors are disabled, shadowvolumes are disabled
3518         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3519                 return;
3520
3521         RSurf_ActiveWorldEntity();
3522
3523         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3524         {
3525                 CHECKGLERROR
3526                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3527                 {
3528                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3529                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3530                 }
3531                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3532                 for (;mesh;mesh = mesh->next)
3533                 {
3534                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3535                         if (mesh->vertex3fbuffer)
3536                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3537                         else
3538                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3539                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3540                         {
3541                                 // increment stencil if frontface is infront of depthbuffer
3542                                 GL_CullFace(r_refdef.view.cullface_back);
3543                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3544                                 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);
3545                                 // decrement stencil if backface is infront of depthbuffer
3546                                 GL_CullFace(r_refdef.view.cullface_front);
3547                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3548                         }
3549                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3550                         {
3551                                 // decrement stencil if backface is behind depthbuffer
3552                                 GL_CullFace(r_refdef.view.cullface_front);
3553                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3554                                 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);
3555                                 // increment stencil if frontface is behind depthbuffer
3556                                 GL_CullFace(r_refdef.view.cullface_back);
3557                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3558                         }
3559                         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);
3560                 }
3561                 CHECKGLERROR
3562         }
3563         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3564         {
3565                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3566                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3567                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3568                 {
3569                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3570                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3571                                 if (CHECKPVSBIT(trispvs, t))
3572                                         shadowmarklist[numshadowmark++] = t;
3573                 }
3574                 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);
3575         }
3576         else if (numsurfaces)
3577         {
3578                 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);
3579         }
3580
3581         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3582 }
3583
3584 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3585 {
3586         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3587         vec_t relativeshadowradius;
3588         RSurf_ActiveModelEntity(ent, false, false, false);
3589         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3590         // we need to re-init the shader for each entity because the matrix changed
3591         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3592         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3593         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3594         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3595         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3596         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3597         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3598         switch (r_shadow_rendermode)
3599         {
3600         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3601                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3602                 break;
3603         default:
3604                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3605                 break;
3606         }
3607         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3608 }
3609
3610 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3611 {
3612         // set up properties for rendering light onto this entity
3613         RSurf_ActiveModelEntity(ent, true, true, false);
3614         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3615         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3616         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3617         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3618 }
3619
3620 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3621 {
3622         if (!r_refdef.scene.worldmodel->DrawLight)
3623                 return;
3624
3625         // set up properties for rendering light onto this entity
3626         RSurf_ActiveWorldEntity();
3627         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3628         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3629         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3630         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3631
3632         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3633
3634         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3635 }
3636
3637 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3638 {
3639         dp_model_t *model = ent->model;
3640         if (!model->DrawLight)
3641                 return;
3642
3643         R_Shadow_SetupEntityLight(ent);
3644
3645         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3646
3647         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3648 }
3649
3650 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3651 {
3652         int i;
3653         float f;
3654         int numleafs, numsurfaces;
3655         int *leaflist, *surfacelist;
3656         unsigned char *leafpvs;
3657         unsigned char *shadowtrispvs;
3658         unsigned char *lighttrispvs;
3659         //unsigned char *surfacesides;
3660         int numlightentities;
3661         int numlightentities_noselfshadow;
3662         int numshadowentities;
3663         int numshadowentities_noselfshadow;
3664         static entity_render_t *lightentities[MAX_EDICTS];
3665         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3666         static entity_render_t *shadowentities[MAX_EDICTS];
3667         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3668         qboolean nolight;
3669
3670         rtlight->draw = false;
3671
3672         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3673         // skip lights that are basically invisible (color 0 0 0)
3674         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3675
3676         // loading is done before visibility checks because loading should happen
3677         // all at once at the start of a level, not when it stalls gameplay.
3678         // (especially important to benchmarks)
3679         // compile light
3680         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3681         {
3682                 if (rtlight->compiled)
3683                         R_RTLight_Uncompile(rtlight);
3684                 R_RTLight_Compile(rtlight);
3685         }
3686
3687         // load cubemap
3688         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3689
3690         // look up the light style value at this time
3691         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3692         VectorScale(rtlight->color, f, rtlight->currentcolor);
3693         /*
3694         if (rtlight->selected)
3695         {
3696                 f = 2 + sin(realtime * M_PI * 4.0);
3697                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3698         }
3699         */
3700
3701         // if lightstyle is currently off, don't draw the light
3702         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3703                 return;
3704
3705         // skip processing on corona-only lights
3706         if (nolight)
3707                 return;
3708
3709         // if the light box is offscreen, skip it
3710         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3711                 return;
3712
3713         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3714         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3715
3716         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3717
3718         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3719         {
3720                 // compiled light, world available and can receive realtime lighting
3721                 // retrieve leaf information
3722                 numleafs = rtlight->static_numleafs;
3723                 leaflist = rtlight->static_leaflist;
3724                 leafpvs = rtlight->static_leafpvs;
3725                 numsurfaces = rtlight->static_numsurfaces;
3726                 surfacelist = rtlight->static_surfacelist;
3727                 //surfacesides = NULL;
3728                 shadowtrispvs = rtlight->static_shadowtrispvs;
3729                 lighttrispvs = rtlight->static_lighttrispvs;
3730         }
3731         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3732         {
3733                 // dynamic light, world available and can receive realtime lighting
3734                 // calculate lit surfaces and leafs
3735                 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);
3736                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3737                 leaflist = r_shadow_buffer_leaflist;
3738                 leafpvs = r_shadow_buffer_leafpvs;
3739                 surfacelist = r_shadow_buffer_surfacelist;
3740                 //surfacesides = r_shadow_buffer_surfacesides;
3741                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3742                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3743                 // if the reduced leaf bounds are offscreen, skip it
3744                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3745                         return;
3746         }
3747         else
3748         {
3749                 // no world
3750                 numleafs = 0;
3751                 leaflist = NULL;
3752                 leafpvs = NULL;
3753                 numsurfaces = 0;
3754                 surfacelist = NULL;
3755                 //surfacesides = NULL;
3756                 shadowtrispvs = NULL;
3757                 lighttrispvs = NULL;
3758         }
3759         // check if light is illuminating any visible leafs
3760         if (numleafs)
3761         {
3762                 for (i = 0;i < numleafs;i++)
3763                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3764                                 break;
3765                 if (i == numleafs)
3766                         return;
3767         }
3768
3769         // make a list of lit entities and shadow casting entities
3770         numlightentities = 0;
3771         numlightentities_noselfshadow = 0;
3772         numshadowentities = 0;
3773         numshadowentities_noselfshadow = 0;
3774
3775         // add dynamic entities that are lit by the light
3776         for (i = 0;i < r_refdef.scene.numentities;i++)
3777         {
3778                 dp_model_t *model;
3779                 entity_render_t *ent = r_refdef.scene.entities[i];
3780                 vec3_t org;
3781                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3782                         continue;
3783                 // skip the object entirely if it is not within the valid
3784                 // shadow-casting region (which includes the lit region)
3785                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3786                         continue;
3787                 if (!(model = ent->model))
3788                         continue;
3789                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3790                 {
3791                         // this entity wants to receive light, is visible, and is
3792                         // inside the light box
3793                         // TODO: check if the surfaces in the model can receive light
3794                         // so now check if it's in a leaf seen by the light
3795                         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))
3796                                 continue;
3797                         if (ent->flags & RENDER_NOSELFSHADOW)
3798                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3799                         else
3800                                 lightentities[numlightentities++] = ent;
3801                         // since it is lit, it probably also casts a shadow...
3802                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3803                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3804                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3805                         {
3806                                 // note: exterior models without the RENDER_NOSELFSHADOW
3807                                 // flag still create a RENDER_NOSELFSHADOW shadow but
3808                                 // are lit normally, this means that they are
3809                                 // self-shadowing but do not shadow other
3810                                 // RENDER_NOSELFSHADOW entities such as the gun
3811                                 // (very weird, but keeps the player shadow off the gun)
3812                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3813                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3814                                 else
3815                                         shadowentities[numshadowentities++] = ent;
3816                         }
3817                 }
3818                 else if (ent->flags & RENDER_SHADOW)
3819                 {
3820                         // this entity is not receiving light, but may still need to
3821                         // cast a shadow...
3822                         // TODO: check if the surfaces in the model can cast shadow
3823                         // now check if it is in a leaf seen by the light
3824                         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))
3825                                 continue;
3826                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3827                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3828                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3829                         {
3830                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3831                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3832                                 else
3833                                         shadowentities[numshadowentities++] = ent;
3834                         }
3835                 }
3836         }
3837
3838         // return if there's nothing at all to light
3839         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3840                 return;
3841
3842         // count this light in the r_speeds
3843         r_refdef.stats.lights++;
3844
3845         // flag it as worth drawing later
3846         rtlight->draw = true;
3847
3848         // cache all the animated entities that cast a shadow but are not visible
3849         for (i = 0;i < numshadowentities;i++)
3850                 if (!shadowentities[i]->animcache_vertex3f)
3851                         R_AnimCache_GetEntity(shadowentities[i], false, false);
3852         for (i = 0;i < numshadowentities_noselfshadow;i++)
3853                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3854                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3855
3856         // allocate some temporary memory for rendering this light later in the frame
3857         // reusable buffers need to be copied, static data can be used as-is
3858         rtlight->cached_numlightentities               = numlightentities;
3859         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
3860         rtlight->cached_numshadowentities              = numshadowentities;
3861         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3862         rtlight->cached_numsurfaces                    = numsurfaces;
3863         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3864         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3865         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3866         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3867         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3868         {
3869                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3870                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3871                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3872                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3873                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3874         }
3875         else
3876         {
3877                 // compiled light data
3878                 rtlight->cached_shadowtrispvs = shadowtrispvs;
3879                 rtlight->cached_lighttrispvs = lighttrispvs;
3880                 rtlight->cached_surfacelist = surfacelist;
3881         }
3882 }
3883
3884 void R_Shadow_DrawLight(rtlight_t *rtlight)
3885 {
3886         int i;
3887         int numsurfaces;
3888         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3889         int numlightentities;
3890         int numlightentities_noselfshadow;
3891         int numshadowentities;
3892         int numshadowentities_noselfshadow;
3893         entity_render_t **lightentities;
3894         entity_render_t **lightentities_noselfshadow;
3895         entity_render_t **shadowentities;
3896         entity_render_t **shadowentities_noselfshadow;
3897         int *surfacelist;
3898         static unsigned char entitysides[MAX_EDICTS];
3899         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3900         vec3_t nearestpoint;
3901         vec_t distance;
3902         qboolean castshadows;
3903         int lodlinear;
3904
3905         // check if we cached this light this frame (meaning it is worth drawing)
3906         if (!rtlight->draw)
3907                 return;
3908
3909         numlightentities = rtlight->cached_numlightentities;
3910         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3911         numshadowentities = rtlight->cached_numshadowentities;
3912         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3913         numsurfaces = rtlight->cached_numsurfaces;
3914         lightentities = rtlight->cached_lightentities;
3915         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3916         shadowentities = rtlight->cached_shadowentities;
3917         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3918         shadowtrispvs = rtlight->cached_shadowtrispvs;
3919         lighttrispvs = rtlight->cached_lighttrispvs;
3920         surfacelist = rtlight->cached_surfacelist;
3921
3922         // set up a scissor rectangle for this light
3923         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3924                 return;
3925
3926         // don't let sound skip if going slow
3927         if (r_refdef.scene.extraupdate)
3928                 S_ExtraUpdate ();
3929
3930         // make this the active rtlight for rendering purposes
3931         R_Shadow_RenderMode_ActiveLight(rtlight);
3932
3933         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3934         {
3935                 // optionally draw visible shape of the shadow volumes
3936                 // for performance analysis by level designers
3937                 R_Shadow_RenderMode_VisibleShadowVolumes();
3938                 if (numsurfaces)
3939                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3940                 for (i = 0;i < numshadowentities;i++)
3941                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3942                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3943                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3944                 R_Shadow_RenderMode_VisibleLighting(false, false);
3945         }
3946
3947         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3948         {
3949                 // optionally draw the illuminated areas
3950                 // for performance analysis by level designers
3951                 R_Shadow_RenderMode_VisibleLighting(false, false);
3952                 if (numsurfaces)
3953                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3954                 for (i = 0;i < numlightentities;i++)
3955                         R_Shadow_DrawEntityLight(lightentities[i]);
3956                 for (i = 0;i < numlightentities_noselfshadow;i++)
3957                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3958         }
3959
3960         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3961
3962         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3963         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3964         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3965         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3966
3967         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3968         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3969         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3970
3971         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3972         {
3973                 float borderbias;
3974                 int side;
3975                 int size;
3976                 int castermask = 0;
3977                 int receivermask = 0;
3978                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3979                 Matrix4x4_Abs(&radiustolight);
3980
3981                 r_shadow_shadowmaplod = 0;
3982                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3983                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3984                                 r_shadow_shadowmaplod = i;
3985
3986                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3987                         
3988                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3989
3990                 surfacesides = NULL;
3991                 if (numsurfaces)
3992                 {
3993                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3994                         {
3995                                 castermask = rtlight->static_shadowmap_casters;
3996                                 receivermask = rtlight->static_shadowmap_receivers;
3997                         }
3998                         else
3999                         {
4000                                 surfacesides = r_shadow_buffer_surfacesides;
4001                                 for(i = 0;i < numsurfaces;i++)
4002                                 {
4003                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4004                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4005                                         castermask |= surfacesides[i];
4006                                         receivermask |= surfacesides[i];
4007                                 }
4008                         }
4009                 }
4010                 if (receivermask < 0x3F) 
4011                 {
4012                         for (i = 0;i < numlightentities;i++)
4013                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4014                         if (receivermask < 0x3F)
4015                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4016                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4017                 }
4018
4019                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4020
4021                 if (receivermask)
4022                 {
4023                         for (i = 0;i < numshadowentities;i++)
4024                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4025                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4026                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4027                 }
4028
4029                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4030
4031                 // render shadow casters into 6 sided depth texture
4032                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4033                 {
4034                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4035                         if (! (castermask & (1 << side))) continue;
4036                         if (numsurfaces)
4037                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4038                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4039                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4040                 }
4041
4042                 if (numlightentities_noselfshadow)
4043                 {
4044                         // render lighting using the depth texture as shadowmap
4045                         // draw lighting in the unmasked areas
4046                         R_Shadow_RenderMode_Lighting(false, false, true);
4047                         for (i = 0;i < numlightentities_noselfshadow;i++)
4048                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4049                 }
4050
4051                 // render shadow casters into 6 sided depth texture
4052                 if (numshadowentities_noselfshadow)
4053                 {
4054                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4055                         {
4056                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4057                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4058                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4059                         }
4060                 }
4061
4062                 // render lighting using the depth texture as shadowmap
4063                 // draw lighting in the unmasked areas
4064                 R_Shadow_RenderMode_Lighting(false, false, true);
4065                 // draw lighting in the unmasked areas
4066                 if (numsurfaces)
4067                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4068                 for (i = 0;i < numlightentities;i++)
4069                         R_Shadow_DrawEntityLight(lightentities[i]);
4070         }
4071         else if (castshadows && vid.stencil)
4072         {
4073                 // draw stencil shadow volumes to mask off pixels that are in shadow
4074                 // so that they won't receive lighting
4075                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4076                 R_Shadow_ClearStencil();
4077
4078                 if (numsurfaces)
4079                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4080                 for (i = 0;i < numshadowentities;i++)
4081                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4082
4083                 // draw lighting in the unmasked areas
4084                 R_Shadow_RenderMode_Lighting(true, false, false);
4085                 for (i = 0;i < numlightentities_noselfshadow;i++)
4086                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4087
4088                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4089                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4090
4091                 // draw lighting in the unmasked areas
4092                 R_Shadow_RenderMode_Lighting(true, false, false);
4093                 if (numsurfaces)
4094                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4095                 for (i = 0;i < numlightentities;i++)
4096                         R_Shadow_DrawEntityLight(lightentities[i]);
4097         }
4098         else
4099         {
4100                 // draw lighting in the unmasked areas
4101                 R_Shadow_RenderMode_Lighting(false, false, false);
4102                 if (numsurfaces)
4103                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4104                 for (i = 0;i < numlightentities;i++)
4105                         R_Shadow_DrawEntityLight(lightentities[i]);
4106                 for (i = 0;i < numlightentities_noselfshadow;i++)
4107                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4108         }
4109
4110         if (r_shadow_usingdeferredprepass)
4111         {
4112                 // when rendering deferred lighting, we simply rasterize the box
4113                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4114                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4115                 else if (castshadows && vid.stencil)
4116                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4117                 else
4118                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4119         }
4120 }
4121
4122 static void R_Shadow_FreeDeferred(void)
4123 {
4124         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4125         r_shadow_prepassgeometryfbo = 0;
4126
4127         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4128         r_shadow_prepasslightingdiffusespecularfbo = 0;
4129
4130         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4131         r_shadow_prepasslightingdiffusefbo = 0;
4132
4133         if (r_shadow_prepassgeometrydepthtexture)
4134                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4135         r_shadow_prepassgeometrydepthtexture = NULL;
4136
4137         if (r_shadow_prepassgeometrydepthcolortexture)
4138                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4139         r_shadow_prepassgeometrydepthcolortexture = NULL;
4140
4141         if (r_shadow_prepassgeometrynormalmaptexture)
4142                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4143         r_shadow_prepassgeometrynormalmaptexture = NULL;
4144
4145         if (r_shadow_prepasslightingdiffusetexture)
4146                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4147         r_shadow_prepasslightingdiffusetexture = NULL;
4148
4149         if (r_shadow_prepasslightingspeculartexture)
4150                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4151         r_shadow_prepasslightingspeculartexture = NULL;
4152 }
4153
4154 void R_Shadow_DrawPrepass(void)
4155 {
4156         int i;
4157         int flag;
4158         int lnum;
4159         size_t lightindex;
4160         dlight_t *light;
4161         size_t range;
4162         entity_render_t *ent;
4163         float clearcolor[4];
4164
4165         R_Mesh_ResetTextureState();
4166         GL_DepthMask(true);
4167         GL_ColorMask(1,1,1,1);
4168         GL_BlendFunc(GL_ONE, GL_ZERO);
4169         GL_Color(1,1,1,1);
4170         GL_DepthTest(true);
4171         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4172         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4173         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4174         if (r_timereport_active)
4175                 R_TimeReport("prepasscleargeom");
4176
4177         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4178                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4179         if (r_timereport_active)
4180                 R_TimeReport("prepassworld");
4181
4182         for (i = 0;i < r_refdef.scene.numentities;i++)
4183         {
4184                 if (!r_refdef.viewcache.entityvisible[i])
4185                         continue;
4186                 ent = r_refdef.scene.entities[i];
4187                 if (ent->model && ent->model->DrawPrepass != NULL)
4188                         ent->model->DrawPrepass(ent);
4189         }
4190
4191         if (r_timereport_active)
4192                 R_TimeReport("prepassmodels");
4193
4194         GL_DepthMask(false);
4195         GL_ColorMask(1,1,1,1);
4196         GL_Color(1,1,1,1);
4197         GL_DepthTest(true);
4198         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4199         Vector4Set(clearcolor, 0, 0, 0, 0);
4200         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4201         if (r_timereport_active)
4202                 R_TimeReport("prepassclearlit");
4203
4204         R_Shadow_RenderMode_Begin();
4205
4206         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4207         if (r_shadow_debuglight.integer >= 0)
4208         {
4209                 lightindex = r_shadow_debuglight.integer;
4210                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4211                 if (light && (light->flags & flag) && light->rtlight.draw)
4212                         R_Shadow_DrawLight(&light->rtlight);
4213         }
4214         else
4215         {
4216                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4217                 for (lightindex = 0;lightindex < range;lightindex++)
4218                 {
4219                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4220                         if (light && (light->flags & flag) && light->rtlight.draw)
4221                                 R_Shadow_DrawLight(&light->rtlight);
4222                 }
4223         }
4224         if (r_refdef.scene.rtdlight)
4225                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4226                         if (r_refdef.scene.lights[lnum]->draw)
4227                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4228
4229         R_Mesh_ResetRenderTargets();
4230
4231         R_Shadow_RenderMode_End();
4232
4233         if (r_timereport_active)
4234                 R_TimeReport("prepasslights");
4235 }
4236
4237 void R_Shadow_DrawLightSprites(void);
4238 void R_Shadow_PrepareLights(void)
4239 {
4240         int flag;
4241         int lnum;
4242         size_t lightindex;
4243         dlight_t *light;
4244         size_t range;
4245         float f;
4246         GLenum status;
4247
4248         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4249                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4250                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4251                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4252                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4253                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4254                 R_Shadow_FreeShadowMaps();
4255
4256         r_shadow_usingshadowmaportho = false;
4257
4258         switch (vid.renderpath)
4259         {
4260         case RENDERPATH_GL20:
4261         case RENDERPATH_D3D9:
4262         case RENDERPATH_D3D10:
4263         case RENDERPATH_D3D11:
4264         case RENDERPATH_SOFT:
4265         case RENDERPATH_GLES2:
4266                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4267                 {
4268                         r_shadow_usingdeferredprepass = false;
4269                         if (r_shadow_prepass_width)
4270                                 R_Shadow_FreeDeferred();
4271                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4272                         break;
4273                 }
4274
4275                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4276                 {
4277                         R_Shadow_FreeDeferred();
4278
4279                         r_shadow_usingdeferredprepass = true;
4280                         r_shadow_prepass_width = vid.width;
4281                         r_shadow_prepass_height = vid.height;
4282                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4283                         switch (vid.renderpath)
4284                         {
4285                         case RENDERPATH_D3D9:
4286                                 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);
4287                                 break;
4288                         default:
4289                                 break;
4290                         }
4291                         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);
4292                         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);
4293                         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);
4294
4295                         // set up the geometry pass fbo (depth + normalmap)
4296                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4297                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4298                         // render depth into one texture and normalmap into the other
4299                         if (qglDrawBuffersARB)
4300                         {
4301                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4302                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4303                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4304                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4305                                 {
4306                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4307                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4308                                         r_shadow_usingdeferredprepass = false;
4309                                 }
4310                         }
4311
4312                         // set up the lighting pass fbo (diffuse + specular)
4313                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4314                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4315                         // render diffuse into one texture and specular into another,
4316                         // with depth and normalmap bound as textures,
4317                         // with depth bound as attachment as well
4318                         if (qglDrawBuffersARB)
4319                         {
4320                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4321                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4322                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4323                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4324                                 {
4325                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4326                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4327                                         r_shadow_usingdeferredprepass = false;
4328                                 }
4329                         }
4330
4331                         // set up the lighting pass fbo (diffuse)
4332                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4333                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4334                         // render diffuse into one texture,
4335                         // with depth and normalmap bound as textures,
4336                         // with depth bound as attachment as well
4337                         if (qglDrawBuffersARB)
4338                         {
4339                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4340                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4341                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4342                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4343                                 {
4344                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4345                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4346                                         r_shadow_usingdeferredprepass = false;
4347                                 }
4348                         }
4349                 }
4350                 break;
4351         case RENDERPATH_GL13:
4352         case RENDERPATH_GL11:
4353                 r_shadow_usingdeferredprepass = false;
4354                 break;
4355         }
4356
4357         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);
4358
4359         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4360         if (r_shadow_debuglight.integer >= 0)
4361         {
4362                 lightindex = r_shadow_debuglight.integer;
4363                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4364                 if (light && (light->flags & flag))
4365                         R_Shadow_PrepareLight(&light->rtlight);
4366         }
4367         else
4368         {
4369                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4370                 for (lightindex = 0;lightindex < range;lightindex++)
4371                 {
4372                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4373                         if (light && (light->flags & flag))
4374                                 R_Shadow_PrepareLight(&light->rtlight);
4375                 }
4376         }
4377         if (r_refdef.scene.rtdlight)
4378         {
4379                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4380                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4381         }
4382         else if(gl_flashblend.integer)
4383         {
4384                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4385                 {
4386                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4387                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4388                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4389                 }
4390         }
4391
4392         if (r_editlights.integer)
4393                 R_Shadow_DrawLightSprites();
4394
4395         R_Shadow_UpdateBounceGridTexture();
4396 }
4397
4398 void R_Shadow_DrawLights(void)
4399 {
4400         int flag;
4401         int lnum;
4402         size_t lightindex;
4403         dlight_t *light;
4404         size_t range;
4405
4406         R_Shadow_RenderMode_Begin();
4407
4408         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4409         if (r_shadow_debuglight.integer >= 0)
4410         {
4411                 lightindex = r_shadow_debuglight.integer;
4412                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4413                 if (light && (light->flags & flag))
4414                         R_Shadow_DrawLight(&light->rtlight);
4415         }
4416         else
4417         {
4418                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4419                 for (lightindex = 0;lightindex < range;lightindex++)
4420                 {
4421                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4422                         if (light && (light->flags & flag))
4423                                 R_Shadow_DrawLight(&light->rtlight);
4424                 }
4425         }
4426         if (r_refdef.scene.rtdlight)
4427                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4428                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4429
4430         R_Shadow_RenderMode_End();
4431 }
4432
4433 extern const float r_screenvertex3f[12];
4434 extern void R_SetupView(qboolean allowwaterclippingplane);
4435 extern void R_ResetViewRendering3D(void);
4436 extern void R_ResetViewRendering2D(void);
4437 extern cvar_t r_shadows;
4438 extern cvar_t r_shadows_darken;
4439 extern cvar_t r_shadows_drawafterrtlighting;
4440 extern cvar_t r_shadows_castfrombmodels;
4441 extern cvar_t r_shadows_throwdistance;
4442 extern cvar_t r_shadows_throwdirection;
4443 extern cvar_t r_shadows_focus;
4444 extern cvar_t r_shadows_shadowmapscale;
4445
4446 void R_Shadow_PrepareModelShadows(void)
4447 {
4448         int i;
4449         float scale, size, radius, dot1, dot2;
4450         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4451         entity_render_t *ent;
4452
4453         if (!r_refdef.scene.numentities)
4454                 return;
4455
4456         switch (r_shadow_shadowmode)
4457         {
4458         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4459                 if (r_shadows.integer >= 2) 
4460                         break;
4461                 // fall through
4462         case R_SHADOW_SHADOWMODE_STENCIL:
4463                 for (i = 0;i < r_refdef.scene.numentities;i++)
4464                 {
4465                         ent = r_refdef.scene.entities[i];
4466                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4467                                 R_AnimCache_GetEntity(ent, false, false);
4468                 }
4469                 return;
4470         default:
4471                 return;
4472         }
4473
4474         size = 2*r_shadow_shadowmapmaxsize;
4475         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4476         radius = 0.5f * size / scale;
4477
4478         Math_atov(r_shadows_throwdirection.string, shadowdir);
4479         VectorNormalize(shadowdir);
4480         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4481         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4482         if (fabs(dot1) <= fabs(dot2))
4483                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4484         else
4485                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4486         VectorNormalize(shadowforward);
4487         CrossProduct(shadowdir, shadowforward, shadowright);
4488         Math_atov(r_shadows_focus.string, shadowfocus);
4489         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4490         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4491         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4492         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4493         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4494                 dot1 = 1;
4495         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4496
4497         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4498         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4499         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4500         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4501         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4502         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4503
4504         for (i = 0;i < r_refdef.scene.numentities;i++)
4505         {
4506                 ent = r_refdef.scene.entities[i];
4507                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4508                         continue;
4509                 // cast shadows from anything of the map (submodels are optional)
4510                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4511                         R_AnimCache_GetEntity(ent, false, false);
4512         }
4513 }
4514
4515 void R_DrawModelShadowMaps(void)
4516 {
4517         int i;
4518         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4519         entity_render_t *ent;
4520         vec3_t relativelightorigin;
4521         vec3_t relativelightdirection, relativeforward, relativeright;
4522         vec3_t relativeshadowmins, relativeshadowmaxs;
4523         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4524         float m[12];
4525         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4526         r_viewport_t viewport;
4527         GLuint fbo = 0;
4528         float clearcolor[4];
4529
4530         if (!r_refdef.scene.numentities)
4531                 return;
4532
4533         switch (r_shadow_shadowmode)
4534         {
4535         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4536                 break;
4537         default:
4538                 return;
4539         }
4540
4541         R_ResetViewRendering3D();
4542         R_Shadow_RenderMode_Begin();
4543         R_Shadow_RenderMode_ActiveLight(NULL);
4544
4545         switch (r_shadow_shadowmode)
4546         {
4547         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4548                 if (!r_shadow_shadowmap2dtexture)
4549                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4550                 fbo = r_shadow_fbo2d;
4551                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4552                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4553                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4554                 break;
4555         default:
4556                 break;
4557         }
4558
4559         size = 2*r_shadow_shadowmapmaxsize;
4560         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4561         radius = 0.5f / scale;
4562         nearclip = -r_shadows_throwdistance.value;
4563         farclip = r_shadows_throwdistance.value;
4564         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4565
4566         r_shadow_shadowmap_parameters[0] = size;
4567         r_shadow_shadowmap_parameters[1] = size;
4568         r_shadow_shadowmap_parameters[2] = 1.0;
4569         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4570
4571         Math_atov(r_shadows_throwdirection.string, shadowdir);
4572         VectorNormalize(shadowdir);
4573         Math_atov(r_shadows_focus.string, shadowfocus);
4574         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4575         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4576         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4577         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4578         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4579         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4580         if (fabs(dot1) <= fabs(dot2)) 
4581                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4582         else
4583                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4584         VectorNormalize(shadowforward);
4585         VectorM(scale, shadowforward, &m[0]);
4586         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4587                 dot1 = 1;
4588         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4589         CrossProduct(shadowdir, shadowforward, shadowright);
4590         VectorM(scale, shadowright, &m[4]);
4591         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4592         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4593         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4594         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4595         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4596         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4597
4598         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4599
4600         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4601         R_SetupShader_DepthOrShadow();
4602         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4603         GL_DepthMask(true);
4604         GL_DepthTest(true);
4605         R_SetViewport(&viewport);
4606         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4607         Vector4Set(clearcolor, 1,1,1,1);
4608         // in D3D9 we have to render to a color texture shadowmap
4609         // in GL we render directly to a depth texture only
4610         if (r_shadow_shadowmap2dtexture)
4611                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4612         else
4613                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4614         // render into a slightly restricted region so that the borders of the
4615         // shadowmap area fade away, rather than streaking across everything
4616         // outside the usable area
4617         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4618
4619 #if 0
4620         // debugging
4621         R_Mesh_ResetRenderTargets();
4622         R_SetupShader_ShowDepth();
4623         GL_ColorMask(1,1,1,1);
4624         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4625 #endif
4626
4627         for (i = 0;i < r_refdef.scene.numentities;i++)
4628         {
4629                 ent = r_refdef.scene.entities[i];
4630
4631                 // cast shadows from anything of the map (submodels are optional)
4632                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4633                 {
4634                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4635                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4636                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4637                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4638                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4639                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4640                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4641                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4642                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4643                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4644                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4645                         RSurf_ActiveModelEntity(ent, false, false, false);
4646                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4647                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4648                 }
4649         }
4650
4651 #if 0
4652         if (r_test.integer)
4653         {
4654                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4655                 CHECKGLERROR
4656                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4657                 CHECKGLERROR
4658                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4659                 Cvar_SetValueQuick(&r_test, 0);
4660                 Z_Free(rawpixels);
4661         }
4662 #endif
4663
4664         R_Shadow_RenderMode_End();
4665
4666         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4667         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4668         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4669         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4670         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4671         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4672
4673         switch (vid.renderpath)
4674         {
4675         case RENDERPATH_GL11:
4676         case RENDERPATH_GL13:
4677         case RENDERPATH_GL20:
4678         case RENDERPATH_SOFT:
4679         case RENDERPATH_GLES2:
4680                 break;
4681         case RENDERPATH_D3D9:
4682         case RENDERPATH_D3D10:
4683         case RENDERPATH_D3D11:
4684 #ifdef OPENGL_ORIENTATION
4685                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4686                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4687                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4688                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4689 #else
4690                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4691                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4692                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4693                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4694 #endif
4695                 break;
4696         }
4697
4698         r_shadow_usingshadowmaportho = true;
4699         switch (r_shadow_shadowmode)
4700         {
4701         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4702                 r_shadow_usingshadowmap2d = true;
4703                 break;
4704         default:
4705                 break;
4706         }
4707 }
4708
4709 void R_DrawModelShadows(void)
4710 {
4711         int i;
4712         float relativethrowdistance;
4713         entity_render_t *ent;
4714         vec3_t relativelightorigin;
4715         vec3_t relativelightdirection;
4716         vec3_t relativeshadowmins, relativeshadowmaxs;
4717         vec3_t tmp, shadowdir;
4718
4719         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4720                 return;
4721
4722         R_ResetViewRendering3D();
4723         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4724         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4725         R_Shadow_RenderMode_Begin();
4726         R_Shadow_RenderMode_ActiveLight(NULL);
4727         r_shadow_lightscissor[0] = r_refdef.view.x;
4728         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4729         r_shadow_lightscissor[2] = r_refdef.view.width;
4730         r_shadow_lightscissor[3] = r_refdef.view.height;
4731         R_Shadow_RenderMode_StencilShadowVolumes(false);
4732
4733         // get shadow dir
4734         if (r_shadows.integer == 2)
4735         {
4736                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4737                 VectorNormalize(shadowdir);
4738         }
4739
4740         R_Shadow_ClearStencil();
4741
4742         for (i = 0;i < r_refdef.scene.numentities;i++)
4743         {
4744                 ent = r_refdef.scene.entities[i];
4745
4746                 // cast shadows from anything of the map (submodels are optional)
4747                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4748                 {
4749                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4750                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4751                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4752                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4753                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4754                         else
4755                         {
4756                                 if(ent->entitynumber != 0)
4757                                 {
4758                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4759                                         {
4760                                                 // FIXME handle this
4761                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4762                                         }
4763                                         else
4764                                         {
4765                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4766                                                 int entnum, entnum2, recursion;
4767                                                 entnum = entnum2 = ent->entitynumber;
4768                                                 for(recursion = 32; recursion > 0; --recursion)
4769                                                 {
4770                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
4771                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4772                                                                 entnum = entnum2;
4773                                                         else
4774                                                                 break;
4775                                                 }
4776                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4777                                                 {
4778                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4779                                                         // transform into modelspace of OUR entity
4780                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4781                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4782                                                 }
4783                                                 else
4784                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4785                                         }
4786                                 }
4787                                 else
4788                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4789                         }
4790
4791                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4792                         RSurf_ActiveModelEntity(ent, false, false, false);
4793                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4794                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4795                 }
4796         }
4797
4798         // not really the right mode, but this will disable any silly stencil features
4799         R_Shadow_RenderMode_End();
4800
4801         // set up ortho view for rendering this pass
4802         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4803         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4804         //GL_ScissorTest(true);
4805         //R_EntityMatrix(&identitymatrix);
4806         //R_Mesh_ResetTextureState();
4807         R_ResetViewRendering2D();
4808
4809         // set up a darkening blend on shadowed areas
4810         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4811         //GL_DepthRange(0, 1);
4812         //GL_DepthTest(false);
4813         //GL_DepthMask(false);
4814         //GL_PolygonOffset(0, 0);CHECKGLERROR
4815         GL_Color(0, 0, 0, r_shadows_darken.value);
4816         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4817         //GL_DepthFunc(GL_ALWAYS);
4818         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
4819
4820         // apply the blend to the shadowed areas
4821         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
4822         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4823         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4824
4825         // restore the viewport
4826         R_SetViewport(&r_refdef.view.viewport);
4827
4828         // restore other state to normal
4829         //R_Shadow_RenderMode_End();
4830 }
4831
4832 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4833 {
4834         float zdist;
4835         vec3_t centerorigin;
4836         float vertex3f[12];
4837         // if it's too close, skip it
4838         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4839                 return;
4840         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4841         if (zdist < 32)
4842                 return;
4843         if (usequery && r_numqueries + 2 <= r_maxqueries)
4844         {
4845                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4846                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4847                 // 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
4848                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4849
4850                 switch(vid.renderpath)
4851                 {
4852                 case RENDERPATH_GL20:
4853                 case RENDERPATH_GL13:
4854                 case RENDERPATH_GL11:
4855                 case RENDERPATH_GLES2:
4856                         CHECKGLERROR
4857                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
4858                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4859                         GL_DepthFunc(GL_ALWAYS);
4860                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4861                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
4862                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4863                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4864                         GL_DepthFunc(GL_LEQUAL);
4865                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4866                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4867                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
4868                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4869                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4870                         CHECKGLERROR
4871                         break;
4872                 case RENDERPATH_D3D9:
4873                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4874                         break;
4875                 case RENDERPATH_D3D10:
4876                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4877                         break;
4878                 case RENDERPATH_D3D11:
4879                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4880                         break;
4881                 case RENDERPATH_SOFT:
4882                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4883                         break;
4884                 }
4885         }
4886         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4887 }
4888
4889 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4890
4891 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4892 {
4893         vec3_t color;
4894         GLint allpixels = 0, visiblepixels = 0;
4895         // now we have to check the query result
4896         if (rtlight->corona_queryindex_visiblepixels)
4897         {
4898                 switch(vid.renderpath)
4899                 {
4900                 case RENDERPATH_GL20:
4901                 case RENDERPATH_GL13:
4902                 case RENDERPATH_GL11:
4903                 case RENDERPATH_GLES2:
4904                         CHECKGLERROR
4905                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4906                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4907                         CHECKGLERROR
4908                         break;
4909                 case RENDERPATH_D3D9:
4910                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4911                         break;
4912                 case RENDERPATH_D3D10:
4913                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4914                         break;
4915                 case RENDERPATH_D3D11:
4916                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4917                         break;
4918                 case RENDERPATH_SOFT:
4919                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4920                         break;
4921                 }
4922                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4923                 if (visiblepixels < 1 || allpixels < 1)
4924                         return;
4925                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4926                 cscale *= rtlight->corona_visibility;
4927         }
4928         else
4929         {
4930                 // FIXME: these traces should scan all render entities instead of cl.world
4931                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
4932                         return;
4933         }
4934         VectorScale(rtlight->currentcolor, cscale, color);
4935         if (VectorLength(color) > (1.0f / 256.0f))
4936         {
4937                 float vertex3f[12];
4938                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4939                 if(negated)
4940                 {
4941                         VectorNegate(color, color);
4942                         switch(vid.renderpath)
4943                         {
4944                         case RENDERPATH_GL11:
4945                         case RENDERPATH_GL13:
4946                         case RENDERPATH_GL20:
4947                         case RENDERPATH_GLES2:
4948                                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4949                                 break;
4950                         case RENDERPATH_D3D9:
4951 #ifdef SUPPORTD3D
4952                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4953 #endif
4954                                 break;
4955                         case RENDERPATH_D3D10:
4956                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4957                                 break;
4958                         case RENDERPATH_D3D11:
4959                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4960                                 break;
4961                         case RENDERPATH_SOFT:
4962                                 DPSOFTRAST_BlendSubtract(true);
4963                                 break;
4964                         }
4965                 }
4966                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4967                 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);
4968                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4969                 if(negated)
4970                 {
4971                         switch(vid.renderpath)
4972                         {
4973                         case RENDERPATH_GL11:
4974                         case RENDERPATH_GL13:
4975                         case RENDERPATH_GL20:
4976                         case RENDERPATH_GLES2:
4977                                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4978                                 break;
4979                         case RENDERPATH_D3D9:
4980 #ifdef SUPPORTD3D
4981                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4982 #endif
4983                                 break;
4984                         case RENDERPATH_D3D10:
4985                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4986                                 break;
4987                         case RENDERPATH_D3D11:
4988                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4989                                 break;
4990                         case RENDERPATH_SOFT:
4991                                 DPSOFTRAST_BlendSubtract(false);
4992                                 break;
4993                         }
4994                 }
4995         }
4996 }
4997
4998 void R_Shadow_DrawCoronas(void)
4999 {
5000         int i, flag;
5001         qboolean usequery = false;
5002         size_t lightindex;
5003         dlight_t *light;
5004         rtlight_t *rtlight;
5005         size_t range;
5006         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5007                 return;
5008         if (r_waterstate.renderingscene)
5009                 return;
5010         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5011         R_EntityMatrix(&identitymatrix);
5012
5013         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5014
5015         // check occlusion of coronas
5016         // use GL_ARB_occlusion_query if available
5017         // otherwise use raytraces
5018         r_numqueries = 0;
5019         switch (vid.renderpath)
5020         {
5021         case RENDERPATH_GL11:
5022         case RENDERPATH_GL13:
5023         case RENDERPATH_GL20:
5024         case RENDERPATH_GLES2:
5025                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5026                 if (usequery)
5027                 {
5028                         GL_ColorMask(0,0,0,0);
5029                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5030                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5031                         {
5032                                 i = r_maxqueries;
5033                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5034                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5035                                 CHECKGLERROR
5036                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5037                                 CHECKGLERROR
5038                         }
5039                         RSurf_ActiveWorldEntity();
5040                         GL_BlendFunc(GL_ONE, GL_ZERO);
5041                         GL_CullFace(GL_NONE);
5042                         GL_DepthMask(false);
5043                         GL_DepthRange(0, 1);
5044                         GL_PolygonOffset(0, 0);
5045                         GL_DepthTest(true);
5046                         R_Mesh_ResetTextureState();
5047                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5048                 }
5049                 break;
5050         case RENDERPATH_D3D9:
5051                 usequery = false;
5052                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5053                 break;
5054         case RENDERPATH_D3D10:
5055                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5056                 break;
5057         case RENDERPATH_D3D11:
5058                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5059                 break;
5060         case RENDERPATH_SOFT:
5061                 usequery = false;
5062                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5063                 break;
5064         }
5065         for (lightindex = 0;lightindex < range;lightindex++)
5066         {
5067                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5068                 if (!light)
5069                         continue;
5070                 rtlight = &light->rtlight;
5071                 rtlight->corona_visibility = 0;
5072                 rtlight->corona_queryindex_visiblepixels = 0;
5073                 rtlight->corona_queryindex_allpixels = 0;
5074                 if (!(rtlight->flags & flag))
5075                         continue;
5076                 if (rtlight->corona <= 0)
5077                         continue;
5078                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5079                         continue;
5080                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5081         }
5082         for (i = 0;i < r_refdef.scene.numlights;i++)
5083         {
5084                 rtlight = r_refdef.scene.lights[i];
5085                 rtlight->corona_visibility = 0;
5086                 rtlight->corona_queryindex_visiblepixels = 0;
5087                 rtlight->corona_queryindex_allpixels = 0;
5088                 if (!(rtlight->flags & flag))
5089                         continue;
5090                 if (rtlight->corona <= 0)
5091                         continue;
5092                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5093         }
5094         if (usequery)
5095                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5096
5097         // now draw the coronas using the query data for intensity info
5098         for (lightindex = 0;lightindex < range;lightindex++)
5099         {
5100                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5101                 if (!light)
5102                         continue;
5103                 rtlight = &light->rtlight;
5104                 if (rtlight->corona_visibility <= 0)
5105                         continue;
5106                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5107         }
5108         for (i = 0;i < r_refdef.scene.numlights;i++)
5109         {
5110                 rtlight = r_refdef.scene.lights[i];
5111                 if (rtlight->corona_visibility <= 0)
5112                         continue;
5113                 if (gl_flashblend.integer)
5114                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5115                 else
5116                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5117         }
5118 }
5119
5120
5121
5122 dlight_t *R_Shadow_NewWorldLight(void)
5123 {
5124         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5125 }
5126
5127 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)
5128 {
5129         matrix4x4_t matrix;
5130         // validate parameters
5131         if (style < 0 || style >= MAX_LIGHTSTYLES)
5132         {
5133                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5134                 style = 0;
5135         }
5136         if (!cubemapname)
5137                 cubemapname = "";
5138
5139         // copy to light properties
5140         VectorCopy(origin, light->origin);
5141         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5142         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5143         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5144         /*
5145         light->color[0] = max(color[0], 0);
5146         light->color[1] = max(color[1], 0);
5147         light->color[2] = max(color[2], 0);
5148         */
5149         light->color[0] = color[0];
5150         light->color[1] = color[1];
5151         light->color[2] = color[2];
5152         light->radius = max(radius, 0);
5153         light->style = style;
5154         light->shadow = shadowenable;
5155         light->corona = corona;
5156         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5157         light->coronasizescale = coronasizescale;
5158         light->ambientscale = ambientscale;
5159         light->diffusescale = diffusescale;
5160         light->specularscale = specularscale;
5161         light->flags = flags;
5162
5163         // update renderable light data
5164         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5165         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);
5166 }
5167
5168 void R_Shadow_FreeWorldLight(dlight_t *light)
5169 {
5170         if (r_shadow_selectedlight == light)
5171                 r_shadow_selectedlight = NULL;
5172         R_RTLight_Uncompile(&light->rtlight);
5173         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5174 }
5175
5176 void R_Shadow_ClearWorldLights(void)
5177 {
5178         size_t lightindex;
5179         dlight_t *light;
5180         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5181         for (lightindex = 0;lightindex < range;lightindex++)
5182         {
5183                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5184                 if (light)
5185                         R_Shadow_FreeWorldLight(light);
5186         }
5187         r_shadow_selectedlight = NULL;
5188 }
5189
5190 void R_Shadow_SelectLight(dlight_t *light)
5191 {
5192         if (r_shadow_selectedlight)
5193                 r_shadow_selectedlight->selected = false;
5194         r_shadow_selectedlight = light;
5195         if (r_shadow_selectedlight)
5196                 r_shadow_selectedlight->selected = true;
5197 }
5198
5199 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5200 {
5201         // this is never batched (there can be only one)
5202         float vertex3f[12];
5203         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5204         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5205         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5206 }
5207
5208 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5209 {
5210         float intensity;
5211         float s;
5212         vec3_t spritecolor;
5213         skinframe_t *skinframe;
5214         float vertex3f[12];
5215
5216         // this is never batched (due to the ent parameter changing every time)
5217         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5218         const dlight_t *light = (dlight_t *)ent;
5219         s = EDLIGHTSPRSIZE;
5220
5221         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5222
5223         intensity = 0.5f;
5224         VectorScale(light->color, intensity, spritecolor);
5225         if (VectorLength(spritecolor) < 0.1732f)
5226                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5227         if (VectorLength(spritecolor) > 1.0f)
5228                 VectorNormalize(spritecolor);
5229
5230         // draw light sprite
5231         if (light->cubemapname[0] && !light->shadow)
5232                 skinframe = r_editlights_sprcubemapnoshadowlight;
5233         else if (light->cubemapname[0])
5234                 skinframe = r_editlights_sprcubemaplight;
5235         else if (!light->shadow)
5236                 skinframe = r_editlights_sprnoshadowlight;
5237         else
5238                 skinframe = r_editlights_sprlight;
5239
5240         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);
5241         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5242
5243         // draw selection sprite if light is selected
5244         if (light->selected)
5245         {
5246                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5247                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5248                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5249         }
5250 }
5251
5252 void R_Shadow_DrawLightSprites(void)
5253 {
5254         size_t lightindex;
5255         dlight_t *light;
5256         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5257         for (lightindex = 0;lightindex < range;lightindex++)
5258         {
5259                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5260                 if (light)
5261                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5262         }
5263         if (!r_editlights_lockcursor)
5264                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5265 }
5266
5267 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5268 {
5269         unsigned int range;
5270         dlight_t *light;
5271         rtlight_t *rtlight;
5272         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5273         if (lightindex >= range)
5274                 return -1;
5275         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5276         if (!light)
5277                 return 0;
5278         rtlight = &light->rtlight;
5279         //if (!(rtlight->flags & flag))
5280         //      return 0;
5281         VectorCopy(rtlight->shadoworigin, origin);
5282         *radius = rtlight->radius;
5283         VectorCopy(rtlight->color, color);
5284         return 1;
5285 }
5286
5287 void R_Shadow_SelectLightInView(void)
5288 {
5289         float bestrating, rating, temp[3];
5290         dlight_t *best;
5291         size_t lightindex;
5292         dlight_t *light;
5293         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5294         best = NULL;
5295         bestrating = 0;
5296
5297         if (r_editlights_lockcursor)
5298                 return;
5299         for (lightindex = 0;lightindex < range;lightindex++)
5300         {
5301                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5302                 if (!light)
5303                         continue;
5304                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5305                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5306                 if (rating >= 0.95)
5307                 {
5308                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5309                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5310                         {
5311                                 bestrating = rating;
5312                                 best = light;
5313                         }
5314                 }
5315         }
5316         R_Shadow_SelectLight(best);
5317 }
5318
5319 void R_Shadow_LoadWorldLights(void)
5320 {
5321         int n, a, style, shadow, flags;
5322         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5323         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5324         if (cl.worldmodel == NULL)
5325         {
5326                 Con_Print("No map loaded.\n");
5327                 return;
5328         }
5329         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5330         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5331         if (lightsstring)
5332         {
5333                 s = lightsstring;
5334                 n = 0;
5335                 while (*s)
5336                 {
5337                         t = s;
5338                         /*
5339                         shadow = true;
5340                         for (;COM_Parse(t, true) && strcmp(
5341                         if (COM_Parse(t, true))
5342                         {
5343                                 if (com_token[0] == '!')
5344                                 {
5345                                         shadow = false;
5346                                         origin[0] = atof(com_token+1);
5347                                 }
5348                                 else
5349                                         origin[0] = atof(com_token);
5350                                 if (Com_Parse(t
5351                         }
5352                         */
5353                         t = s;
5354                         while (*s && *s != '\n' && *s != '\r')
5355                                 s++;
5356                         if (!*s)
5357                                 break;
5358                         tempchar = *s;
5359                         shadow = true;
5360                         // check for modifier flags
5361                         if (*t == '!')
5362                         {
5363                                 shadow = false;
5364                                 t++;
5365                         }
5366                         *s = 0;
5367 #if _MSC_VER >= 1400
5368 #define sscanf sscanf_s
5369 #endif
5370                         cubemapname[sizeof(cubemapname)-1] = 0;
5371 #if MAX_QPATH != 128
5372 #error update this code if MAX_QPATH changes
5373 #endif
5374                         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
5375 #if _MSC_VER >= 1400
5376 , sizeof(cubemapname)
5377 #endif
5378 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5379                         *s = tempchar;
5380                         if (a < 18)
5381                                 flags = LIGHTFLAG_REALTIMEMODE;
5382                         if (a < 17)
5383                                 specularscale = 1;
5384                         if (a < 16)
5385                                 diffusescale = 1;
5386                         if (a < 15)
5387                                 ambientscale = 0;
5388                         if (a < 14)
5389                                 coronasizescale = 0.25f;
5390                         if (a < 13)
5391                                 VectorClear(angles);
5392                         if (a < 10)
5393                                 corona = 0;
5394                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5395                                 cubemapname[0] = 0;
5396                         // remove quotes on cubemapname
5397                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5398                         {
5399                                 size_t namelen;
5400                                 namelen = strlen(cubemapname) - 2;
5401                                 memmove(cubemapname, cubemapname + 1, namelen);
5402                                 cubemapname[namelen] = '\0';
5403                         }
5404                         if (a < 8)
5405                         {
5406                                 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);
5407                                 break;
5408                         }
5409                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5410                         if (*s == '\r')
5411                                 s++;
5412                         if (*s == '\n')
5413                                 s++;
5414                         n++;
5415                 }
5416                 if (*s)
5417                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5418                 Mem_Free(lightsstring);
5419         }
5420 }
5421
5422 void R_Shadow_SaveWorldLights(void)
5423 {
5424         size_t lightindex;
5425         dlight_t *light;
5426         size_t bufchars, bufmaxchars;
5427         char *buf, *oldbuf;
5428         char name[MAX_QPATH];
5429         char line[MAX_INPUTLINE];
5430         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5431         // I hate lines which are 3 times my screen size :( --blub
5432         if (!range)
5433                 return;
5434         if (cl.worldmodel == NULL)
5435         {
5436                 Con_Print("No map loaded.\n");
5437                 return;
5438         }
5439         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5440         bufchars = bufmaxchars = 0;
5441         buf = NULL;
5442         for (lightindex = 0;lightindex < range;lightindex++)
5443         {
5444                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5445                 if (!light)
5446                         continue;
5447                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5448                         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);
5449                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5450                         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]);
5451                 else
5452                         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);
5453                 if (bufchars + strlen(line) > bufmaxchars)
5454                 {
5455                         bufmaxchars = bufchars + strlen(line) + 2048;
5456                         oldbuf = buf;
5457                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5458                         if (oldbuf)
5459                         {
5460                                 if (bufchars)
5461                                         memcpy(buf, oldbuf, bufchars);
5462                                 Mem_Free(oldbuf);
5463                         }
5464                 }
5465                 if (strlen(line))
5466                 {
5467                         memcpy(buf + bufchars, line, strlen(line));
5468                         bufchars += strlen(line);
5469                 }
5470         }
5471         if (bufchars)
5472                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5473         if (buf)
5474                 Mem_Free(buf);
5475 }
5476
5477 void R_Shadow_LoadLightsFile(void)
5478 {
5479         int n, a, style;
5480         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5481         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5482         if (cl.worldmodel == NULL)
5483         {
5484                 Con_Print("No map loaded.\n");
5485                 return;
5486         }
5487         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5488         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5489         if (lightsstring)
5490         {
5491                 s = lightsstring;
5492                 n = 0;
5493                 while (*s)
5494                 {
5495                         t = s;
5496                         while (*s && *s != '\n' && *s != '\r')
5497                                 s++;
5498                         if (!*s)
5499                                 break;
5500                         tempchar = *s;
5501                         *s = 0;
5502                         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);
5503                         *s = tempchar;
5504                         if (a < 14)
5505                         {
5506                                 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);
5507                                 break;
5508                         }
5509                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5510                         radius = bound(15, radius, 4096);
5511                         VectorScale(color, (2.0f / (8388608.0f)), color);
5512                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5513                         if (*s == '\r')
5514                                 s++;
5515                         if (*s == '\n')
5516                                 s++;
5517                         n++;
5518                 }
5519                 if (*s)
5520                         Con_Printf("invalid lights file \"%s\"\n", name);
5521                 Mem_Free(lightsstring);
5522         }
5523 }
5524
5525 // tyrlite/hmap2 light types in the delay field
5526 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5527
5528 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5529 {
5530         int entnum;
5531         int style;
5532         int islight;
5533         int skin;
5534         int pflags;
5535         //int effects;
5536         int type;
5537         int n;
5538         char *entfiledata;
5539         const char *data;
5540         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5541         char key[256], value[MAX_INPUTLINE];
5542
5543         if (cl.worldmodel == NULL)
5544         {
5545                 Con_Print("No map loaded.\n");
5546                 return;
5547         }
5548         // try to load a .ent file first
5549         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5550         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5551         // and if that is not found, fall back to the bsp file entity string
5552         if (!data)
5553                 data = cl.worldmodel->brush.entities;
5554         if (!data)
5555                 return;
5556         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5557         {
5558                 type = LIGHTTYPE_MINUSX;
5559                 origin[0] = origin[1] = origin[2] = 0;
5560                 originhack[0] = originhack[1] = originhack[2] = 0;
5561                 angles[0] = angles[1] = angles[2] = 0;
5562                 color[0] = color[1] = color[2] = 1;
5563                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5564                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5565                 fadescale = 1;
5566                 lightscale = 1;
5567                 style = 0;
5568                 skin = 0;
5569                 pflags = 0;
5570                 //effects = 0;
5571                 islight = false;
5572                 while (1)
5573                 {
5574                         if (!COM_ParseToken_Simple(&data, false, false))
5575                                 break; // error
5576                         if (com_token[0] == '}')
5577                                 break; // end of entity
5578                         if (com_token[0] == '_')
5579                                 strlcpy(key, com_token + 1, sizeof(key));
5580                         else
5581                                 strlcpy(key, com_token, sizeof(key));
5582                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5583                                 key[strlen(key)-1] = 0;
5584                         if (!COM_ParseToken_Simple(&data, false, false))
5585                                 break; // error
5586                         strlcpy(value, com_token, sizeof(value));
5587
5588                         // now that we have the key pair worked out...
5589                         if (!strcmp("light", key))
5590                         {
5591                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5592                                 if (n == 1)
5593                                 {
5594                                         // quake
5595                                         light[0] = vec[0] * (1.0f / 256.0f);
5596                                         light[1] = vec[0] * (1.0f / 256.0f);
5597                                         light[2] = vec[0] * (1.0f / 256.0f);
5598                                         light[3] = vec[0];
5599                                 }
5600                                 else if (n == 4)
5601                                 {
5602                                         // halflife
5603                                         light[0] = vec[0] * (1.0f / 255.0f);
5604                                         light[1] = vec[1] * (1.0f / 255.0f);
5605                                         light[2] = vec[2] * (1.0f / 255.0f);
5606                                         light[3] = vec[3];
5607                                 }
5608                         }
5609                         else if (!strcmp("delay", key))
5610                                 type = atoi(value);
5611                         else if (!strcmp("origin", key))
5612                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5613                         else if (!strcmp("angle", key))
5614                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5615                         else if (!strcmp("angles", key))
5616                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5617                         else if (!strcmp("color", key))
5618                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5619                         else if (!strcmp("wait", key))
5620                                 fadescale = atof(value);
5621                         else if (!strcmp("classname", key))
5622                         {
5623                                 if (!strncmp(value, "light", 5))
5624                                 {
5625                                         islight = true;
5626                                         if (!strcmp(value, "light_fluoro"))
5627                                         {
5628                                                 originhack[0] = 0;
5629                                                 originhack[1] = 0;
5630                                                 originhack[2] = 0;
5631                                                 overridecolor[0] = 1;
5632                                                 overridecolor[1] = 1;
5633                                                 overridecolor[2] = 1;
5634                                         }
5635                                         if (!strcmp(value, "light_fluorospark"))
5636                                         {
5637                                                 originhack[0] = 0;
5638                                                 originhack[1] = 0;
5639                                                 originhack[2] = 0;
5640                                                 overridecolor[0] = 1;
5641                                                 overridecolor[1] = 1;
5642                                                 overridecolor[2] = 1;
5643                                         }
5644                                         if (!strcmp(value, "light_globe"))
5645                                         {
5646                                                 originhack[0] = 0;
5647                                                 originhack[1] = 0;
5648                                                 originhack[2] = 0;
5649                                                 overridecolor[0] = 1;
5650                                                 overridecolor[1] = 0.8;
5651                                                 overridecolor[2] = 0.4;
5652                                         }
5653                                         if (!strcmp(value, "light_flame_large_yellow"))
5654                                         {
5655                                                 originhack[0] = 0;
5656                                                 originhack[1] = 0;
5657                                                 originhack[2] = 0;
5658                                                 overridecolor[0] = 1;
5659                                                 overridecolor[1] = 0.5;
5660                                                 overridecolor[2] = 0.1;
5661                                         }
5662                                         if (!strcmp(value, "light_flame_small_yellow"))
5663                                         {
5664                                                 originhack[0] = 0;
5665                                                 originhack[1] = 0;
5666                                                 originhack[2] = 0;
5667                                                 overridecolor[0] = 1;
5668                                                 overridecolor[1] = 0.5;
5669                                                 overridecolor[2] = 0.1;
5670                                         }
5671                                         if (!strcmp(value, "light_torch_small_white"))
5672                                         {
5673                                                 originhack[0] = 0;
5674                                                 originhack[1] = 0;
5675                                                 originhack[2] = 0;
5676                                                 overridecolor[0] = 1;
5677                                                 overridecolor[1] = 0.5;
5678                                                 overridecolor[2] = 0.1;
5679                                         }
5680                                         if (!strcmp(value, "light_torch_small_walltorch"))
5681                                         {
5682                                                 originhack[0] = 0;
5683                                                 originhack[1] = 0;
5684                                                 originhack[2] = 0;
5685                                                 overridecolor[0] = 1;
5686                                                 overridecolor[1] = 0.5;
5687                                                 overridecolor[2] = 0.1;
5688                                         }
5689                                 }
5690                         }
5691                         else if (!strcmp("style", key))
5692                                 style = atoi(value);
5693                         else if (!strcmp("skin", key))
5694                                 skin = (int)atof(value);
5695                         else if (!strcmp("pflags", key))
5696                                 pflags = (int)atof(value);
5697                         //else if (!strcmp("effects", key))
5698                         //      effects = (int)atof(value);
5699                         else if (cl.worldmodel->type == mod_brushq3)
5700                         {
5701                                 if (!strcmp("scale", key))
5702                                         lightscale = atof(value);
5703                                 if (!strcmp("fade", key))
5704                                         fadescale = atof(value);
5705                         }
5706                 }
5707                 if (!islight)
5708                         continue;
5709                 if (lightscale <= 0)
5710                         lightscale = 1;
5711                 if (fadescale <= 0)
5712                         fadescale = 1;
5713                 if (color[0] == color[1] && color[0] == color[2])
5714                 {
5715                         color[0] *= overridecolor[0];
5716                         color[1] *= overridecolor[1];
5717                         color[2] *= overridecolor[2];
5718                 }
5719                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5720                 color[0] = color[0] * light[0];
5721                 color[1] = color[1] * light[1];
5722                 color[2] = color[2] * light[2];
5723                 switch (type)
5724                 {
5725                 case LIGHTTYPE_MINUSX:
5726                         break;
5727                 case LIGHTTYPE_RECIPX:
5728                         radius *= 2;
5729                         VectorScale(color, (1.0f / 16.0f), color);
5730                         break;
5731                 case LIGHTTYPE_RECIPXX:
5732                         radius *= 2;
5733                         VectorScale(color, (1.0f / 16.0f), color);
5734                         break;
5735                 default:
5736                 case LIGHTTYPE_NONE:
5737                         break;
5738                 case LIGHTTYPE_SUN:
5739                         break;
5740                 case LIGHTTYPE_MINUSXX:
5741                         break;
5742                 }
5743                 VectorAdd(origin, originhack, origin);
5744                 if (radius >= 1)
5745                         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);
5746         }
5747         if (entfiledata)
5748                 Mem_Free(entfiledata);
5749 }
5750
5751
5752 void R_Shadow_SetCursorLocationForView(void)
5753 {
5754         vec_t dist, push;
5755         vec3_t dest, endpos;
5756         trace_t trace;
5757         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5758         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5759         if (trace.fraction < 1)
5760         {
5761                 dist = trace.fraction * r_editlights_cursordistance.value;
5762                 push = r_editlights_cursorpushback.value;
5763                 if (push > dist)
5764                         push = dist;
5765                 push = -push;
5766                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5767                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5768         }
5769         else
5770         {
5771                 VectorClear( endpos );
5772         }
5773         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5774         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5775         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5776 }
5777
5778 void R_Shadow_UpdateWorldLightSelection(void)
5779 {
5780         if (r_editlights.integer)
5781         {
5782                 R_Shadow_SetCursorLocationForView();
5783                 R_Shadow_SelectLightInView();
5784         }
5785         else
5786                 R_Shadow_SelectLight(NULL);
5787 }
5788
5789 void R_Shadow_EditLights_Clear_f(void)
5790 {
5791         R_Shadow_ClearWorldLights();
5792 }
5793
5794 void R_Shadow_EditLights_Reload_f(void)
5795 {
5796         if (!cl.worldmodel)
5797                 return;
5798         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5799         R_Shadow_ClearWorldLights();
5800         R_Shadow_LoadWorldLights();
5801         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5802         {
5803                 R_Shadow_LoadLightsFile();
5804                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5805                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5806         }
5807 }
5808
5809 void R_Shadow_EditLights_Save_f(void)
5810 {
5811         if (!cl.worldmodel)
5812                 return;
5813         R_Shadow_SaveWorldLights();
5814 }
5815
5816 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5817 {
5818         R_Shadow_ClearWorldLights();
5819         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5820 }
5821
5822 void R_Shadow_EditLights_ImportLightsFile_f(void)
5823 {
5824         R_Shadow_ClearWorldLights();
5825         R_Shadow_LoadLightsFile();
5826 }
5827
5828 void R_Shadow_EditLights_Spawn_f(void)
5829 {
5830         vec3_t color;
5831         if (!r_editlights.integer)
5832         {
5833                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5834                 return;
5835         }
5836         if (Cmd_Argc() != 1)
5837         {
5838                 Con_Print("r_editlights_spawn does not take parameters\n");
5839                 return;
5840         }
5841         color[0] = color[1] = color[2] = 1;
5842         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5843 }
5844
5845 void R_Shadow_EditLights_Edit_f(void)
5846 {
5847         vec3_t origin, angles, color;
5848         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5849         int style, shadows, flags, normalmode, realtimemode;
5850         char cubemapname[MAX_INPUTLINE];
5851         if (!r_editlights.integer)
5852         {
5853                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5854                 return;
5855         }
5856         if (!r_shadow_selectedlight)
5857         {
5858                 Con_Print("No selected light.\n");
5859                 return;
5860         }
5861         VectorCopy(r_shadow_selectedlight->origin, origin);
5862         VectorCopy(r_shadow_selectedlight->angles, angles);
5863         VectorCopy(r_shadow_selectedlight->color, color);
5864         radius = r_shadow_selectedlight->radius;
5865         style = r_shadow_selectedlight->style;
5866         if (r_shadow_selectedlight->cubemapname)
5867                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5868         else
5869                 cubemapname[0] = 0;
5870         shadows = r_shadow_selectedlight->shadow;
5871         corona = r_shadow_selectedlight->corona;
5872         coronasizescale = r_shadow_selectedlight->coronasizescale;
5873         ambientscale = r_shadow_selectedlight->ambientscale;
5874         diffusescale = r_shadow_selectedlight->diffusescale;
5875         specularscale = r_shadow_selectedlight->specularscale;
5876         flags = r_shadow_selectedlight->flags;
5877         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5878         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5879         if (!strcmp(Cmd_Argv(1), "origin"))
5880         {
5881                 if (Cmd_Argc() != 5)
5882                 {
5883                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5884                         return;
5885                 }
5886                 origin[0] = atof(Cmd_Argv(2));
5887                 origin[1] = atof(Cmd_Argv(3));
5888                 origin[2] = atof(Cmd_Argv(4));
5889         }
5890         else if (!strcmp(Cmd_Argv(1), "originx"))
5891         {
5892                 if (Cmd_Argc() != 3)
5893                 {
5894                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5895                         return;
5896                 }
5897                 origin[0] = atof(Cmd_Argv(2));
5898         }
5899         else if (!strcmp(Cmd_Argv(1), "originy"))
5900         {
5901                 if (Cmd_Argc() != 3)
5902                 {
5903                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5904                         return;
5905                 }
5906                 origin[1] = atof(Cmd_Argv(2));
5907         }
5908         else if (!strcmp(Cmd_Argv(1), "originz"))
5909         {
5910                 if (Cmd_Argc() != 3)
5911                 {
5912                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5913                         return;
5914                 }
5915                 origin[2] = atof(Cmd_Argv(2));
5916         }
5917         else if (!strcmp(Cmd_Argv(1), "move"))
5918         {
5919                 if (Cmd_Argc() != 5)
5920                 {
5921                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5922                         return;
5923                 }
5924                 origin[0] += atof(Cmd_Argv(2));
5925                 origin[1] += atof(Cmd_Argv(3));
5926                 origin[2] += atof(Cmd_Argv(4));
5927         }
5928         else if (!strcmp(Cmd_Argv(1), "movex"))
5929         {
5930                 if (Cmd_Argc() != 3)
5931                 {
5932                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5933                         return;
5934                 }
5935                 origin[0] += atof(Cmd_Argv(2));
5936         }
5937         else if (!strcmp(Cmd_Argv(1), "movey"))
5938         {
5939                 if (Cmd_Argc() != 3)
5940                 {
5941                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5942                         return;
5943                 }
5944                 origin[1] += atof(Cmd_Argv(2));
5945         }
5946         else if (!strcmp(Cmd_Argv(1), "movez"))
5947         {
5948                 if (Cmd_Argc() != 3)
5949                 {
5950                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5951                         return;
5952                 }
5953                 origin[2] += atof(Cmd_Argv(2));
5954         }
5955         else if (!strcmp(Cmd_Argv(1), "angles"))
5956         {
5957                 if (Cmd_Argc() != 5)
5958                 {
5959                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5960                         return;
5961                 }
5962                 angles[0] = atof(Cmd_Argv(2));
5963                 angles[1] = atof(Cmd_Argv(3));
5964                 angles[2] = atof(Cmd_Argv(4));
5965         }
5966         else if (!strcmp(Cmd_Argv(1), "anglesx"))
5967         {
5968                 if (Cmd_Argc() != 3)
5969                 {
5970                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5971                         return;
5972                 }
5973                 angles[0] = atof(Cmd_Argv(2));
5974         }
5975         else if (!strcmp(Cmd_Argv(1), "anglesy"))
5976         {
5977                 if (Cmd_Argc() != 3)
5978                 {
5979                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5980                         return;
5981                 }
5982                 angles[1] = atof(Cmd_Argv(2));
5983         }
5984         else if (!strcmp(Cmd_Argv(1), "anglesz"))
5985         {
5986                 if (Cmd_Argc() != 3)
5987                 {
5988                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5989                         return;
5990                 }
5991                 angles[2] = atof(Cmd_Argv(2));
5992         }
5993         else if (!strcmp(Cmd_Argv(1), "color"))
5994         {
5995                 if (Cmd_Argc() != 5)
5996                 {
5997                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5998                         return;
5999                 }
6000                 color[0] = atof(Cmd_Argv(2));
6001                 color[1] = atof(Cmd_Argv(3));
6002                 color[2] = atof(Cmd_Argv(4));
6003         }
6004         else if (!strcmp(Cmd_Argv(1), "radius"))
6005         {
6006                 if (Cmd_Argc() != 3)
6007                 {
6008                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6009                         return;
6010                 }
6011                 radius = atof(Cmd_Argv(2));
6012         }
6013         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6014         {
6015                 if (Cmd_Argc() == 3)
6016                 {
6017                         double scale = atof(Cmd_Argv(2));
6018                         color[0] *= scale;
6019                         color[1] *= scale;
6020                         color[2] *= scale;
6021                 }
6022                 else
6023                 {
6024                         if (Cmd_Argc() != 5)
6025                         {
6026                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6027                                 return;
6028                         }
6029                         color[0] *= atof(Cmd_Argv(2));
6030                         color[1] *= atof(Cmd_Argv(3));
6031                         color[2] *= atof(Cmd_Argv(4));
6032                 }
6033         }
6034         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6035         {
6036                 if (Cmd_Argc() != 3)
6037                 {
6038                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6039                         return;
6040                 }
6041                 radius *= atof(Cmd_Argv(2));
6042         }
6043         else if (!strcmp(Cmd_Argv(1), "style"))
6044         {
6045                 if (Cmd_Argc() != 3)
6046                 {
6047                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6048                         return;
6049                 }
6050                 style = atoi(Cmd_Argv(2));
6051         }
6052         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6053         {
6054                 if (Cmd_Argc() > 3)
6055                 {
6056                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6057                         return;
6058                 }
6059                 if (Cmd_Argc() == 3)
6060                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6061                 else
6062                         cubemapname[0] = 0;
6063         }
6064         else if (!strcmp(Cmd_Argv(1), "shadows"))
6065         {
6066                 if (Cmd_Argc() != 3)
6067                 {
6068                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6069                         return;
6070                 }
6071                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6072         }
6073         else if (!strcmp(Cmd_Argv(1), "corona"))
6074         {
6075                 if (Cmd_Argc() != 3)
6076                 {
6077                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6078                         return;
6079                 }
6080                 corona = atof(Cmd_Argv(2));
6081         }
6082         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6083         {
6084                 if (Cmd_Argc() != 3)
6085                 {
6086                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6087                         return;
6088                 }
6089                 coronasizescale = atof(Cmd_Argv(2));
6090         }
6091         else if (!strcmp(Cmd_Argv(1), "ambient"))
6092         {
6093                 if (Cmd_Argc() != 3)
6094                 {
6095                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6096                         return;
6097                 }
6098                 ambientscale = atof(Cmd_Argv(2));
6099         }
6100         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6101         {
6102                 if (Cmd_Argc() != 3)
6103                 {
6104                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6105                         return;
6106                 }
6107                 diffusescale = atof(Cmd_Argv(2));
6108         }
6109         else if (!strcmp(Cmd_Argv(1), "specular"))
6110         {
6111                 if (Cmd_Argc() != 3)
6112                 {
6113                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6114                         return;
6115                 }
6116                 specularscale = atof(Cmd_Argv(2));
6117         }
6118         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6119         {
6120                 if (Cmd_Argc() != 3)
6121                 {
6122                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6123                         return;
6124                 }
6125                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6126         }
6127         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6128         {
6129                 if (Cmd_Argc() != 3)
6130                 {
6131                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6132                         return;
6133                 }
6134                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6135         }
6136         else
6137         {
6138                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6139                 Con_Print("Selected light's properties:\n");
6140                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6141                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6142                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6143                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6144                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6145                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6146                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6147                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6148                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6149                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6150                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6151                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6152                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6153                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6154                 return;
6155         }
6156         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6157         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6158 }
6159
6160 void R_Shadow_EditLights_EditAll_f(void)
6161 {
6162         size_t lightindex;
6163         dlight_t *light, *oldselected;
6164         size_t range;
6165
6166         if (!r_editlights.integer)
6167         {
6168                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6169                 return;
6170         }
6171
6172         oldselected = r_shadow_selectedlight;
6173         // EditLights doesn't seem to have a "remove" command or something so:
6174         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6175         for (lightindex = 0;lightindex < range;lightindex++)
6176         {
6177                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6178                 if (!light)
6179                         continue;
6180                 R_Shadow_SelectLight(light);
6181                 R_Shadow_EditLights_Edit_f();
6182         }
6183         // return to old selected (to not mess editing once selection is locked)
6184         R_Shadow_SelectLight(oldselected);
6185 }
6186
6187 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6188 {
6189         int lightnumber, lightcount;
6190         size_t lightindex, range;
6191         dlight_t *light;
6192         float x, y;
6193         char temp[256];
6194         if (!r_editlights.integer)
6195                 return;
6196         x = vid_conwidth.value - 240;
6197         y = 5;
6198         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6199         lightnumber = -1;
6200         lightcount = 0;
6201         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6202         for (lightindex = 0;lightindex < range;lightindex++)
6203         {
6204                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6205                 if (!light)
6206                         continue;
6207                 if (light == r_shadow_selectedlight)
6208                         lightnumber = lightindex;
6209                 lightcount++;
6210         }
6211         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;
6212         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;
6213         y += 8;
6214         if (r_shadow_selectedlight == NULL)
6215                 return;
6216         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;
6217         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;
6218         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;
6219         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;
6220         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;
6221         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;
6222         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;
6223         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;
6224         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;
6225         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;
6226         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;
6227         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;
6228         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;
6229         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;
6230         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;
6231 }
6232
6233 void R_Shadow_EditLights_ToggleShadow_f(void)
6234 {
6235         if (!r_editlights.integer)
6236         {
6237                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6238                 return;
6239         }
6240         if (!r_shadow_selectedlight)
6241         {
6242                 Con_Print("No selected light.\n");
6243                 return;
6244         }
6245         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);
6246 }
6247
6248 void R_Shadow_EditLights_ToggleCorona_f(void)
6249 {
6250         if (!r_editlights.integer)
6251         {
6252                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6253                 return;
6254         }
6255         if (!r_shadow_selectedlight)
6256         {
6257                 Con_Print("No selected light.\n");
6258                 return;
6259         }
6260         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);
6261 }
6262
6263 void R_Shadow_EditLights_Remove_f(void)
6264 {
6265         if (!r_editlights.integer)
6266         {
6267                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6268                 return;
6269         }
6270         if (!r_shadow_selectedlight)
6271         {
6272                 Con_Print("No selected light.\n");
6273                 return;
6274         }
6275         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6276         r_shadow_selectedlight = NULL;
6277 }
6278
6279 void R_Shadow_EditLights_Help_f(void)
6280 {
6281         Con_Print(
6282 "Documentation on r_editlights system:\n"
6283 "Settings:\n"
6284 "r_editlights : enable/disable editing mode\n"
6285 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6286 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6287 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6288 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6289 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6290 "Commands:\n"
6291 "r_editlights_help : this help\n"
6292 "r_editlights_clear : remove all lights\n"
6293 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6294 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6295 "r_editlights_save : save to .rtlights file\n"
6296 "r_editlights_spawn : create a light with default settings\n"
6297 "r_editlights_edit command : edit selected light - more documentation below\n"
6298 "r_editlights_remove : remove selected light\n"
6299 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6300 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6301 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6302 "Edit commands:\n"
6303 "origin x y z : set light location\n"
6304 "originx x: set x component of light location\n"
6305 "originy y: set y component of light location\n"
6306 "originz z: set z component of light location\n"
6307 "move x y z : adjust light location\n"
6308 "movex x: adjust x component of light location\n"
6309 "movey y: adjust y component of light location\n"
6310 "movez z: adjust z component of light location\n"
6311 "angles x y z : set light angles\n"
6312 "anglesx x: set x component of light angles\n"
6313 "anglesy y: set y component of light angles\n"
6314 "anglesz z: set z component of light angles\n"
6315 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6316 "radius radius : set radius (size) of light\n"
6317 "colorscale grey : multiply color of light (1 does nothing)\n"
6318 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6319 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6320 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6321 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6322 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6323 "shadows 1/0 : turn on/off shadows\n"
6324 "corona n : set corona intensity\n"
6325 "coronasize n : set corona size (0-1)\n"
6326 "ambient n : set ambient intensity (0-1)\n"
6327 "diffuse n : set diffuse intensity (0-1)\n"
6328 "specular n : set specular intensity (0-1)\n"
6329 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6330 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6331 "<nothing> : print light properties to console\n"
6332         );
6333 }
6334
6335 void R_Shadow_EditLights_CopyInfo_f(void)
6336 {
6337         if (!r_editlights.integer)
6338         {
6339                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6340                 return;
6341         }
6342         if (!r_shadow_selectedlight)
6343         {
6344                 Con_Print("No selected light.\n");
6345                 return;
6346         }
6347         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6348         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6349         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6350         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6351         if (r_shadow_selectedlight->cubemapname)
6352                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6353         else
6354                 r_shadow_bufferlight.cubemapname[0] = 0;
6355         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6356         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6357         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6358         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6359         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6360         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6361         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6362 }
6363
6364 void R_Shadow_EditLights_PasteInfo_f(void)
6365 {
6366         if (!r_editlights.integer)
6367         {
6368                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6369                 return;
6370         }
6371         if (!r_shadow_selectedlight)
6372         {
6373                 Con_Print("No selected light.\n");
6374                 return;
6375         }
6376         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);
6377 }
6378
6379 void R_Shadow_EditLights_Lock_f(void)
6380 {
6381         if (!r_editlights.integer)
6382         {
6383                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6384                 return;
6385         }
6386         if (r_editlights_lockcursor)
6387         {
6388                 r_editlights_lockcursor = false;
6389                 return;
6390         }
6391         if (!r_shadow_selectedlight)
6392         {
6393                 Con_Print("No selected light to lock on.\n");
6394                 return;
6395         }
6396         r_editlights_lockcursor = true;
6397 }
6398
6399 void R_Shadow_EditLights_Init(void)
6400 {
6401         Cvar_RegisterVariable(&r_editlights);
6402         Cvar_RegisterVariable(&r_editlights_cursordistance);
6403         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6404         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6405         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6406         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6407         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6408         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6409         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)");
6410         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6411         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6412         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6413         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)");
6414         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6415         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6416         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6417         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6418         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6419         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6420         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)");
6421         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6422 }
6423
6424
6425
6426 /*
6427 =============================================================================
6428
6429 LIGHT SAMPLING
6430
6431 =============================================================================
6432 */
6433
6434 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6435 {
6436         int i, numlights, flag;
6437         rtlight_t *light;
6438         dlight_t *dlight;
6439         float relativepoint[3];
6440         float color[3];
6441         float dir[3];
6442         float dist;
6443         float dist2;
6444         float intensity;
6445         float sample[5*3];
6446         float lightradius2;
6447
6448         if (r_fullbright.integer)
6449         {
6450                 VectorSet(ambient, 1, 1, 1);
6451                 VectorClear(diffuse);
6452                 VectorClear(lightdir);
6453                 return;
6454         }
6455
6456         if (flags & LP_LIGHTMAP)
6457         {
6458                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6459                 VectorClear(diffuse);
6460                 VectorClear(lightdir);
6461                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6462                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6463                 return;
6464         }
6465
6466         memset(sample, 0, sizeof(sample));
6467         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6468
6469         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6470         {
6471                 vec3_t tempambient;
6472                 VectorClear(tempambient);
6473                 VectorClear(color);
6474                 VectorClear(relativepoint);
6475                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6476                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6477                 VectorScale(color, r_refdef.lightmapintensity, color);
6478                 VectorAdd(sample, tempambient, sample);
6479                 VectorMA(sample    , 0.5f            , color, sample    );
6480                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6481                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6482                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6483                 // calculate a weighted average light direction as well
6484                 intensity = VectorLength(color);
6485                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6486         }
6487
6488         if (flags & LP_RTWORLD)
6489         {
6490                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6491                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6492                 for (i = 0; i < numlights; i++)
6493                 {
6494                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6495                         if (!dlight)
6496                                 continue;
6497                         light = &dlight->rtlight;
6498                         if (!(light->flags & flag))
6499                                 continue;
6500                         // sample
6501                         lightradius2 = light->radius * light->radius;
6502                         VectorSubtract(light->shadoworigin, p, relativepoint);
6503                         dist2 = VectorLength2(relativepoint);
6504                         if (dist2 >= lightradius2)
6505                                 continue;
6506                         dist = sqrt(dist2) / light->radius;
6507                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6508                         if (intensity <= 0.0f)
6509                                 continue;
6510                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6511                                 continue;
6512                         // scale down intensity to add to both ambient and diffuse
6513                         //intensity *= 0.5f;
6514                         VectorNormalize(relativepoint);
6515                         VectorScale(light->currentcolor, intensity, color);
6516                         VectorMA(sample    , 0.5f            , color, sample    );
6517                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6518                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6519                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6520                         // calculate a weighted average light direction as well
6521                         intensity *= VectorLength(color);
6522                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6523                 }
6524         }
6525
6526         if (flags & LP_DYNLIGHT)
6527         {
6528                 // sample dlights
6529                 for (i = 0;i < r_refdef.scene.numlights;i++)
6530                 {
6531                         light = r_refdef.scene.lights[i];
6532                         // sample
6533                         lightradius2 = light->radius * light->radius;
6534                         VectorSubtract(light->shadoworigin, p, relativepoint);
6535                         dist2 = VectorLength2(relativepoint);
6536                         if (dist2 >= lightradius2)
6537                                 continue;
6538                         dist = sqrt(dist2) / light->radius;
6539                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6540                         if (intensity <= 0.0f)
6541                                 continue;
6542                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6543                                 continue;
6544                         // scale down intensity to add to both ambient and diffuse
6545                         //intensity *= 0.5f;
6546                         VectorNormalize(relativepoint);
6547                         VectorScale(light->currentcolor, intensity, color);
6548                         VectorMA(sample    , 0.5f            , color, sample    );
6549                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6550                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6551                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6552                         // calculate a weighted average light direction as well
6553                         intensity *= VectorLength(color);
6554                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6555                 }
6556         }
6557
6558         // calculate the direction we'll use to reduce the sample to a directional light source
6559         VectorCopy(sample + 12, dir);
6560         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6561         VectorNormalize(dir);
6562         // extract the diffuse color along the chosen direction and scale it
6563         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6564         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6565         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6566         // subtract some of diffuse from ambient
6567         VectorMA(sample, -0.333f, diffuse, ambient);
6568         // store the normalized lightdir
6569         VectorCopy(dir, lightdir);
6570 }