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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
143 #ifdef SUPPORTD3D
144 #include <d3d9.h>
145 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
146 #endif
147
148 extern void R_Shadow_EditLights_Init(void);
149
150 typedef enum r_shadow_rendermode_e
151 {
152         R_SHADOW_RENDERMODE_NONE,
153         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
154         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
155         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
156         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
157         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
158         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
159         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
160         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
161         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
162         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
163         R_SHADOW_RENDERMODE_LIGHT_GLSL,
164         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
165         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
166         R_SHADOW_RENDERMODE_SHADOWMAP2D
167 }
168 r_shadow_rendermode_t;
169
170 typedef enum r_shadow_shadowmode_e
171 {
172     R_SHADOW_SHADOWMODE_STENCIL,
173     R_SHADOW_SHADOWMODE_SHADOWMAP2D
174 }
175 r_shadow_shadowmode_t;
176
177 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmaportho;
183 int r_shadow_shadowmapside;
184 float r_shadow_shadowmap_texturescale[2];
185 float r_shadow_shadowmap_parameters[4];
186 #if 0
187 int r_shadow_drawbuffer;
188 int r_shadow_readbuffer;
189 #endif
190 int r_shadow_cullface_front, r_shadow_cullface_back;
191 GLuint r_shadow_fbo2d;
192 r_shadow_shadowmode_t r_shadow_shadowmode;
193 int r_shadow_shadowmapfilterquality;
194 int r_shadow_shadowmapdepthbits;
195 int r_shadow_shadowmapmaxsize;
196 qboolean r_shadow_shadowmapvsdct;
197 qboolean r_shadow_shadowmapsampler;
198 int r_shadow_shadowmappcf;
199 int r_shadow_shadowmapborder;
200 matrix4x4_t r_shadow_shadowmapmatrix;
201 int r_shadow_lightscissor[4];
202 qboolean r_shadow_usingdeferredprepass;
203
204 int maxshadowtriangles;
205 int *shadowelements;
206
207 int maxshadowvertices;
208 float *shadowvertex3f;
209
210 int maxshadowmark;
211 int numshadowmark;
212 int *shadowmark;
213 int *shadowmarklist;
214 int shadowmarkcount;
215
216 int maxshadowsides;
217 int numshadowsides;
218 unsigned char *shadowsides;
219 int *shadowsideslist;
220
221 int maxvertexupdate;
222 int *vertexupdate;
223 int *vertexremap;
224 int vertexupdatenum;
225
226 int r_shadow_buffer_numleafpvsbytes;
227 unsigned char *r_shadow_buffer_visitingleafpvs;
228 unsigned char *r_shadow_buffer_leafpvs;
229 int *r_shadow_buffer_leaflist;
230
231 int r_shadow_buffer_numsurfacepvsbytes;
232 unsigned char *r_shadow_buffer_surfacepvs;
233 int *r_shadow_buffer_surfacelist;
234 unsigned char *r_shadow_buffer_surfacesides;
235
236 int r_shadow_buffer_numshadowtrispvsbytes;
237 unsigned char *r_shadow_buffer_shadowtrispvs;
238 int r_shadow_buffer_numlighttrispvsbytes;
239 unsigned char *r_shadow_buffer_lighttrispvs;
240
241 rtexturepool_t *r_shadow_texturepool;
242 rtexture_t *r_shadow_attenuationgradienttexture;
243 rtexture_t *r_shadow_attenuation2dtexture;
244 rtexture_t *r_shadow_attenuation3dtexture;
245 skinframe_t *r_shadow_lightcorona;
246 rtexture_t *r_shadow_shadowmap2dtexture;
247 rtexture_t *r_shadow_shadowmap2dcolortexture;
248 rtexture_t *r_shadow_shadowmapvsdcttexture;
249 int r_shadow_shadowmapsize; // changes for each light based on distance
250 int r_shadow_shadowmaplod; // changes for each light based on distance
251
252 GLuint r_shadow_prepassgeometryfbo;
253 GLuint r_shadow_prepasslightingfbo;
254 int r_shadow_prepass_width;
255 int r_shadow_prepass_height;
256 rtexture_t *r_shadow_prepassgeometrydepthtexture;
257 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
258 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
259 rtexture_t *r_shadow_prepasslightingdiffusetexture;
260 rtexture_t *r_shadow_prepasslightingspeculartexture;
261
262 // lights are reloaded when this changes
263 char r_shadow_mapname[MAX_QPATH];
264
265 // used only for light filters (cubemaps)
266 rtexturepool_t *r_shadow_filters_texturepool;
267
268 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
269
270 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"};
271 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"};
272 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
273 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"};
274 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)"};
275 //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"};
276 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)"};
277 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
278 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)"};
279 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"};
280 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
281 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
282 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
283 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
284 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
285 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
286 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
287 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
288 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
289 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)"};
290 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
291 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
292 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
293 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
294 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)"};
295 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"};
296 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
297 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
298 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"};
299 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)"};
300 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
301 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)"};
302 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
303 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)"};
304 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
305 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
306 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
307 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
308 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"};
309 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
310 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
311 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
312 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
313 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
314 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
315 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
316 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
317 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
318 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)"};
319 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)"};
320 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
321 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
322 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
323 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
324 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
325 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
326 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
327 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
328 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
329 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
330 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
331 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
332
333 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
334 #define ATTENTABLESIZE 256
335 // 1D gradient, 2D circle and 3D sphere attenuation textures
336 #define ATTEN1DSIZE 32
337 #define ATTEN2DSIZE 64
338 #define ATTEN3DSIZE 32
339
340 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
341 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
342 static float r_shadow_attentable[ATTENTABLESIZE+1];
343
344 rtlight_t *r_shadow_compilingrtlight;
345 static memexpandablearray_t r_shadow_worldlightsarray;
346 dlight_t *r_shadow_selectedlight;
347 dlight_t r_shadow_bufferlight;
348 vec3_t r_editlights_cursorlocation;
349 qboolean r_editlights_lockcursor;
350
351 extern int con_vislines;
352
353 void R_Shadow_UncompileWorldLights(void);
354 void R_Shadow_ClearWorldLights(void);
355 void R_Shadow_SaveWorldLights(void);
356 void R_Shadow_LoadWorldLights(void);
357 void R_Shadow_LoadLightsFile(void);
358 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
359 void R_Shadow_EditLights_Reload_f(void);
360 void R_Shadow_ValidateCvars(void);
361 static void R_Shadow_MakeTextures(void);
362
363 #define EDLIGHTSPRSIZE                  8
364 skinframe_t *r_editlights_sprcursor;
365 skinframe_t *r_editlights_sprlight;
366 skinframe_t *r_editlights_sprnoshadowlight;
367 skinframe_t *r_editlights_sprcubemaplight;
368 skinframe_t *r_editlights_sprcubemapnoshadowlight;
369 skinframe_t *r_editlights_sprselection;
370
371 void R_Shadow_SetShadowMode(void)
372 {
373         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
374         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
375         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
376         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
377         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
378         r_shadow_shadowmaplod = -1;
379         r_shadow_shadowmapsize = 0;
380         r_shadow_shadowmapsampler = false;
381         r_shadow_shadowmappcf = 0;
382         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
383         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
384         {
385                 switch(vid.renderpath)
386                 {
387                 case RENDERPATH_GL20:
388                         if(r_shadow_shadowmapfilterquality < 0)
389                         {
390                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
391                                         r_shadow_shadowmappcf = 1;
392                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
393                                 {
394                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
395                                         r_shadow_shadowmappcf = 1;
396                                 }
397                                 else if(strstr(gl_vendor, "ATI")) 
398                                         r_shadow_shadowmappcf = 1;
399                                 else 
400                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
401                         }
402                         else 
403                         {
404                                 switch (r_shadow_shadowmapfilterquality)
405                                 {
406                                 case 1:
407                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
408                                         break;
409                                 case 2:
410                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
411                                         r_shadow_shadowmappcf = 1;
412                                         break;
413                                 case 3:
414                                         r_shadow_shadowmappcf = 1;
415                                         break;
416                                 case 4:
417                                         r_shadow_shadowmappcf = 2;
418                                         break;
419                                 }
420                         }
421                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
422                         // Cg has very little choice in depth texture sampling
423                         if (vid.cgcontext)
424                                 r_shadow_shadowmapsampler = false;
425                         break;
426                 case RENDERPATH_CGGL:
427                 case RENDERPATH_D3D9:
428                 case RENDERPATH_D3D10:
429                 case RENDERPATH_D3D11:
430                         r_shadow_shadowmapsampler = false;
431                         r_shadow_shadowmappcf = 1;
432                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
433                         break;
434                 case RENDERPATH_GL13:
435                         break;
436                 case RENDERPATH_GL11:
437                         break;
438                 }
439         }
440 }
441
442 qboolean R_Shadow_ShadowMappingEnabled(void)
443 {
444         switch (r_shadow_shadowmode)
445         {
446         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
447                 return true;
448         default:
449                 return false;
450         }
451 }
452
453 void R_Shadow_FreeShadowMaps(void)
454 {
455         R_Shadow_SetShadowMode();
456
457         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
458
459         r_shadow_fbo2d = 0;
460
461         if (r_shadow_shadowmap2dtexture)
462                 R_FreeTexture(r_shadow_shadowmap2dtexture);
463         r_shadow_shadowmap2dtexture = NULL;
464
465         if (r_shadow_shadowmap2dcolortexture)
466                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
467         r_shadow_shadowmap2dcolortexture = NULL;
468
469         if (r_shadow_shadowmapvsdcttexture)
470                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
471         r_shadow_shadowmapvsdcttexture = NULL;
472 }
473
474 void r_shadow_start(void)
475 {
476         // allocate vertex processing arrays
477         r_shadow_attenuationgradienttexture = NULL;
478         r_shadow_attenuation2dtexture = NULL;
479         r_shadow_attenuation3dtexture = NULL;
480         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
481         r_shadow_shadowmap2dtexture = NULL;
482         r_shadow_shadowmap2dcolortexture = NULL;
483         r_shadow_shadowmapvsdcttexture = NULL;
484         r_shadow_shadowmapmaxsize = 0;
485         r_shadow_shadowmapsize = 0;
486         r_shadow_shadowmaplod = 0;
487         r_shadow_shadowmapfilterquality = -1;
488         r_shadow_shadowmapdepthbits = 0;
489         r_shadow_shadowmapvsdct = false;
490         r_shadow_shadowmapsampler = false;
491         r_shadow_shadowmappcf = 0;
492         r_shadow_fbo2d = 0;
493
494         R_Shadow_FreeShadowMaps();
495
496         r_shadow_texturepool = NULL;
497         r_shadow_filters_texturepool = NULL;
498         R_Shadow_ValidateCvars();
499         R_Shadow_MakeTextures();
500         maxshadowtriangles = 0;
501         shadowelements = NULL;
502         maxshadowvertices = 0;
503         shadowvertex3f = NULL;
504         maxvertexupdate = 0;
505         vertexupdate = NULL;
506         vertexremap = NULL;
507         vertexupdatenum = 0;
508         maxshadowmark = 0;
509         numshadowmark = 0;
510         shadowmark = NULL;
511         shadowmarklist = NULL;
512         shadowmarkcount = 0;
513         maxshadowsides = 0;
514         numshadowsides = 0;
515         shadowsides = NULL;
516         shadowsideslist = NULL;
517         r_shadow_buffer_numleafpvsbytes = 0;
518         r_shadow_buffer_visitingleafpvs = NULL;
519         r_shadow_buffer_leafpvs = NULL;
520         r_shadow_buffer_leaflist = NULL;
521         r_shadow_buffer_numsurfacepvsbytes = 0;
522         r_shadow_buffer_surfacepvs = NULL;
523         r_shadow_buffer_surfacelist = NULL;
524         r_shadow_buffer_surfacesides = NULL;
525         r_shadow_buffer_numshadowtrispvsbytes = 0;
526         r_shadow_buffer_shadowtrispvs = NULL;
527         r_shadow_buffer_numlighttrispvsbytes = 0;
528         r_shadow_buffer_lighttrispvs = NULL;
529
530         r_shadow_usingdeferredprepass = false;
531         r_shadow_prepass_width = r_shadow_prepass_height = 0;
532 }
533
534 static void R_Shadow_FreeDeferred(void);
535 void r_shadow_shutdown(void)
536 {
537         CHECKGLERROR
538         R_Shadow_UncompileWorldLights();
539
540         R_Shadow_FreeShadowMaps();
541
542         r_shadow_usingdeferredprepass = false;
543         if (r_shadow_prepass_width)
544                 R_Shadow_FreeDeferred();
545         r_shadow_prepass_width = r_shadow_prepass_height = 0;
546
547         CHECKGLERROR
548         r_shadow_attenuationgradienttexture = NULL;
549         r_shadow_attenuation2dtexture = NULL;
550         r_shadow_attenuation3dtexture = NULL;
551         R_FreeTexturePool(&r_shadow_texturepool);
552         R_FreeTexturePool(&r_shadow_filters_texturepool);
553         maxshadowtriangles = 0;
554         if (shadowelements)
555                 Mem_Free(shadowelements);
556         shadowelements = NULL;
557         if (shadowvertex3f)
558                 Mem_Free(shadowvertex3f);
559         shadowvertex3f = NULL;
560         maxvertexupdate = 0;
561         if (vertexupdate)
562                 Mem_Free(vertexupdate);
563         vertexupdate = NULL;
564         if (vertexremap)
565                 Mem_Free(vertexremap);
566         vertexremap = NULL;
567         vertexupdatenum = 0;
568         maxshadowmark = 0;
569         numshadowmark = 0;
570         if (shadowmark)
571                 Mem_Free(shadowmark);
572         shadowmark = NULL;
573         if (shadowmarklist)
574                 Mem_Free(shadowmarklist);
575         shadowmarklist = NULL;
576         shadowmarkcount = 0;
577         maxshadowsides = 0;
578         numshadowsides = 0;
579         if (shadowsides)
580                 Mem_Free(shadowsides);
581         shadowsides = NULL;
582         if (shadowsideslist)
583                 Mem_Free(shadowsideslist);
584         shadowsideslist = NULL;
585         r_shadow_buffer_numleafpvsbytes = 0;
586         if (r_shadow_buffer_visitingleafpvs)
587                 Mem_Free(r_shadow_buffer_visitingleafpvs);
588         r_shadow_buffer_visitingleafpvs = NULL;
589         if (r_shadow_buffer_leafpvs)
590                 Mem_Free(r_shadow_buffer_leafpvs);
591         r_shadow_buffer_leafpvs = NULL;
592         if (r_shadow_buffer_leaflist)
593                 Mem_Free(r_shadow_buffer_leaflist);
594         r_shadow_buffer_leaflist = NULL;
595         r_shadow_buffer_numsurfacepvsbytes = 0;
596         if (r_shadow_buffer_surfacepvs)
597                 Mem_Free(r_shadow_buffer_surfacepvs);
598         r_shadow_buffer_surfacepvs = NULL;
599         if (r_shadow_buffer_surfacelist)
600                 Mem_Free(r_shadow_buffer_surfacelist);
601         r_shadow_buffer_surfacelist = NULL;
602         if (r_shadow_buffer_surfacesides)
603                 Mem_Free(r_shadow_buffer_surfacesides);
604         r_shadow_buffer_surfacesides = NULL;
605         r_shadow_buffer_numshadowtrispvsbytes = 0;
606         if (r_shadow_buffer_shadowtrispvs)
607                 Mem_Free(r_shadow_buffer_shadowtrispvs);
608         r_shadow_buffer_numlighttrispvsbytes = 0;
609         if (r_shadow_buffer_lighttrispvs)
610                 Mem_Free(r_shadow_buffer_lighttrispvs);
611 }
612
613 void r_shadow_newmap(void)
614 {
615         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
616         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
617         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
618         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
619         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
620         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
621         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
622         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
623                 R_Shadow_EditLights_Reload_f();
624 }
625
626 void R_Shadow_Init(void)
627 {
628         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
629         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
630         Cvar_RegisterVariable(&r_shadow_usebihculling);
631         Cvar_RegisterVariable(&r_shadow_usenormalmap);
632         Cvar_RegisterVariable(&r_shadow_debuglight);
633         Cvar_RegisterVariable(&r_shadow_deferred);
634         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
635 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
636         Cvar_RegisterVariable(&r_shadow_gloss);
637         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
638         Cvar_RegisterVariable(&r_shadow_glossintensity);
639         Cvar_RegisterVariable(&r_shadow_glossexponent);
640         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
641         Cvar_RegisterVariable(&r_shadow_glossexact);
642         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
643         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
644         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
645         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
646         Cvar_RegisterVariable(&r_shadow_projectdistance);
647         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
648         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
649         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
650         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
651         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
652         Cvar_RegisterVariable(&r_shadow_realtime_world);
653         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
654         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
655         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
656         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
657         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
658         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
659         Cvar_RegisterVariable(&r_shadow_scissor);
660         Cvar_RegisterVariable(&r_shadow_shadowmapping);
661         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
662         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
663         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
664         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
665         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
666         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
667 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
668 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
669         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
670         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
671         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
672         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
673         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
674         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
675         Cvar_RegisterVariable(&r_shadow_polygonfactor);
676         Cvar_RegisterVariable(&r_shadow_polygonoffset);
677         Cvar_RegisterVariable(&r_shadow_texture3d);
678         Cvar_RegisterVariable(&r_coronas);
679         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
680         Cvar_RegisterVariable(&r_coronas_occlusionquery);
681         Cvar_RegisterVariable(&gl_flashblend);
682         Cvar_RegisterVariable(&gl_ext_separatestencil);
683         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
684         if (gamemode == GAME_TENEBRAE)
685         {
686                 Cvar_SetValue("r_shadow_gloss", 2);
687                 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
688         }
689         R_Shadow_EditLights_Init();
690         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
691         maxshadowtriangles = 0;
692         shadowelements = NULL;
693         maxshadowvertices = 0;
694         shadowvertex3f = NULL;
695         maxvertexupdate = 0;
696         vertexupdate = NULL;
697         vertexremap = NULL;
698         vertexupdatenum = 0;
699         maxshadowmark = 0;
700         numshadowmark = 0;
701         shadowmark = NULL;
702         shadowmarklist = NULL;
703         shadowmarkcount = 0;
704         maxshadowsides = 0;
705         numshadowsides = 0;
706         shadowsides = NULL;
707         shadowsideslist = NULL;
708         r_shadow_buffer_numleafpvsbytes = 0;
709         r_shadow_buffer_visitingleafpvs = NULL;
710         r_shadow_buffer_leafpvs = NULL;
711         r_shadow_buffer_leaflist = NULL;
712         r_shadow_buffer_numsurfacepvsbytes = 0;
713         r_shadow_buffer_surfacepvs = NULL;
714         r_shadow_buffer_surfacelist = NULL;
715         r_shadow_buffer_surfacesides = NULL;
716         r_shadow_buffer_shadowtrispvs = NULL;
717         r_shadow_buffer_lighttrispvs = NULL;
718         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
719 }
720
721 matrix4x4_t matrix_attenuationxyz =
722 {
723         {
724                 {0.5, 0.0, 0.0, 0.5},
725                 {0.0, 0.5, 0.0, 0.5},
726                 {0.0, 0.0, 0.5, 0.5},
727                 {0.0, 0.0, 0.0, 1.0}
728         }
729 };
730
731 matrix4x4_t matrix_attenuationz =
732 {
733         {
734                 {0.0, 0.0, 0.5, 0.5},
735                 {0.0, 0.0, 0.0, 0.5},
736                 {0.0, 0.0, 0.0, 0.5},
737                 {0.0, 0.0, 0.0, 1.0}
738         }
739 };
740
741 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
742 {
743         numvertices = ((numvertices + 255) & ~255) * vertscale;
744         numtriangles = ((numtriangles + 255) & ~255) * triscale;
745         // make sure shadowelements is big enough for this volume
746         if (maxshadowtriangles < numtriangles)
747         {
748                 maxshadowtriangles = numtriangles;
749                 if (shadowelements)
750                         Mem_Free(shadowelements);
751                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
752         }
753         // make sure shadowvertex3f is big enough for this volume
754         if (maxshadowvertices < numvertices)
755         {
756                 maxshadowvertices = numvertices;
757                 if (shadowvertex3f)
758                         Mem_Free(shadowvertex3f);
759                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
760         }
761 }
762
763 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
764 {
765         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
766         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
767         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
768         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
769         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
770         {
771                 if (r_shadow_buffer_visitingleafpvs)
772                         Mem_Free(r_shadow_buffer_visitingleafpvs);
773                 if (r_shadow_buffer_leafpvs)
774                         Mem_Free(r_shadow_buffer_leafpvs);
775                 if (r_shadow_buffer_leaflist)
776                         Mem_Free(r_shadow_buffer_leaflist);
777                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
778                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
779                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
780                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
781         }
782         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
783         {
784                 if (r_shadow_buffer_surfacepvs)
785                         Mem_Free(r_shadow_buffer_surfacepvs);
786                 if (r_shadow_buffer_surfacelist)
787                         Mem_Free(r_shadow_buffer_surfacelist);
788                 if (r_shadow_buffer_surfacesides)
789                         Mem_Free(r_shadow_buffer_surfacesides);
790                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
791                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
792                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
793                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
794         }
795         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
796         {
797                 if (r_shadow_buffer_shadowtrispvs)
798                         Mem_Free(r_shadow_buffer_shadowtrispvs);
799                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
800                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
801         }
802         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
803         {
804                 if (r_shadow_buffer_lighttrispvs)
805                         Mem_Free(r_shadow_buffer_lighttrispvs);
806                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
807                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
808         }
809 }
810
811 void R_Shadow_PrepareShadowMark(int numtris)
812 {
813         // make sure shadowmark is big enough for this volume
814         if (maxshadowmark < numtris)
815         {
816                 maxshadowmark = numtris;
817                 if (shadowmark)
818                         Mem_Free(shadowmark);
819                 if (shadowmarklist)
820                         Mem_Free(shadowmarklist);
821                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
822                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
823                 shadowmarkcount = 0;
824         }
825         shadowmarkcount++;
826         // if shadowmarkcount wrapped we clear the array and adjust accordingly
827         if (shadowmarkcount == 0)
828         {
829                 shadowmarkcount = 1;
830                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
831         }
832         numshadowmark = 0;
833 }
834
835 void R_Shadow_PrepareShadowSides(int numtris)
836 {
837     if (maxshadowsides < numtris)
838     {
839         maxshadowsides = numtris;
840         if (shadowsides)
841                         Mem_Free(shadowsides);
842                 if (shadowsideslist)
843                         Mem_Free(shadowsideslist);
844                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
845                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
846         }
847         numshadowsides = 0;
848 }
849
850 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)
851 {
852         int i, j;
853         int outtriangles = 0, outvertices = 0;
854         const int *element;
855         const float *vertex;
856         float ratio, direction[3], projectvector[3];
857
858         if (projectdirection)
859                 VectorScale(projectdirection, projectdistance, projectvector);
860         else
861                 VectorClear(projectvector);
862
863         // create the vertices
864         if (projectdirection)
865         {
866                 for (i = 0;i < numshadowmarktris;i++)
867                 {
868                         element = inelement3i + shadowmarktris[i] * 3;
869                         for (j = 0;j < 3;j++)
870                         {
871                                 if (vertexupdate[element[j]] != vertexupdatenum)
872                                 {
873                                         vertexupdate[element[j]] = vertexupdatenum;
874                                         vertexremap[element[j]] = outvertices;
875                                         vertex = invertex3f + element[j] * 3;
876                                         // project one copy of the vertex according to projectvector
877                                         VectorCopy(vertex, outvertex3f);
878                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
879                                         outvertex3f += 6;
880                                         outvertices += 2;
881                                 }
882                         }
883                 }
884         }
885         else
886         {
887                 for (i = 0;i < numshadowmarktris;i++)
888                 {
889                         element = inelement3i + shadowmarktris[i] * 3;
890                         for (j = 0;j < 3;j++)
891                         {
892                                 if (vertexupdate[element[j]] != vertexupdatenum)
893                                 {
894                                         vertexupdate[element[j]] = vertexupdatenum;
895                                         vertexremap[element[j]] = outvertices;
896                                         vertex = invertex3f + element[j] * 3;
897                                         // project one copy of the vertex to the sphere radius of the light
898                                         // (FIXME: would projecting it to the light box be better?)
899                                         VectorSubtract(vertex, projectorigin, direction);
900                                         ratio = projectdistance / VectorLength(direction);
901                                         VectorCopy(vertex, outvertex3f);
902                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
903                                         outvertex3f += 6;
904                                         outvertices += 2;
905                                 }
906                         }
907                 }
908         }
909
910         if (r_shadow_frontsidecasting.integer)
911         {
912                 for (i = 0;i < numshadowmarktris;i++)
913                 {
914                         int remappedelement[3];
915                         int markindex;
916                         const int *neighbortriangle;
917
918                         markindex = shadowmarktris[i] * 3;
919                         element = inelement3i + markindex;
920                         neighbortriangle = inneighbor3i + markindex;
921                         // output the front and back triangles
922                         outelement3i[0] = vertexremap[element[0]];
923                         outelement3i[1] = vertexremap[element[1]];
924                         outelement3i[2] = vertexremap[element[2]];
925                         outelement3i[3] = vertexremap[element[2]] + 1;
926                         outelement3i[4] = vertexremap[element[1]] + 1;
927                         outelement3i[5] = vertexremap[element[0]] + 1;
928
929                         outelement3i += 6;
930                         outtriangles += 2;
931                         // output the sides (facing outward from this triangle)
932                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
933                         {
934                                 remappedelement[0] = vertexremap[element[0]];
935                                 remappedelement[1] = vertexremap[element[1]];
936                                 outelement3i[0] = remappedelement[1];
937                                 outelement3i[1] = remappedelement[0];
938                                 outelement3i[2] = remappedelement[0] + 1;
939                                 outelement3i[3] = remappedelement[1];
940                                 outelement3i[4] = remappedelement[0] + 1;
941                                 outelement3i[5] = remappedelement[1] + 1;
942
943                                 outelement3i += 6;
944                                 outtriangles += 2;
945                         }
946                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
947                         {
948                                 remappedelement[1] = vertexremap[element[1]];
949                                 remappedelement[2] = vertexremap[element[2]];
950                                 outelement3i[0] = remappedelement[2];
951                                 outelement3i[1] = remappedelement[1];
952                                 outelement3i[2] = remappedelement[1] + 1;
953                                 outelement3i[3] = remappedelement[2];
954                                 outelement3i[4] = remappedelement[1] + 1;
955                                 outelement3i[5] = remappedelement[2] + 1;
956
957                                 outelement3i += 6;
958                                 outtriangles += 2;
959                         }
960                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
961                         {
962                                 remappedelement[0] = vertexremap[element[0]];
963                                 remappedelement[2] = vertexremap[element[2]];
964                                 outelement3i[0] = remappedelement[0];
965                                 outelement3i[1] = remappedelement[2];
966                                 outelement3i[2] = remappedelement[2] + 1;
967                                 outelement3i[3] = remappedelement[0];
968                                 outelement3i[4] = remappedelement[2] + 1;
969                                 outelement3i[5] = remappedelement[0] + 1;
970
971                                 outelement3i += 6;
972                                 outtriangles += 2;
973                         }
974                 }
975         }
976         else
977         {
978                 for (i = 0;i < numshadowmarktris;i++)
979                 {
980                         int remappedelement[3];
981                         int markindex;
982                         const int *neighbortriangle;
983
984                         markindex = shadowmarktris[i] * 3;
985                         element = inelement3i + markindex;
986                         neighbortriangle = inneighbor3i + markindex;
987                         // output the front and back triangles
988                         outelement3i[0] = vertexremap[element[2]];
989                         outelement3i[1] = vertexremap[element[1]];
990                         outelement3i[2] = vertexremap[element[0]];
991                         outelement3i[3] = vertexremap[element[0]] + 1;
992                         outelement3i[4] = vertexremap[element[1]] + 1;
993                         outelement3i[5] = vertexremap[element[2]] + 1;
994
995                         outelement3i += 6;
996                         outtriangles += 2;
997                         // output the sides (facing outward from this triangle)
998                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
999                         {
1000                                 remappedelement[0] = vertexremap[element[0]];
1001                                 remappedelement[1] = vertexremap[element[1]];
1002                                 outelement3i[0] = remappedelement[0];
1003                                 outelement3i[1] = remappedelement[1];
1004                                 outelement3i[2] = remappedelement[1] + 1;
1005                                 outelement3i[3] = remappedelement[0];
1006                                 outelement3i[4] = remappedelement[1] + 1;
1007                                 outelement3i[5] = remappedelement[0] + 1;
1008
1009                                 outelement3i += 6;
1010                                 outtriangles += 2;
1011                         }
1012                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1013                         {
1014                                 remappedelement[1] = vertexremap[element[1]];
1015                                 remappedelement[2] = vertexremap[element[2]];
1016                                 outelement3i[0] = remappedelement[1];
1017                                 outelement3i[1] = remappedelement[2];
1018                                 outelement3i[2] = remappedelement[2] + 1;
1019                                 outelement3i[3] = remappedelement[1];
1020                                 outelement3i[4] = remappedelement[2] + 1;
1021                                 outelement3i[5] = remappedelement[1] + 1;
1022
1023                                 outelement3i += 6;
1024                                 outtriangles += 2;
1025                         }
1026                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1027                         {
1028                                 remappedelement[0] = vertexremap[element[0]];
1029                                 remappedelement[2] = vertexremap[element[2]];
1030                                 outelement3i[0] = remappedelement[2];
1031                                 outelement3i[1] = remappedelement[0];
1032                                 outelement3i[2] = remappedelement[0] + 1;
1033                                 outelement3i[3] = remappedelement[2];
1034                                 outelement3i[4] = remappedelement[0] + 1;
1035                                 outelement3i[5] = remappedelement[2] + 1;
1036
1037                                 outelement3i += 6;
1038                                 outtriangles += 2;
1039                         }
1040                 }
1041         }
1042         if (outnumvertices)
1043                 *outnumvertices = outvertices;
1044         return outtriangles;
1045 }
1046
1047 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)
1048 {
1049         int i, j, k;
1050         int outtriangles = 0, outvertices = 0;
1051         const int *element;
1052         const float *vertex;
1053         float ratio, direction[3], projectvector[3];
1054         qboolean side[4];
1055
1056         if (projectdirection)
1057                 VectorScale(projectdirection, projectdistance, projectvector);
1058         else
1059                 VectorClear(projectvector);
1060
1061         for (i = 0;i < numshadowmarktris;i++)
1062         {
1063                 int remappedelement[3];
1064                 int markindex;
1065                 const int *neighbortriangle;
1066
1067                 markindex = shadowmarktris[i] * 3;
1068                 neighbortriangle = inneighbor3i + markindex;
1069                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1070                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1071                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1072                 if (side[0] + side[1] + side[2] == 0)
1073                         continue;
1074
1075                 side[3] = side[0];
1076                 element = inelement3i + markindex;
1077
1078                 // create the vertices
1079                 for (j = 0;j < 3;j++)
1080                 {
1081                         if (side[j] + side[j+1] == 0)
1082                                 continue;
1083                         k = element[j];
1084                         if (vertexupdate[k] != vertexupdatenum)
1085                         {
1086                                 vertexupdate[k] = vertexupdatenum;
1087                                 vertexremap[k] = outvertices;
1088                                 vertex = invertex3f + k * 3;
1089                                 VectorCopy(vertex, outvertex3f);
1090                                 if (projectdirection)
1091                                 {
1092                                         // project one copy of the vertex according to projectvector
1093                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1094                                 }
1095                                 else
1096                                 {
1097                                         // project one copy of the vertex to the sphere radius of the light
1098                                         // (FIXME: would projecting it to the light box be better?)
1099                                         VectorSubtract(vertex, projectorigin, direction);
1100                                         ratio = projectdistance / VectorLength(direction);
1101                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1102                                 }
1103                                 outvertex3f += 6;
1104                                 outvertices += 2;
1105                         }
1106                 }
1107
1108                 // output the sides (facing outward from this triangle)
1109                 if (!side[0])
1110                 {
1111                         remappedelement[0] = vertexremap[element[0]];
1112                         remappedelement[1] = vertexremap[element[1]];
1113                         outelement3i[0] = remappedelement[1];
1114                         outelement3i[1] = remappedelement[0];
1115                         outelement3i[2] = remappedelement[0] + 1;
1116                         outelement3i[3] = remappedelement[1];
1117                         outelement3i[4] = remappedelement[0] + 1;
1118                         outelement3i[5] = remappedelement[1] + 1;
1119
1120                         outelement3i += 6;
1121                         outtriangles += 2;
1122                 }
1123                 if (!side[1])
1124                 {
1125                         remappedelement[1] = vertexremap[element[1]];
1126                         remappedelement[2] = vertexremap[element[2]];
1127                         outelement3i[0] = remappedelement[2];
1128                         outelement3i[1] = remappedelement[1];
1129                         outelement3i[2] = remappedelement[1] + 1;
1130                         outelement3i[3] = remappedelement[2];
1131                         outelement3i[4] = remappedelement[1] + 1;
1132                         outelement3i[5] = remappedelement[2] + 1;
1133
1134                         outelement3i += 6;
1135                         outtriangles += 2;
1136                 }
1137                 if (!side[2])
1138                 {
1139                         remappedelement[0] = vertexremap[element[0]];
1140                         remappedelement[2] = vertexremap[element[2]];
1141                         outelement3i[0] = remappedelement[0];
1142                         outelement3i[1] = remappedelement[2];
1143                         outelement3i[2] = remappedelement[2] + 1;
1144                         outelement3i[3] = remappedelement[0];
1145                         outelement3i[4] = remappedelement[2] + 1;
1146                         outelement3i[5] = remappedelement[0] + 1;
1147
1148                         outelement3i += 6;
1149                         outtriangles += 2;
1150                 }
1151         }
1152         if (outnumvertices)
1153                 *outnumvertices = outvertices;
1154         return outtriangles;
1155 }
1156
1157 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)
1158 {
1159         int t, tend;
1160         const int *e;
1161         const float *v[3];
1162         float normal[3];
1163         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1164                 return;
1165         tend = firsttriangle + numtris;
1166         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1167         {
1168                 // surface box entirely inside light box, no box cull
1169                 if (projectdirection)
1170                 {
1171                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1172                         {
1173                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1174                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1175                                         shadowmarklist[numshadowmark++] = t;
1176                         }
1177                 }
1178                 else
1179                 {
1180                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1181                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1182                                         shadowmarklist[numshadowmark++] = t;
1183                 }
1184         }
1185         else
1186         {
1187                 // surface box not entirely inside light box, cull each triangle
1188                 if (projectdirection)
1189                 {
1190                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1191                         {
1192                                 v[0] = invertex3f + e[0] * 3;
1193                                 v[1] = invertex3f + e[1] * 3;
1194                                 v[2] = invertex3f + e[2] * 3;
1195                                 TriangleNormal(v[0], v[1], v[2], normal);
1196                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1197                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1198                                         shadowmarklist[numshadowmark++] = t;
1199                         }
1200                 }
1201                 else
1202                 {
1203                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1204                         {
1205                                 v[0] = invertex3f + e[0] * 3;
1206                                 v[1] = invertex3f + e[1] * 3;
1207                                 v[2] = invertex3f + e[2] * 3;
1208                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1209                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1210                                         shadowmarklist[numshadowmark++] = t;
1211                         }
1212                 }
1213         }
1214 }
1215
1216 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1217 {
1218 #if 1
1219         return false;
1220 #else
1221         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1222                 return false;
1223         // check if the shadow volume intersects the near plane
1224         //
1225         // a ray between the eye and light origin may intersect the caster,
1226         // indicating that the shadow may touch the eye location, however we must
1227         // test the near plane (a polygon), not merely the eye location, so it is
1228         // easiest to enlarge the caster bounding shape slightly for this.
1229         // TODO
1230         return true;
1231 #endif
1232 }
1233
1234 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)
1235 {
1236         int i, tris, outverts;
1237         if (projectdistance < 0.1)
1238         {
1239                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1240                 return;
1241         }
1242         if (!numverts || !nummarktris)
1243                 return;
1244         // make sure shadowelements is big enough for this volume
1245         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1246                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1247
1248         if (maxvertexupdate < numverts)
1249         {
1250                 maxvertexupdate = numverts;
1251                 if (vertexupdate)
1252                         Mem_Free(vertexupdate);
1253                 if (vertexremap)
1254                         Mem_Free(vertexremap);
1255                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1256                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1257                 vertexupdatenum = 0;
1258         }
1259         vertexupdatenum++;
1260         if (vertexupdatenum == 0)
1261         {
1262                 vertexupdatenum = 1;
1263                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1264                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1265         }
1266
1267         for (i = 0;i < nummarktris;i++)
1268                 shadowmark[marktris[i]] = shadowmarkcount;
1269
1270         if (r_shadow_compilingrtlight)
1271         {
1272                 // if we're compiling an rtlight, capture the mesh
1273                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1274                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1275                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1276                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1277         }
1278         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1279         {
1280                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1281                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1282                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1283         }
1284         else
1285         {
1286                 // decide which type of shadow to generate and set stencil mode
1287                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1288                 // generate the sides or a solid volume, depending on type
1289                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1290                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1291                 else
1292                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1293                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1294                 r_refdef.stats.lights_shadowtriangles += tris;
1295                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1296                 {
1297                         // increment stencil if frontface is infront of depthbuffer
1298                         GL_CullFace(r_refdef.view.cullface_front);
1299                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1300                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1301                         // decrement stencil if backface is infront of depthbuffer
1302                         GL_CullFace(r_refdef.view.cullface_back);
1303                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1304                 }
1305                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1306                 {
1307                         // decrement stencil if backface is behind depthbuffer
1308                         GL_CullFace(r_refdef.view.cullface_front);
1309                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1310                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1311                         // increment stencil if frontface is behind depthbuffer
1312                         GL_CullFace(r_refdef.view.cullface_back);
1313                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1314                 }
1315                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1316                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1317         }
1318 }
1319
1320 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1321 {
1322     // p1, p2, p3 are in the cubemap's local coordinate system
1323     // bias = border/(size - border)
1324         int mask = 0x3F;
1325
1326     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1327           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1328           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1329         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1330         mask &= (3<<4)
1331                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1332                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1333                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1334     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1335         mask &= (3<<4)
1336             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1337             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1338             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1339
1340     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1341     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1342     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1343     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1344         mask &= (3<<0)
1345             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1346             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1347             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1348     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1349         mask &= (3<<0)
1350             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1351             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1352             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1353
1354     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1355     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1356     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1357     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1358         mask &= (3<<2)
1359             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1360             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1361             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1362     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1363         mask &= (3<<2)
1364             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1365             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1366             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1367
1368         return mask;
1369 }
1370
1371 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1372 {
1373         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1374         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1375         int mask = 0x3F;
1376
1377         VectorSubtract(maxs, mins, radius);
1378     VectorScale(radius, 0.5f, radius);
1379     VectorAdd(mins, radius, center);
1380     Matrix4x4_Transform(worldtolight, center, lightcenter);
1381         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1382         VectorSubtract(lightcenter, lightradius, pmin);
1383         VectorAdd(lightcenter, lightradius, pmax);
1384
1385     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1386     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1387     if(ap1 > bias*an1 && ap2 > bias*an2)
1388         mask &= (3<<4)
1389             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1390             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1391     if(an1 > bias*ap1 && an2 > bias*ap2)
1392         mask &= (3<<4)
1393             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1394             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1395
1396     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1397     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1398     if(ap1 > bias*an1 && ap2 > bias*an2)
1399         mask &= (3<<0)
1400             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1401             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1402     if(an1 > bias*ap1 && an2 > bias*ap2)
1403         mask &= (3<<0)
1404             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1405             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1406
1407     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1408     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1409     if(ap1 > bias*an1 && ap2 > bias*an2)
1410         mask &= (3<<2)
1411             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1412             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1413     if(an1 > bias*ap1 && an2 > bias*ap2)
1414         mask &= (3<<2)
1415             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1416             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1417
1418     return mask;
1419 }
1420
1421 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1422
1423 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1424 {
1425     // p is in the cubemap's local coordinate system
1426     // bias = border/(size - border)
1427     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1428     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1429     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1430     int mask = 0x3F;
1431     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1432     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1433     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1434     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1435     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1436     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1437     return mask;
1438 }
1439
1440 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1441 {
1442         int i;
1443         vec3_t p, n;
1444         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1445         float scale = (size - 2*border)/size, len;
1446         float bias = border / (float)(size - border), dp, dn, ap, an;
1447         // check if cone enclosing side would cross frustum plane 
1448         scale = 2 / (scale*scale + 2);
1449         for (i = 0;i < 5;i++)
1450         {
1451                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1452                         continue;
1453                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1454                 len = scale*VectorLength2(n);
1455                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1456                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1457                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1458         }
1459         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1460         {
1461         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1462         len = scale*VectorLength(n);
1463                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1464                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1465                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1466         }
1467         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1468         // check if frustum corners/origin cross plane sides
1469 #if 1
1470     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1471     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1472     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1473     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1474     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1475     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1476     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1477     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1478     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1479     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1480     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1481     for (i = 0;i < 4;i++)
1482     {
1483         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1484         VectorSubtract(n, p, n);
1485         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1486         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1487         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1488         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1489         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1490         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1491         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1492         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1493         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1494     }
1495 #else
1496     // finite version, assumes corners are a finite distance from origin dependent on far plane
1497         for (i = 0;i < 5;i++)
1498         {
1499                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1500                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1501                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1502                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1503                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1504                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1505                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1506                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1507                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1508                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1509         }
1510 #endif
1511         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1512 }
1513
1514 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)
1515 {
1516         int t, tend;
1517         const int *e;
1518         const float *v[3];
1519         float normal[3];
1520         vec3_t p[3];
1521         float bias;
1522         int mask, surfacemask = 0;
1523         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1524                 return 0;
1525         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1526         tend = firsttriangle + numtris;
1527         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1528         {
1529                 // surface box entirely inside light box, no box cull
1530                 if (projectdirection)
1531                 {
1532                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1533                         {
1534                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1535                                 TriangleNormal(v[0], v[1], v[2], normal);
1536                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1537                                 {
1538                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1539                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1540                                         surfacemask |= mask;
1541                                         if(totals)
1542                                         {
1543                                                 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;
1544                                                 shadowsides[numshadowsides] = mask;
1545                                                 shadowsideslist[numshadowsides++] = t;
1546                                         }
1547                                 }
1548                         }
1549                 }
1550                 else
1551                 {
1552                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1553                         {
1554                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1555                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1556                                 {
1557                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1558                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1559                                         surfacemask |= mask;
1560                                         if(totals)
1561                                         {
1562                                                 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;
1563                                                 shadowsides[numshadowsides] = mask;
1564                                                 shadowsideslist[numshadowsides++] = t;
1565                                         }
1566                                 }
1567                         }
1568                 }
1569         }
1570         else
1571         {
1572                 // surface box not entirely inside light box, cull each triangle
1573                 if (projectdirection)
1574                 {
1575                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1576                         {
1577                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1578                                 TriangleNormal(v[0], v[1], v[2], normal);
1579                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1580                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1581                                 {
1582                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1583                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1584                                         surfacemask |= mask;
1585                                         if(totals)
1586                                         {
1587                                                 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;
1588                                                 shadowsides[numshadowsides] = mask;
1589                                                 shadowsideslist[numshadowsides++] = t;
1590                                         }
1591                                 }
1592                         }
1593                 }
1594                 else
1595                 {
1596                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1597                         {
1598                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1599                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1600                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1601                                 {
1602                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1603                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1604                                         surfacemask |= mask;
1605                                         if(totals)
1606                                         {
1607                                                 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;
1608                                                 shadowsides[numshadowsides] = mask;
1609                                                 shadowsideslist[numshadowsides++] = t;
1610                                         }
1611                                 }
1612                         }
1613                 }
1614         }
1615         return surfacemask;
1616 }
1617
1618 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)
1619 {
1620         int i, j, outtriangles = 0;
1621         int *outelement3i[6];
1622         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1623                 return;
1624         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1625         // make sure shadowelements is big enough for this mesh
1626         if (maxshadowtriangles < outtriangles)
1627                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1628
1629         // compute the offset and size of the separate index lists for each cubemap side
1630         outtriangles = 0;
1631         for (i = 0;i < 6;i++)
1632         {
1633                 outelement3i[i] = shadowelements + outtriangles * 3;
1634                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1635                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1636                 outtriangles += sidetotals[i];
1637         }
1638
1639         // gather up the (sparse) triangles into separate index lists for each cubemap side
1640         for (i = 0;i < numsidetris;i++)
1641         {
1642                 const int *element = elements + sidetris[i] * 3;
1643                 for (j = 0;j < 6;j++)
1644                 {
1645                         if (sides[i] & (1 << j))
1646                         {
1647                                 outelement3i[j][0] = element[0];
1648                                 outelement3i[j][1] = element[1];
1649                                 outelement3i[j][2] = element[2];
1650                                 outelement3i[j] += 3;
1651                         }
1652                 }
1653         }
1654                         
1655         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1656 }
1657
1658 static void R_Shadow_MakeTextures_MakeCorona(void)
1659 {
1660         float dx, dy;
1661         int x, y, a;
1662         unsigned char pixels[32][32][4];
1663         for (y = 0;y < 32;y++)
1664         {
1665                 dy = (y - 15.5f) * (1.0f / 16.0f);
1666                 for (x = 0;x < 32;x++)
1667                 {
1668                         dx = (x - 15.5f) * (1.0f / 16.0f);
1669                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1670                         a = bound(0, a, 255);
1671                         pixels[y][x][0] = a;
1672                         pixels[y][x][1] = a;
1673                         pixels[y][x][2] = a;
1674                         pixels[y][x][3] = 255;
1675                 }
1676         }
1677         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1678 }
1679
1680 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1681 {
1682         float dist = sqrt(x*x+y*y+z*z);
1683         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1684         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1685         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1686 }
1687
1688 static void R_Shadow_MakeTextures(void)
1689 {
1690         int x, y, z;
1691         float intensity, dist;
1692         unsigned int *data;
1693         R_Shadow_FreeShadowMaps();
1694         R_FreeTexturePool(&r_shadow_texturepool);
1695         r_shadow_texturepool = R_AllocTexturePool();
1696         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1697         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1698         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1699         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1700         for (x = 0;x <= ATTENTABLESIZE;x++)
1701         {
1702                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1703                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1704                 r_shadow_attentable[x] = bound(0, intensity, 1);
1705         }
1706         // 1D gradient texture
1707         for (x = 0;x < ATTEN1DSIZE;x++)
1708                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1709         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1710         // 2D circle texture
1711         for (y = 0;y < ATTEN2DSIZE;y++)
1712                 for (x = 0;x < ATTEN2DSIZE;x++)
1713                         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);
1714         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1715         // 3D sphere texture
1716         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1717         {
1718                 for (z = 0;z < ATTEN3DSIZE;z++)
1719                         for (y = 0;y < ATTEN3DSIZE;y++)
1720                                 for (x = 0;x < ATTEN3DSIZE;x++)
1721                                         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));
1722                 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);
1723         }
1724         else
1725                 r_shadow_attenuation3dtexture = NULL;
1726         Mem_Free(data);
1727
1728         R_Shadow_MakeTextures_MakeCorona();
1729
1730         // Editor light sprites
1731         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1732         "................"
1733         ".3............3."
1734         "..5...2332...5.."
1735         "...7.3....3.7..."
1736         "....7......7...."
1737         "...3.7....7.3..."
1738         "..2...7..7...2.."
1739         "..3..........3.."
1740         "..3..........3.."
1741         "..2...7..7...2.."
1742         "...3.7....7.3..."
1743         "....7......7...."
1744         "...7.3....3.7..."
1745         "..5...2332...5.."
1746         ".3............3."
1747         "................"
1748         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1749         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1750         "................"
1751         "................"
1752         "......1111......"
1753         "....11233211...."
1754         "...1234554321..."
1755         "...1356776531..."
1756         "..124677776421.."
1757         "..135777777531.."
1758         "..135777777531.."
1759         "..124677776421.."
1760         "...1356776531..."
1761         "...1234554321..."
1762         "....11233211...."
1763         "......1111......"
1764         "................"
1765         "................"
1766         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1767         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1768         "................"
1769         "................"
1770         "......1111......"
1771         "....11233211...."
1772         "...1234554321..."
1773         "...1356226531..."
1774         "..12462..26421.."
1775         "..1352....2531.."
1776         "..1352....2531.."
1777         "..12462..26421.."
1778         "...1356226531..."
1779         "...1234554321..."
1780         "....11233211...."
1781         "......1111......"
1782         "................"
1783         "................"
1784         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1785         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1786         "................"
1787         "................"
1788         "......2772......"
1789         "....27755772...."
1790         "..277533335772.."
1791         "..753333333357.."
1792         "..777533335777.."
1793         "..735775577537.."
1794         "..733357753337.."
1795         "..733337733337.."
1796         "..753337733357.."
1797         "..277537735772.."
1798         "....27777772...."
1799         "......2772......"
1800         "................"
1801         "................"
1802         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1803         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1804         "................"
1805         "................"
1806         "......2772......"
1807         "....27722772...."
1808         "..2772....2772.."
1809         "..72........27.."
1810         "..7772....2777.."
1811         "..7.27722772.7.."
1812         "..7...2772...7.."
1813         "..7....77....7.."
1814         "..72...77...27.."
1815         "..2772.77.2772.."
1816         "....27777772...."
1817         "......2772......"
1818         "................"
1819         "................"
1820         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1821         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1822         "................"
1823         ".777752..257777."
1824         ".742........247."
1825         ".72..........27."
1826         ".7............7."
1827         ".5............5."
1828         ".2............2."
1829         "................"
1830         "................"
1831         ".2............2."
1832         ".5............5."
1833         ".7............7."
1834         ".72..........27."
1835         ".742........247."
1836         ".777752..257777."
1837         "................"
1838         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1839 }
1840
1841 void R_Shadow_ValidateCvars(void)
1842 {
1843         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1844                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1845         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1846                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1847         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1848                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1849 }
1850
1851 void R_Shadow_RenderMode_Begin(void)
1852 {
1853 #if 0
1854         GLint drawbuffer;
1855         GLint readbuffer;
1856 #endif
1857         R_Shadow_ValidateCvars();
1858
1859         if (!r_shadow_attenuation2dtexture
1860          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1861          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1862          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1863                 R_Shadow_MakeTextures();
1864
1865         CHECKGLERROR
1866         R_Mesh_ResetTextureState();
1867         GL_BlendFunc(GL_ONE, GL_ZERO);
1868         GL_DepthRange(0, 1);
1869         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1870         GL_DepthTest(true);
1871         GL_DepthMask(false);
1872         GL_Color(0, 0, 0, 1);
1873         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1874
1875         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1876
1877         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1878         {
1879                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1880                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1881         }
1882         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1883         {
1884                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1885                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1886         }
1887         else
1888         {
1889                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1890                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1891         }
1892
1893         switch(vid.renderpath)
1894         {
1895         case RENDERPATH_GL20:
1896         case RENDERPATH_CGGL:
1897         case RENDERPATH_D3D9:
1898         case RENDERPATH_D3D10:
1899         case RENDERPATH_D3D11:
1900                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1901                 break;
1902         case RENDERPATH_GL13:
1903         case RENDERPATH_GL11:
1904                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1905                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1906                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1907                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1908                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1909                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1910                 else
1911                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1912                 break;
1913         }
1914
1915         CHECKGLERROR
1916 #if 0
1917         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1918         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1919         r_shadow_drawbuffer = drawbuffer;
1920         r_shadow_readbuffer = readbuffer;
1921 #endif
1922         r_shadow_cullface_front = r_refdef.view.cullface_front;
1923         r_shadow_cullface_back = r_refdef.view.cullface_back;
1924 }
1925
1926 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1927 {
1928         rsurface.rtlight = rtlight;
1929 }
1930
1931 void R_Shadow_RenderMode_Reset(void)
1932 {
1933         R_Mesh_ResetRenderTargets();
1934         R_SetViewport(&r_refdef.view.viewport);
1935         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1936         R_Mesh_ResetTextureState();
1937         GL_DepthRange(0, 1);
1938         GL_DepthTest(true);
1939         GL_DepthMask(false);
1940         GL_DepthFunc(GL_LEQUAL);
1941         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1942         r_refdef.view.cullface_front = r_shadow_cullface_front;
1943         r_refdef.view.cullface_back = r_shadow_cullface_back;
1944         GL_CullFace(r_refdef.view.cullface_back);
1945         GL_Color(1, 1, 1, 1);
1946         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1947         GL_BlendFunc(GL_ONE, GL_ZERO);
1948         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1949         r_shadow_usingshadowmap2d = false;
1950         r_shadow_usingshadowmaportho = false;
1951         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
1952 }
1953
1954 void R_Shadow_ClearStencil(void)
1955 {
1956         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
1957         r_refdef.stats.lights_clears++;
1958 }
1959
1960 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1961 {
1962         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1963         if (r_shadow_rendermode == mode)
1964                 return;
1965         R_Shadow_RenderMode_Reset();
1966         GL_DepthFunc(GL_LESS);
1967         GL_ColorMask(0, 0, 0, 0);
1968         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1969         GL_CullFace(GL_NONE);
1970         R_SetupShader_DepthOrShadow();
1971         r_shadow_rendermode = mode;
1972         switch(mode)
1973         {
1974         default:
1975                 break;
1976         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
1977         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1978                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
1979                 break;
1980         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
1981         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1982                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
1983                 break;
1984         }
1985 }
1986
1987 static void R_Shadow_MakeVSDCT(void)
1988 {
1989         // maps to a 2x3 texture rectangle with normalized coordinates
1990         // +-
1991         // XX
1992         // YY
1993         // ZZ
1994         // stores abs(dir.xy), offset.xy/2.5
1995         unsigned char data[4*6] =
1996         {
1997                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
1998                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
1999                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2000                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2001                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2002                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2003         };
2004         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2005 }
2006
2007 static void R_Shadow_MakeShadowMap(int side, int size)
2008 {
2009         switch (r_shadow_shadowmode)
2010         {
2011         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2012                 if (r_shadow_shadowmap2dtexture) return;
2013                 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);
2014                 r_shadow_shadowmap2dcolortexture = NULL;
2015                 switch(vid.renderpath)
2016                 {
2017 #ifdef SUPPORTD3D
2018                 case RENDERPATH_D3D9:
2019                         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);
2020                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2021                         break;
2022 #endif
2023                 default:
2024                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2025                         break;
2026                 }
2027                 break;
2028         default:
2029                 return;
2030         }
2031
2032         // render depth into the fbo, do not render color at all
2033         // validate the fbo now
2034         if (qglDrawBuffer)
2035         {
2036                 int status;
2037                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2038                 qglReadBuffer(GL_NONE);CHECKGLERROR
2039                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2040                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2041                 {
2042                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2043                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2044                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2045                 }
2046         }
2047 }
2048
2049 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2050 {
2051         float nearclip, farclip, bias;
2052         r_viewport_t viewport;
2053         int flipped;
2054         GLuint fbo = 0;
2055         float clearcolor[4];
2056         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2057         farclip = 1.0f;
2058         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2059         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2060         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2061         r_shadow_shadowmapside = side;
2062         r_shadow_shadowmapsize = size;
2063
2064         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2065         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2066         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2067         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2068
2069         // complex unrolled cube approach (more flexible)
2070         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2071                 R_Shadow_MakeVSDCT();
2072         if (!r_shadow_shadowmap2dtexture)
2073                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2074         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2075         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2076         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2077         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2078
2079         R_Mesh_ResetTextureState();
2080         R_Mesh_ResetRenderTargets();
2081         R_Shadow_RenderMode_Reset();
2082         if (fbo)
2083         {
2084                 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2085                 R_SetupShader_DepthOrShadow();
2086         }
2087         else
2088                 R_SetupShader_ShowDepth();
2089         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2090         GL_DepthMask(true);
2091         GL_DepthTest(true);
2092
2093 init_done:
2094         R_SetViewport(&viewport);
2095         flipped = (side & 1) ^ (side >> 2);
2096         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2097         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2098         switch(vid.renderpath)
2099         {
2100         case RENDERPATH_GL11:
2101         case RENDERPATH_GL13:
2102         case RENDERPATH_GL20:
2103         case RENDERPATH_CGGL:
2104                 GL_CullFace(r_refdef.view.cullface_back);
2105                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2106                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2107                 {
2108                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2109                         int x1 = clear & 0x15 ? 0 : size;
2110                         int x2 = clear & 0x2A ? 2 * size : size;
2111                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2112                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2113                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2114                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2115                 }
2116                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2117                 break;
2118         case RENDERPATH_D3D9:
2119                 Vector4Set(clearcolor, 1,1,1,1);
2120                 // completely different meaning than in OpenGL path
2121                 r_shadow_shadowmap_parameters[1] = 0;
2122                 r_shadow_shadowmap_parameters[3] = -bias;
2123                 // we invert the cull mode because we flip the projection matrix
2124                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2125                 GL_CullFace(r_refdef.view.cullface_front);
2126                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2127                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2128                 if (r_shadow_shadowmapsampler)
2129                 {
2130                         GL_ColorMask(0,0,0,0);
2131                         if (clear)
2132                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2133                 }
2134                 else
2135                 {
2136                         GL_ColorMask(1,1,1,1);
2137                         if (clear)
2138                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2139                 }
2140                 break;
2141         case RENDERPATH_D3D10:
2142         case RENDERPATH_D3D11:
2143                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2144                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2145                 GL_ColorMask(0,0,0,0);
2146                 if (clear)
2147                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2148                 break;
2149         }
2150 }
2151
2152 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2153 {
2154         R_Mesh_ResetTextureState();
2155         R_Mesh_ResetRenderTargets();
2156         if (transparent)
2157         {
2158                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2159                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2160                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2161                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2162         }
2163         R_Shadow_RenderMode_Reset();
2164         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2165         if (!transparent)
2166                 GL_DepthFunc(GL_EQUAL);
2167         // do global setup needed for the chosen lighting mode
2168         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2169                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2170         r_shadow_usingshadowmap2d = shadowmapping;
2171         r_shadow_rendermode = r_shadow_lightingrendermode;
2172         // only draw light where this geometry was already rendered AND the
2173         // stencil is 128 (values other than this mean shadow)
2174         if (stenciltest)
2175                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2176         else
2177                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2178 }
2179
2180 static const unsigned short bboxelements[36] =
2181 {
2182         5, 1, 3, 5, 3, 7,
2183         6, 2, 0, 6, 0, 4,
2184         7, 3, 2, 7, 2, 6,
2185         4, 0, 1, 4, 1, 5,
2186         4, 5, 7, 4, 7, 6,
2187         1, 0, 2, 1, 2, 3,
2188 };
2189
2190 static const float bboxpoints[8][3] =
2191 {
2192         {-1,-1,-1},
2193         { 1,-1,-1},
2194         {-1, 1,-1},
2195         { 1, 1,-1},
2196         {-1,-1, 1},
2197         { 1,-1, 1},
2198         {-1, 1, 1},
2199         { 1, 1, 1},
2200 };
2201
2202 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2203 {
2204         int i;
2205         float vertex3f[8*3];
2206         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2207 // do global setup needed for the chosen lighting mode
2208         R_Shadow_RenderMode_Reset();
2209         r_shadow_rendermode = r_shadow_lightingrendermode;
2210         R_EntityMatrix(&identitymatrix);
2211         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2212         // only draw light where this geometry was already rendered AND the
2213         // stencil is 128 (values other than this mean shadow)
2214         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2215         R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2216
2217         r_shadow_usingshadowmap2d = shadowmapping;
2218
2219         // render the lighting
2220         R_SetupShader_DeferredLight(rsurface.rtlight);
2221         for (i = 0;i < 8;i++)
2222                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2223         GL_ColorMask(1,1,1,1);
2224         GL_DepthMask(false);
2225         GL_DepthRange(0, 1);
2226         GL_PolygonOffset(0, 0);
2227         GL_DepthTest(true);
2228         GL_DepthFunc(GL_GREATER);
2229         GL_CullFace(r_refdef.view.cullface_back);
2230         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2231         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2232 }
2233
2234 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2235 {
2236         R_Shadow_RenderMode_Reset();
2237         GL_BlendFunc(GL_ONE, GL_ONE);
2238         GL_DepthRange(0, 1);
2239         GL_DepthTest(r_showshadowvolumes.integer < 2);
2240         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2241         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2242         GL_CullFace(GL_NONE);
2243         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2244 }
2245
2246 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2247 {
2248         R_Shadow_RenderMode_Reset();
2249         GL_BlendFunc(GL_ONE, GL_ONE);
2250         GL_DepthRange(0, 1);
2251         GL_DepthTest(r_showlighting.integer < 2);
2252         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2253         if (!transparent)
2254                 GL_DepthFunc(GL_EQUAL);
2255         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2256         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2257 }
2258
2259 void R_Shadow_RenderMode_End(void)
2260 {
2261         R_Shadow_RenderMode_Reset();
2262         R_Shadow_RenderMode_ActiveLight(NULL);
2263         GL_DepthMask(true);
2264         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2265         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2266 }
2267
2268 int bboxedges[12][2] =
2269 {
2270         // top
2271         {0, 1}, // +X
2272         {0, 2}, // +Y
2273         {1, 3}, // Y, +X
2274         {2, 3}, // X, +Y
2275         // bottom
2276         {4, 5}, // +X
2277         {4, 6}, // +Y
2278         {5, 7}, // Y, +X
2279         {6, 7}, // X, +Y
2280         // verticals
2281         {0, 4}, // +Z
2282         {1, 5}, // X, +Z
2283         {2, 6}, // Y, +Z
2284         {3, 7}, // XY, +Z
2285 };
2286
2287 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2288 {
2289         if (!r_shadow_scissor.integer)
2290         {
2291                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2292                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2293                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2294                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2295                 return false;
2296         }
2297         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2298                 return true; // invisible
2299         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2300         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2301         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2302         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2303                 r_refdef.stats.lights_scissored++;
2304         return false;
2305 }
2306
2307 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2308 {
2309         int i;
2310         const float *vertex3f;
2311         const float *normal3f;
2312         float *color4f;
2313         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2314         switch (r_shadow_rendermode)
2315         {
2316         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2317         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2318                 if (VectorLength2(diffusecolor) > 0)
2319                 {
2320                         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)
2321                         {
2322                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2323                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2324                                 if ((dot = DotProduct(n, v)) < 0)
2325                                 {
2326                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2327                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2328                                 }
2329                                 else
2330                                         VectorCopy(ambientcolor, color4f);
2331                                 if (r_refdef.fogenabled)
2332                                 {
2333                                         float f;
2334                                         f = RSurf_FogVertex(vertex3f);
2335                                         VectorScale(color4f, f, color4f);
2336                                 }
2337                                 color4f[3] = 1;
2338                         }
2339                 }
2340                 else
2341                 {
2342                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2343                         {
2344                                 VectorCopy(ambientcolor, color4f);
2345                                 if (r_refdef.fogenabled)
2346                                 {
2347                                         float f;
2348                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2349                                         f = RSurf_FogVertex(vertex3f);
2350                                         VectorScale(color4f + 4*i, f, color4f);
2351                                 }
2352                                 color4f[3] = 1;
2353                         }
2354                 }
2355                 break;
2356         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2357                 if (VectorLength2(diffusecolor) > 0)
2358                 {
2359                         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)
2360                         {
2361                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2362                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2363                                 {
2364                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2365                                         if ((dot = DotProduct(n, v)) < 0)
2366                                         {
2367                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2368                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2369                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2370                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2371                                         }
2372                                         else
2373                                         {
2374                                                 color4f[0] = ambientcolor[0] * distintensity;
2375                                                 color4f[1] = ambientcolor[1] * distintensity;
2376                                                 color4f[2] = ambientcolor[2] * distintensity;
2377                                         }
2378                                         if (r_refdef.fogenabled)
2379                                         {
2380                                                 float f;
2381                                                 f = RSurf_FogVertex(vertex3f);
2382                                                 VectorScale(color4f, f, color4f);
2383                                         }
2384                                 }
2385                                 else
2386                                         VectorClear(color4f);
2387                                 color4f[3] = 1;
2388                         }
2389                 }
2390                 else
2391                 {
2392                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2393                         {
2394                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2395                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2396                                 {
2397                                         color4f[0] = ambientcolor[0] * distintensity;
2398                                         color4f[1] = ambientcolor[1] * distintensity;
2399                                         color4f[2] = ambientcolor[2] * distintensity;
2400                                         if (r_refdef.fogenabled)
2401                                         {
2402                                                 float f;
2403                                                 f = RSurf_FogVertex(vertex3f);
2404                                                 VectorScale(color4f, f, color4f);
2405                                         }
2406                                 }
2407                                 else
2408                                         VectorClear(color4f);
2409                                 color4f[3] = 1;
2410                         }
2411                 }
2412                 break;
2413         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2414                 if (VectorLength2(diffusecolor) > 0)
2415                 {
2416                         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)
2417                         {
2418                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2419                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2420                                 {
2421                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2422                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2423                                         if ((dot = DotProduct(n, v)) < 0)
2424                                         {
2425                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2426                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2427                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2428                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2429                                         }
2430                                         else
2431                                         {
2432                                                 color4f[0] = ambientcolor[0] * distintensity;
2433                                                 color4f[1] = ambientcolor[1] * distintensity;
2434                                                 color4f[2] = ambientcolor[2] * distintensity;
2435                                         }
2436                                         if (r_refdef.fogenabled)
2437                                         {
2438                                                 float f;
2439                                                 f = RSurf_FogVertex(vertex3f);
2440                                                 VectorScale(color4f, f, color4f);
2441                                         }
2442                                 }
2443                                 else
2444                                         VectorClear(color4f);
2445                                 color4f[3] = 1;
2446                         }
2447                 }
2448                 else
2449                 {
2450                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2451                         {
2452                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2453                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2454                                 {
2455                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2456                                         color4f[0] = ambientcolor[0] * distintensity;
2457                                         color4f[1] = ambientcolor[1] * distintensity;
2458                                         color4f[2] = ambientcolor[2] * distintensity;
2459                                         if (r_refdef.fogenabled)
2460                                         {
2461                                                 float f;
2462                                                 f = RSurf_FogVertex(vertex3f);
2463                                                 VectorScale(color4f, f, color4f);
2464                                         }
2465                                 }
2466                                 else
2467                                         VectorClear(color4f);
2468                                 color4f[3] = 1;
2469                         }
2470                 }
2471                 break;
2472         default:
2473                 break;
2474         }
2475 }
2476
2477 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2478 {
2479         // used to display how many times a surface is lit for level design purposes
2480         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2481         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
2482         RSurf_DrawBatch();
2483 }
2484
2485 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2486 {
2487         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2488         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
2489         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2490                 GL_DepthFunc(GL_EQUAL);
2491         RSurf_DrawBatch();
2492         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2493                 GL_DepthFunc(GL_LEQUAL);
2494 }
2495
2496 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2497 {
2498         int renders;
2499         int i;
2500         int stop;
2501         int newfirstvertex;
2502         int newlastvertex;
2503         int newnumtriangles;
2504         int *newe;
2505         const int *e;
2506         float *c;
2507         int maxtriangles = 4096;
2508         static int newelements[4096*3];
2509         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
2510         for (renders = 0;renders < 4;renders++)
2511         {
2512                 stop = true;
2513                 newfirstvertex = 0;
2514                 newlastvertex = 0;
2515                 newnumtriangles = 0;
2516                 newe = newelements;
2517                 // due to low fillrate on the cards this vertex lighting path is
2518                 // designed for, we manually cull all triangles that do not
2519                 // contain a lit vertex
2520                 // this builds batches of triangles from multiple surfaces and
2521                 // renders them at once
2522                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2523                 {
2524                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
2525                         {
2526                                 if (newnumtriangles)
2527                                 {
2528                                         newfirstvertex = min(newfirstvertex, e[0]);
2529                                         newlastvertex  = max(newlastvertex, e[0]);
2530                                 }
2531                                 else
2532                                 {
2533                                         newfirstvertex = e[0];
2534                                         newlastvertex = e[0];
2535                                 }
2536                                 newfirstvertex = min(newfirstvertex, e[1]);
2537                                 newlastvertex  = max(newlastvertex, e[1]);
2538                                 newfirstvertex = min(newfirstvertex, e[2]);
2539                                 newlastvertex  = max(newlastvertex, e[2]);
2540                                 newe[0] = e[0];
2541                                 newe[1] = e[1];
2542                                 newe[2] = e[2];
2543                                 newnumtriangles++;
2544                                 newe += 3;
2545                                 if (newnumtriangles >= maxtriangles)
2546                                 {
2547                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2548                                         newnumtriangles = 0;
2549                                         newe = newelements;
2550                                         stop = false;
2551                                 }
2552                         }
2553                 }
2554                 if (newnumtriangles >= 1)
2555                 {
2556                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2557                         stop = false;
2558                 }
2559                 // if we couldn't find any lit triangles, exit early
2560                 if (stop)
2561                         break;
2562                 // now reduce the intensity for the next overbright pass
2563                 // we have to clamp to 0 here incase the drivers have improper
2564                 // handling of negative colors
2565                 // (some old drivers even have improper handling of >1 color)
2566                 stop = true;
2567                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2568                 {
2569                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2570                         {
2571                                 c[0] = max(0, c[0] - 1);
2572                                 c[1] = max(0, c[1] - 1);
2573                                 c[2] = max(0, c[2] - 1);
2574                                 stop = false;
2575                         }
2576                         else
2577                                 VectorClear(c);
2578                 }
2579                 // another check...
2580                 if (stop)
2581                         break;
2582         }
2583 }
2584
2585 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
2586 {
2587         // OpenGL 1.1 path (anything)
2588         float ambientcolorbase[3], diffusecolorbase[3];
2589         float ambientcolorpants[3], diffusecolorpants[3];
2590         float ambientcolorshirt[3], diffusecolorshirt[3];
2591         const float *surfacecolor = rsurface.texture->dlightcolor;
2592         const float *surfacepants = rsurface.colormap_pantscolor;
2593         const float *surfaceshirt = rsurface.colormap_shirtcolor;
2594         rtexture_t *basetexture = rsurface.texture->basetexture;
2595         rtexture_t *pantstexture = rsurface.texture->pantstexture;
2596         rtexture_t *shirttexture = rsurface.texture->shirttexture;
2597         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2598         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2599         ambientscale *= 2 * r_refdef.view.colorscale;
2600         diffusescale *= 2 * r_refdef.view.colorscale;
2601         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2602         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2603         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2604         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2605         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2606         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2607         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2608         rsurface.passcolor4f = R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
2609         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2610         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
2611         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2612         R_Mesh_TexBind(0, basetexture);
2613         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2614         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2615         switch(r_shadow_rendermode)
2616         {
2617         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2618                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2619                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2620                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2621                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2622                 break;
2623         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2624                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2625                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2626                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2627                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2628                 // fall through
2629         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2630                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2631                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2632                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2633                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2634                 break;
2635         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2636                 break;
2637         default:
2638                 break;
2639         }
2640         //R_Mesh_TexBind(0, basetexture);
2641         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
2642         if (dopants)
2643         {
2644                 R_Mesh_TexBind(0, pantstexture);
2645                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
2646         }
2647         if (doshirt)
2648         {
2649                 R_Mesh_TexBind(0, shirttexture);
2650                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
2651         }
2652 }
2653
2654 extern cvar_t gl_lightmaps;
2655 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2656 {
2657         float ambientscale, diffusescale, specularscale;
2658         qboolean negated;
2659         float lightcolor[3];
2660         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2661         ambientscale = rsurface.rtlight->ambientscale;
2662         diffusescale = rsurface.rtlight->diffusescale;
2663         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2664         if (!r_shadow_usenormalmap.integer)
2665         {
2666                 ambientscale += 1.0f * diffusescale;
2667                 diffusescale = 0;
2668                 specularscale = 0;
2669         }
2670         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2671                 return;
2672         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2673         if(negated)
2674         {
2675                 VectorNegate(lightcolor, lightcolor);
2676                 switch(vid.renderpath)
2677                 {
2678                 case RENDERPATH_GL11:
2679                 case RENDERPATH_GL13:
2680                 case RENDERPATH_GL20:
2681                 case RENDERPATH_CGGL:
2682                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2683                         break;
2684                 case RENDERPATH_D3D9:
2685 #ifdef SUPPORTD3D
2686                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
2687 #endif
2688                         break;
2689                 case RENDERPATH_D3D10:
2690                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2691                         break;
2692                 case RENDERPATH_D3D11:
2693                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2694                         break;
2695                 }
2696         }
2697         RSurf_SetupDepthAndCulling();
2698         switch (r_shadow_rendermode)
2699         {
2700         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2701                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2702                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
2703                 break;
2704         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2705                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
2706                 break;
2707         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2708         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2709         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2710         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2711                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
2712                 break;
2713         default:
2714                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2715                 break;
2716         }
2717         if(negated)
2718         {
2719                 switch(vid.renderpath)
2720                 {
2721                 case RENDERPATH_GL11:
2722                 case RENDERPATH_GL13:
2723                 case RENDERPATH_GL20:
2724                 case RENDERPATH_CGGL:
2725                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2726                         break;
2727                 case RENDERPATH_D3D9:
2728 #ifdef SUPPORTD3D
2729                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
2730 #endif
2731                         break;
2732                 case RENDERPATH_D3D10:
2733                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2734                         break;
2735                 case RENDERPATH_D3D11:
2736                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2737                         break;
2738                 }
2739         }
2740 }
2741
2742 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)
2743 {
2744         matrix4x4_t tempmatrix = *matrix;
2745         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2746
2747         // if this light has been compiled before, free the associated data
2748         R_RTLight_Uncompile(rtlight);
2749
2750         // clear it completely to avoid any lingering data
2751         memset(rtlight, 0, sizeof(*rtlight));
2752
2753         // copy the properties
2754         rtlight->matrix_lighttoworld = tempmatrix;
2755         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2756         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2757         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2758         VectorCopy(color, rtlight->color);
2759         rtlight->cubemapname[0] = 0;
2760         if (cubemapname && cubemapname[0])
2761                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2762         rtlight->shadow = shadow;
2763         rtlight->corona = corona;
2764         rtlight->style = style;
2765         rtlight->isstatic = isstatic;
2766         rtlight->coronasizescale = coronasizescale;
2767         rtlight->ambientscale = ambientscale;
2768         rtlight->diffusescale = diffusescale;
2769         rtlight->specularscale = specularscale;
2770         rtlight->flags = flags;
2771
2772         // compute derived data
2773         //rtlight->cullradius = rtlight->radius;
2774         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2775         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2776         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2777         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2778         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2779         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2780         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2781 }
2782
2783 // compiles rtlight geometry
2784 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2785 void R_RTLight_Compile(rtlight_t *rtlight)
2786 {
2787         int i;
2788         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2789         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2790         entity_render_t *ent = r_refdef.scene.worldentity;
2791         dp_model_t *model = r_refdef.scene.worldmodel;
2792         unsigned char *data;
2793         shadowmesh_t *mesh;
2794
2795         // compile the light
2796         rtlight->compiled = true;
2797         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2798         rtlight->static_numleafs = 0;
2799         rtlight->static_numleafpvsbytes = 0;
2800         rtlight->static_leaflist = NULL;
2801         rtlight->static_leafpvs = NULL;
2802         rtlight->static_numsurfaces = 0;
2803         rtlight->static_surfacelist = NULL;
2804         rtlight->static_shadowmap_receivers = 0x3F;
2805         rtlight->static_shadowmap_casters = 0x3F;
2806         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2807         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2808         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2809         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2810         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2811         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2812
2813         if (model && model->GetLightInfo)
2814         {
2815                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2816                 r_shadow_compilingrtlight = rtlight;
2817                 R_FrameData_SetMark();
2818                 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);
2819                 R_FrameData_ReturnToMark();
2820                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2821                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2822                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2823                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2824                 rtlight->static_numsurfaces = numsurfaces;
2825                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2826                 rtlight->static_numleafs = numleafs;
2827                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2828                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2829                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2830                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2831                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2832                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2833                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2834                 if (rtlight->static_numsurfaces)
2835                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2836                 if (rtlight->static_numleafs)
2837                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2838                 if (rtlight->static_numleafpvsbytes)
2839                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2840                 if (rtlight->static_numshadowtrispvsbytes)
2841                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2842                 if (rtlight->static_numlighttrispvsbytes)
2843                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2844                 R_FrameData_SetMark();
2845                 switch (rtlight->shadowmode)
2846                 {
2847                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2848                         if (model->CompileShadowMap && rtlight->shadow)
2849                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2850                         break;
2851                 default:
2852                         if (model->CompileShadowVolume && rtlight->shadow)
2853                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2854                         break;
2855                 }
2856                 R_FrameData_ReturnToMark();
2857                 // now we're done compiling the rtlight
2858                 r_shadow_compilingrtlight = NULL;
2859         }
2860
2861
2862         // use smallest available cullradius - box radius or light radius
2863         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2864         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2865
2866         shadowzpasstris = 0;
2867         if (rtlight->static_meshchain_shadow_zpass)
2868                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
2869                         shadowzpasstris += mesh->numtriangles;
2870
2871         shadowzfailtris = 0;
2872         if (rtlight->static_meshchain_shadow_zfail)
2873                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
2874                         shadowzfailtris += mesh->numtriangles;
2875
2876         lighttris = 0;
2877         if (rtlight->static_numlighttrispvsbytes)
2878                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2879                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2880                                 lighttris++;
2881
2882         shadowtris = 0;
2883         if (rtlight->static_numlighttrispvsbytes)
2884                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2885                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2886                                 shadowtris++;
2887
2888         if (developer_extra.integer)
2889                 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);
2890 }
2891
2892 void R_RTLight_Uncompile(rtlight_t *rtlight)
2893 {
2894         if (rtlight->compiled)
2895         {
2896                 if (rtlight->static_meshchain_shadow_zpass)
2897                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
2898                 rtlight->static_meshchain_shadow_zpass = NULL;
2899                 if (rtlight->static_meshchain_shadow_zfail)
2900                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
2901                 rtlight->static_meshchain_shadow_zfail = NULL;
2902                 if (rtlight->static_meshchain_shadow_shadowmap)
2903                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
2904                 rtlight->static_meshchain_shadow_shadowmap = NULL;
2905                 // these allocations are grouped
2906                 if (rtlight->static_surfacelist)
2907                         Mem_Free(rtlight->static_surfacelist);
2908                 rtlight->static_numleafs = 0;
2909                 rtlight->static_numleafpvsbytes = 0;
2910                 rtlight->static_leaflist = NULL;
2911                 rtlight->static_leafpvs = NULL;
2912                 rtlight->static_numsurfaces = 0;
2913                 rtlight->static_surfacelist = NULL;
2914                 rtlight->static_numshadowtrispvsbytes = 0;
2915                 rtlight->static_shadowtrispvs = NULL;
2916                 rtlight->static_numlighttrispvsbytes = 0;
2917                 rtlight->static_lighttrispvs = NULL;
2918                 rtlight->compiled = false;
2919         }
2920 }
2921
2922 void R_Shadow_UncompileWorldLights(void)
2923 {
2924         size_t lightindex;
2925         dlight_t *light;
2926         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2927         for (lightindex = 0;lightindex < range;lightindex++)
2928         {
2929                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2930                 if (!light)
2931                         continue;
2932                 R_RTLight_Uncompile(&light->rtlight);
2933         }
2934 }
2935
2936 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
2937 {
2938         int i, j;
2939         mplane_t plane;
2940         // reset the count of frustum planes
2941         // see rtlight->cached_frustumplanes definition for how much this array
2942         // can hold
2943         rtlight->cached_numfrustumplanes = 0;
2944
2945         // haven't implemented a culling path for ortho rendering
2946         if (!r_refdef.view.useperspective)
2947         {
2948                 // check if the light is on screen and copy the 4 planes if it is
2949                 for (i = 0;i < 4;i++)
2950                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2951                                 break;
2952                 if (i == 4)
2953                         for (i = 0;i < 4;i++)
2954                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
2955                 return;
2956         }
2957
2958 #if 1
2959         // generate a deformed frustum that includes the light origin, this is
2960         // used to cull shadow casting surfaces that can not possibly cast a
2961         // shadow onto the visible light-receiving surfaces, which can be a
2962         // performance gain
2963         //
2964         // if the light origin is onscreen the result will be 4 planes exactly
2965         // if the light origin is offscreen on only one axis the result will
2966         // be exactly 5 planes (split-side case)
2967         // if the light origin is offscreen on two axes the result will be
2968         // exactly 4 planes (stretched corner case)
2969         for (i = 0;i < 4;i++)
2970         {
2971                 // quickly reject standard frustum planes that put the light
2972                 // origin outside the frustum
2973                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2974                         continue;
2975                 // copy the plane
2976                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
2977         }
2978         // if all the standard frustum planes were accepted, the light is onscreen
2979         // otherwise we need to generate some more planes below...
2980         if (rtlight->cached_numfrustumplanes < 4)
2981         {
2982                 // at least one of the stock frustum planes failed, so we need to
2983                 // create one or two custom planes to enclose the light origin
2984                 for (i = 0;i < 4;i++)
2985                 {
2986                         // create a plane using the view origin and light origin, and a
2987                         // single point from the frustum corner set
2988                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
2989                         VectorNormalize(plane.normal);
2990                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
2991                         // see if this plane is backwards and flip it if so
2992                         for (j = 0;j < 4;j++)
2993                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2994                                         break;
2995                         if (j < 4)
2996                         {
2997                                 VectorNegate(plane.normal, plane.normal);
2998                                 plane.dist *= -1;
2999                                 // flipped plane, test again to see if it is now valid
3000                                 for (j = 0;j < 4;j++)
3001                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3002                                                 break;
3003                                 // if the plane is still not valid, then it is dividing the
3004                                 // frustum and has to be rejected
3005                                 if (j < 4)
3006                                         continue;
3007                         }
3008                         // we have created a valid plane, compute extra info
3009                         PlaneClassify(&plane);
3010                         // copy the plane
3011                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3012 #if 1
3013                         // if we've found 5 frustum planes then we have constructed a
3014                         // proper split-side case and do not need to keep searching for
3015                         // planes to enclose the light origin
3016                         if (rtlight->cached_numfrustumplanes == 5)
3017                                 break;
3018 #endif
3019                 }
3020         }
3021 #endif
3022
3023 #if 0
3024         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3025         {
3026                 plane = rtlight->cached_frustumplanes[i];
3027                 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));
3028         }
3029 #endif
3030
3031 #if 0
3032         // now add the light-space box planes if the light box is rotated, as any
3033         // caster outside the oriented light box is irrelevant (even if it passed
3034         // the worldspace light box, which is axial)
3035         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3036         {
3037                 for (i = 0;i < 6;i++)
3038                 {
3039                         vec3_t v;
3040                         VectorClear(v);
3041                         v[i >> 1] = (i & 1) ? -1 : 1;
3042                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3043                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3044                         plane.dist = VectorNormalizeLength(plane.normal);
3045                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3046                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3047                 }
3048         }
3049 #endif
3050
3051 #if 0
3052         // add the world-space reduced box planes
3053         for (i = 0;i < 6;i++)
3054         {
3055                 VectorClear(plane.normal);
3056                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3057                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3058                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3059         }
3060 #endif
3061
3062 #if 0
3063         {
3064         int j, oldnum;
3065         vec3_t points[8];
3066         vec_t bestdist;
3067         // reduce all plane distances to tightly fit the rtlight cull box, which
3068         // is in worldspace
3069         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3070         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3071         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3072         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3073         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3074         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3075         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3076         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3077         oldnum = rtlight->cached_numfrustumplanes;
3078         rtlight->cached_numfrustumplanes = 0;
3079         for (j = 0;j < oldnum;j++)
3080         {
3081                 // find the nearest point on the box to this plane
3082                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3083                 for (i = 1;i < 8;i++)
3084                 {
3085                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3086                         if (bestdist > dist)
3087                                 bestdist = dist;
3088                 }
3089                 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);
3090                 // if the nearest point is near or behind the plane, we want this
3091                 // plane, otherwise the plane is useless as it won't cull anything
3092                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3093                 {
3094                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3095                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3096                 }
3097         }
3098         }
3099 #endif
3100 }
3101
3102 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3103 {
3104         shadowmesh_t *mesh;
3105
3106         RSurf_ActiveWorldEntity();
3107
3108         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3109         {
3110                 CHECKGLERROR
3111                 GL_CullFace(GL_NONE);
3112                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3113                 for (;mesh;mesh = mesh->next)
3114                 {
3115                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3116                                 continue;
3117                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3118                         if (mesh->vertex3fbuffer)
3119                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3120                         else
3121                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3122                         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);
3123                 }
3124                 CHECKGLERROR
3125         }
3126         else if (r_refdef.scene.worldentity->model)
3127                 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);
3128
3129         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3130 }
3131
3132 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3133 {
3134         qboolean zpass = false;
3135         shadowmesh_t *mesh;
3136         int t, tend;
3137         int surfacelistindex;
3138         msurface_t *surface;
3139
3140         // if triangle neighbors are disabled, shadowvolumes are disabled
3141         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3142                 return;
3143
3144         RSurf_ActiveWorldEntity();
3145
3146         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3147         {
3148                 CHECKGLERROR
3149                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3150                 {
3151                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3152                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3153                 }
3154                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3155                 for (;mesh;mesh = mesh->next)
3156                 {
3157                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3158                         if (mesh->vertex3fbuffer)
3159                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3160                         else
3161                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3162                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3163                         {
3164                                 // increment stencil if frontface is infront of depthbuffer
3165                                 GL_CullFace(r_refdef.view.cullface_back);
3166                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3167                                 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);
3168                                 // decrement stencil if backface is infront of depthbuffer
3169                                 GL_CullFace(r_refdef.view.cullface_front);
3170                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3171                         }
3172                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3173                         {
3174                                 // decrement stencil if backface is behind depthbuffer
3175                                 GL_CullFace(r_refdef.view.cullface_front);
3176                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3177                                 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);
3178                                 // increment stencil if frontface is behind depthbuffer
3179                                 GL_CullFace(r_refdef.view.cullface_back);
3180                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3181                         }
3182                         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);
3183                 }
3184                 CHECKGLERROR
3185         }
3186         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3187         {
3188                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3189                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3190                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3191                 {
3192                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3193                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3194                                 if (CHECKPVSBIT(trispvs, t))
3195                                         shadowmarklist[numshadowmark++] = t;
3196                 }
3197                 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);
3198         }
3199         else if (numsurfaces)
3200         {
3201                 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);
3202         }
3203
3204         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3205 }
3206
3207 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3208 {
3209         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3210         vec_t relativeshadowradius;
3211         RSurf_ActiveModelEntity(ent, false, false, false);
3212         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3213         // we need to re-init the shader for each entity because the matrix changed
3214         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3215         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3216         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3217         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3218         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3219         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3220         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3221         switch (r_shadow_rendermode)
3222         {
3223         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3224                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3225                 break;
3226         default:
3227                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3228                 break;
3229         }
3230         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3231 }
3232
3233 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3234 {
3235         // set up properties for rendering light onto this entity
3236         RSurf_ActiveModelEntity(ent, true, true, false);
3237         GL_AlphaTest(false);
3238         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3239         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3240         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3241         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3242 }
3243
3244 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3245 {
3246         if (!r_refdef.scene.worldmodel->DrawLight)
3247                 return;
3248
3249         // set up properties for rendering light onto this entity
3250         RSurf_ActiveWorldEntity();
3251         GL_AlphaTest(false);
3252         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3253         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3254         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3255         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3256
3257         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3258
3259         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3260 }
3261
3262 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3263 {
3264         dp_model_t *model = ent->model;
3265         if (!model->DrawLight)
3266                 return;
3267
3268         R_Shadow_SetupEntityLight(ent);
3269
3270         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3271
3272         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3273 }
3274
3275 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3276 {
3277         int i;
3278         float f;
3279         int numleafs, numsurfaces;
3280         int *leaflist, *surfacelist;
3281         unsigned char *leafpvs;
3282         unsigned char *shadowtrispvs;
3283         unsigned char *lighttrispvs;
3284         //unsigned char *surfacesides;
3285         int numlightentities;
3286         int numlightentities_noselfshadow;
3287         int numshadowentities;
3288         int numshadowentities_noselfshadow;
3289         static entity_render_t *lightentities[MAX_EDICTS];
3290         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3291         static entity_render_t *shadowentities[MAX_EDICTS];
3292         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3293         qboolean nolight;
3294
3295         rtlight->draw = false;
3296
3297         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3298         // skip lights that are basically invisible (color 0 0 0)
3299         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3300
3301         // loading is done before visibility checks because loading should happen
3302         // all at once at the start of a level, not when it stalls gameplay.
3303         // (especially important to benchmarks)
3304         // compile light
3305         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3306         {
3307                 if (rtlight->compiled)
3308                         R_RTLight_Uncompile(rtlight);
3309                 R_RTLight_Compile(rtlight);
3310         }
3311
3312         // load cubemap
3313         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3314
3315         // look up the light style value at this time
3316         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3317         VectorScale(rtlight->color, f, rtlight->currentcolor);
3318         /*
3319         if (rtlight->selected)
3320         {
3321                 f = 2 + sin(realtime * M_PI * 4.0);
3322                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3323         }
3324         */
3325
3326         // if lightstyle is currently off, don't draw the light
3327         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3328                 return;
3329
3330         // skip processing on corona-only lights
3331         if (nolight)
3332                 return;
3333
3334         // if the light box is offscreen, skip it
3335         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3336                 return;
3337
3338         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3339         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3340
3341         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3342
3343         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3344         {
3345                 // compiled light, world available and can receive realtime lighting
3346                 // retrieve leaf information
3347                 numleafs = rtlight->static_numleafs;
3348                 leaflist = rtlight->static_leaflist;
3349                 leafpvs = rtlight->static_leafpvs;
3350                 numsurfaces = rtlight->static_numsurfaces;
3351                 surfacelist = rtlight->static_surfacelist;
3352                 //surfacesides = NULL;
3353                 shadowtrispvs = rtlight->static_shadowtrispvs;
3354                 lighttrispvs = rtlight->static_lighttrispvs;
3355         }
3356         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3357         {
3358                 // dynamic light, world available and can receive realtime lighting
3359                 // calculate lit surfaces and leafs
3360                 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);
3361                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3362                 leaflist = r_shadow_buffer_leaflist;
3363                 leafpvs = r_shadow_buffer_leafpvs;
3364                 surfacelist = r_shadow_buffer_surfacelist;
3365                 //surfacesides = r_shadow_buffer_surfacesides;
3366                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3367                 lighttrispvs = r_shadow_buffer_lighttrispvs;
3368                 // if the reduced leaf bounds are offscreen, skip it
3369                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3370                         return;
3371         }
3372         else
3373         {
3374                 // no world
3375                 numleafs = 0;
3376                 leaflist = NULL;
3377                 leafpvs = NULL;
3378                 numsurfaces = 0;
3379                 surfacelist = NULL;
3380                 //surfacesides = NULL;
3381                 shadowtrispvs = NULL;
3382                 lighttrispvs = NULL;
3383         }
3384         // check if light is illuminating any visible leafs
3385         if (numleafs)
3386         {
3387                 for (i = 0;i < numleafs;i++)
3388                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3389                                 break;
3390                 if (i == numleafs)
3391                         return;
3392         }
3393
3394         // make a list of lit entities and shadow casting entities
3395         numlightentities = 0;
3396         numlightentities_noselfshadow = 0;
3397         numshadowentities = 0;
3398         numshadowentities_noselfshadow = 0;
3399
3400         // add dynamic entities that are lit by the light
3401         for (i = 0;i < r_refdef.scene.numentities;i++)
3402         {
3403                 dp_model_t *model;
3404                 entity_render_t *ent = r_refdef.scene.entities[i];
3405                 vec3_t org;
3406                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3407                         continue;
3408                 // skip the object entirely if it is not within the valid
3409                 // shadow-casting region (which includes the lit region)
3410                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3411                         continue;
3412                 if (!(model = ent->model))
3413                         continue;
3414                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3415                 {
3416                         // this entity wants to receive light, is visible, and is
3417                         // inside the light box
3418                         // TODO: check if the surfaces in the model can receive light
3419                         // so now check if it's in a leaf seen by the light
3420                         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))
3421                                 continue;
3422                         if (ent->flags & RENDER_NOSELFSHADOW)
3423                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3424                         else
3425                                 lightentities[numlightentities++] = ent;
3426                         // since it is lit, it probably also casts a shadow...
3427                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3428                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3429                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3430                         {
3431                                 // note: exterior models without the RENDER_NOSELFSHADOW
3432                                 // flag still create a RENDER_NOSELFSHADOW shadow but
3433                                 // are lit normally, this means that they are
3434                                 // self-shadowing but do not shadow other
3435                                 // RENDER_NOSELFSHADOW entities such as the gun
3436                                 // (very weird, but keeps the player shadow off the gun)
3437                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3438                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3439                                 else
3440                                         shadowentities[numshadowentities++] = ent;
3441                         }
3442                 }
3443                 else if (ent->flags & RENDER_SHADOW)
3444                 {
3445                         // this entity is not receiving light, but may still need to
3446                         // cast a shadow...
3447                         // TODO: check if the surfaces in the model can cast shadow
3448                         // now check if it is in a leaf seen by the light
3449                         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))
3450                                 continue;
3451                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
3452                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3453                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3454                         {
3455                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3456                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3457                                 else
3458                                         shadowentities[numshadowentities++] = ent;
3459                         }
3460                 }
3461         }
3462
3463         // return if there's nothing at all to light
3464         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3465                 return;
3466
3467         // count this light in the r_speeds
3468         r_refdef.stats.lights++;
3469
3470         // flag it as worth drawing later
3471         rtlight->draw = true;
3472
3473         // cache all the animated entities that cast a shadow but are not visible
3474         for (i = 0;i < numshadowentities;i++)
3475                 if (!shadowentities[i]->animcache_vertex3f)
3476                         R_AnimCache_GetEntity(shadowentities[i], false, false);
3477         for (i = 0;i < numshadowentities_noselfshadow;i++)
3478                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3479                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3480
3481         // allocate some temporary memory for rendering this light later in the frame
3482         // reusable buffers need to be copied, static data can be used as-is
3483         rtlight->cached_numlightentities               = numlightentities;
3484         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
3485         rtlight->cached_numshadowentities              = numshadowentities;
3486         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3487         rtlight->cached_numsurfaces                    = numsurfaces;
3488         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3489         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3490         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3491         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3492         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3493         {
3494                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3495                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3496                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3497                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3498                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3499         }
3500         else
3501         {
3502                 // compiled light data
3503                 rtlight->cached_shadowtrispvs = shadowtrispvs;
3504                 rtlight->cached_lighttrispvs = lighttrispvs;
3505                 rtlight->cached_surfacelist = surfacelist;
3506         }
3507 }
3508
3509 void R_Shadow_DrawLight(rtlight_t *rtlight)
3510 {
3511         int i;
3512         int numsurfaces;
3513         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3514         int numlightentities;
3515         int numlightentities_noselfshadow;
3516         int numshadowentities;
3517         int numshadowentities_noselfshadow;
3518         entity_render_t **lightentities;
3519         entity_render_t **lightentities_noselfshadow;
3520         entity_render_t **shadowentities;
3521         entity_render_t **shadowentities_noselfshadow;
3522         int *surfacelist;
3523         static unsigned char entitysides[MAX_EDICTS];
3524         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3525         vec3_t nearestpoint;
3526         vec_t distance;
3527         qboolean castshadows;
3528         int lodlinear;
3529
3530         // check if we cached this light this frame (meaning it is worth drawing)
3531         if (!rtlight->draw)
3532                 return;
3533
3534         numlightentities = rtlight->cached_numlightentities;
3535         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3536         numshadowentities = rtlight->cached_numshadowentities;
3537         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3538         numsurfaces = rtlight->cached_numsurfaces;
3539         lightentities = rtlight->cached_lightentities;
3540         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3541         shadowentities = rtlight->cached_shadowentities;
3542         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3543         shadowtrispvs = rtlight->cached_shadowtrispvs;
3544         lighttrispvs = rtlight->cached_lighttrispvs;
3545         surfacelist = rtlight->cached_surfacelist;
3546
3547         // set up a scissor rectangle for this light
3548         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3549                 return;
3550
3551         // don't let sound skip if going slow
3552         if (r_refdef.scene.extraupdate)
3553                 S_ExtraUpdate ();
3554
3555         // make this the active rtlight for rendering purposes
3556         R_Shadow_RenderMode_ActiveLight(rtlight);
3557
3558         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3559         {
3560                 // optionally draw visible shape of the shadow volumes
3561                 // for performance analysis by level designers
3562                 R_Shadow_RenderMode_VisibleShadowVolumes();
3563                 if (numsurfaces)
3564                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3565                 for (i = 0;i < numshadowentities;i++)
3566                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3567                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3568                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3569                 R_Shadow_RenderMode_VisibleLighting(false, false);
3570         }
3571
3572         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3573         {
3574                 // optionally draw the illuminated areas
3575                 // for performance analysis by level designers
3576                 R_Shadow_RenderMode_VisibleLighting(false, false);
3577                 if (numsurfaces)
3578                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3579                 for (i = 0;i < numlightentities;i++)
3580                         R_Shadow_DrawEntityLight(lightentities[i]);
3581                 for (i = 0;i < numlightentities_noselfshadow;i++)
3582                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3583         }
3584
3585         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3586
3587         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3588         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3589         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3590         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3591
3592         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3593         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3594         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3595
3596         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3597         {
3598                 float borderbias;
3599                 int side;
3600                 int size;
3601                 int castermask = 0;
3602                 int receivermask = 0;
3603                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3604                 Matrix4x4_Abs(&radiustolight);
3605
3606                 r_shadow_shadowmaplod = 0;
3607                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3608                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3609                                 r_shadow_shadowmaplod = i;
3610
3611                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3612                         
3613                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3614
3615                 surfacesides = NULL;
3616                 if (numsurfaces)
3617                 {
3618                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3619                         {
3620                                 castermask = rtlight->static_shadowmap_casters;
3621                                 receivermask = rtlight->static_shadowmap_receivers;
3622                         }
3623                         else
3624                         {
3625                                 surfacesides = r_shadow_buffer_surfacesides;
3626                                 for(i = 0;i < numsurfaces;i++)
3627                                 {
3628                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3629                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
3630                                         castermask |= surfacesides[i];
3631                                         receivermask |= surfacesides[i];
3632                                 }
3633                         }
3634                 }
3635                 if (receivermask < 0x3F) 
3636                 {
3637                         for (i = 0;i < numlightentities;i++)
3638                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3639                         if (receivermask < 0x3F)
3640                                 for(i = 0; i < numlightentities_noselfshadow;i++)
3641                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3642                 }
3643
3644                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3645
3646                 if (receivermask)
3647                 {
3648                         for (i = 0;i < numshadowentities;i++)
3649                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3650                         for (i = 0;i < numshadowentities_noselfshadow;i++)
3651                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
3652                 }
3653
3654                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3655
3656                 // render shadow casters into 6 sided depth texture
3657                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3658                 {
3659                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3660                         if (! (castermask & (1 << side))) continue;
3661                         if (numsurfaces)
3662                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3663                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3664                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
3665                 }
3666
3667                 if (numlightentities_noselfshadow)
3668                 {
3669                         // render lighting using the depth texture as shadowmap
3670                         // draw lighting in the unmasked areas
3671                         R_Shadow_RenderMode_Lighting(false, false, true);
3672                         for (i = 0;i < numlightentities_noselfshadow;i++)
3673                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3674                 }
3675
3676                 // render shadow casters into 6 sided depth texture
3677                 if (numshadowentities_noselfshadow)
3678                 {
3679                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3680                         {
3681                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3682                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3683                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3684                         }
3685                 }
3686
3687                 // render lighting using the depth texture as shadowmap
3688                 // draw lighting in the unmasked areas
3689                 R_Shadow_RenderMode_Lighting(false, false, true);
3690                 // draw lighting in the unmasked areas
3691                 if (numsurfaces)
3692                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3693                 for (i = 0;i < numlightentities;i++)
3694                         R_Shadow_DrawEntityLight(lightentities[i]);
3695         }
3696         else if (castshadows && vid.stencil)
3697         {
3698                 // draw stencil shadow volumes to mask off pixels that are in shadow
3699                 // so that they won't receive lighting
3700                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3701                 R_Shadow_ClearStencil();
3702
3703                 if (numsurfaces)
3704                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3705                 for (i = 0;i < numshadowentities;i++)
3706                         R_Shadow_DrawEntityShadow(shadowentities[i]);
3707
3708                 // draw lighting in the unmasked areas
3709                 R_Shadow_RenderMode_Lighting(true, false, false);
3710                 for (i = 0;i < numlightentities_noselfshadow;i++)
3711                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3712
3713                 for (i = 0;i < numshadowentities_noselfshadow;i++)
3714                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3715
3716                 // draw lighting in the unmasked areas
3717                 R_Shadow_RenderMode_Lighting(true, false, false);
3718                 if (numsurfaces)
3719                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3720                 for (i = 0;i < numlightentities;i++)
3721                         R_Shadow_DrawEntityLight(lightentities[i]);
3722         }
3723         else
3724         {
3725                 // draw lighting in the unmasked areas
3726                 R_Shadow_RenderMode_Lighting(false, false, false);
3727                 if (numsurfaces)
3728                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3729                 for (i = 0;i < numlightentities;i++)
3730                         R_Shadow_DrawEntityLight(lightentities[i]);
3731                 for (i = 0;i < numlightentities_noselfshadow;i++)
3732                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3733         }
3734
3735         if (r_shadow_usingdeferredprepass)
3736         {
3737                 // when rendering deferred lighting, we simply rasterize the box
3738                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3739                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
3740                 else if (castshadows && vid.stencil)
3741                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
3742                 else
3743                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
3744         }
3745 }
3746
3747 static void R_Shadow_FreeDeferred(void)
3748 {
3749         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
3750         r_shadow_prepassgeometryfbo = 0;
3751
3752         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
3753         r_shadow_prepasslightingfbo = 0;
3754
3755         if (r_shadow_prepassgeometrydepthtexture)
3756                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3757         r_shadow_prepassgeometrydepthtexture = NULL;
3758
3759         if (r_shadow_prepassgeometrydepthcolortexture)
3760                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
3761         r_shadow_prepassgeometrydepthcolortexture = NULL;
3762
3763         if (r_shadow_prepassgeometrynormalmaptexture)
3764                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3765         r_shadow_prepassgeometrynormalmaptexture = NULL;
3766
3767         if (r_shadow_prepasslightingdiffusetexture)
3768                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3769         r_shadow_prepasslightingdiffusetexture = NULL;
3770
3771         if (r_shadow_prepasslightingspeculartexture)
3772                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3773         r_shadow_prepasslightingspeculartexture = NULL;
3774 }
3775
3776 void R_Shadow_DrawPrepass(void)
3777 {
3778         int i;
3779         int flag;
3780         int lnum;
3781         size_t lightindex;
3782         dlight_t *light;
3783         size_t range;
3784         entity_render_t *ent;
3785         float clearcolor[4];
3786
3787         GL_AlphaTest(false);
3788         R_Mesh_ResetTextureState();
3789         GL_DepthMask(true);
3790         GL_ColorMask(1,1,1,1);
3791         GL_BlendFunc(GL_ONE, GL_ZERO);
3792         GL_Color(1,1,1,1);
3793         GL_DepthTest(true);
3794         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
3795         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
3796         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
3797         if (r_timereport_active)
3798                 R_TimeReport("prepasscleargeom");
3799
3800         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3801                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3802         if (r_timereport_active)
3803                 R_TimeReport("prepassworld");
3804
3805         for (i = 0;i < r_refdef.scene.numentities;i++)
3806         {
3807                 if (!r_refdef.viewcache.entityvisible[i])
3808                         continue;
3809                 ent = r_refdef.scene.entities[i];
3810                 if (ent->model && ent->model->DrawPrepass != NULL)
3811                         ent->model->DrawPrepass(ent);
3812         }
3813
3814         if (r_timereport_active)
3815                 R_TimeReport("prepassmodels");
3816
3817         GL_DepthMask(false);
3818         GL_ColorMask(1,1,1,1);
3819         GL_Color(1,1,1,1);
3820         GL_DepthTest(true);
3821         R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
3822         Vector4Set(clearcolor, 0, 0, 0, 0);
3823         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
3824         if (r_timereport_active)
3825                 R_TimeReport("prepassclearlit");
3826
3827         R_Shadow_RenderMode_Begin();
3828
3829         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3830         if (r_shadow_debuglight.integer >= 0)
3831         {
3832                 lightindex = r_shadow_debuglight.integer;
3833                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3834                 if (light && (light->flags & flag) && light->rtlight.draw)
3835                         R_Shadow_DrawLight(&light->rtlight);
3836         }
3837         else
3838         {
3839                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3840                 for (lightindex = 0;lightindex < range;lightindex++)
3841                 {
3842                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3843                         if (light && (light->flags & flag) && light->rtlight.draw)
3844                                 R_Shadow_DrawLight(&light->rtlight);
3845                 }
3846         }
3847         if (r_refdef.scene.rtdlight)
3848                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3849                         if (r_refdef.scene.lights[lnum]->draw)
3850                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3851
3852         R_Mesh_ResetRenderTargets();
3853
3854         R_Shadow_RenderMode_End();
3855
3856         if (r_timereport_active)
3857                 R_TimeReport("prepasslights");
3858 }
3859
3860 void R_Shadow_DrawLightSprites(void);
3861 void R_Shadow_PrepareLights(void)
3862 {
3863         int flag;
3864         int lnum;
3865         size_t lightindex;
3866         dlight_t *light;
3867         size_t range;
3868         float f;
3869         GLenum status;
3870
3871         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
3872                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
3873                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
3874                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
3875                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
3876                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
3877                 R_Shadow_FreeShadowMaps();
3878
3879         r_shadow_usingshadowmaportho = false;
3880
3881         switch (vid.renderpath)
3882         {
3883         case RENDERPATH_GL20:
3884         case RENDERPATH_CGGL:
3885         case RENDERPATH_D3D9:
3886         case RENDERPATH_D3D10:
3887         case RENDERPATH_D3D11:
3888                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
3889                 {
3890                         r_shadow_usingdeferredprepass = false;
3891                         if (r_shadow_prepass_width)
3892                                 R_Shadow_FreeDeferred();
3893                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
3894                         break;
3895                 }
3896
3897                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
3898                 {
3899                         R_Shadow_FreeDeferred();
3900
3901                         r_shadow_usingdeferredprepass = true;
3902                         r_shadow_prepass_width = vid.width;
3903                         r_shadow_prepass_height = vid.height;
3904                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
3905                         switch (vid.renderpath)
3906                         {
3907                         case RENDERPATH_D3D9:
3908                                 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);
3909                                 break;
3910                         default:
3911                                 break;
3912                         }
3913                         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);
3914                         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);
3915                         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);
3916
3917                         // set up the geometry pass fbo (depth + normalmap)
3918                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
3919                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
3920                         // render depth into one texture and normalmap into the other
3921                         if (qglDrawBuffersARB)
3922                         {
3923                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
3924                                 qglReadBuffer(GL_NONE);CHECKGLERROR
3925                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
3926                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
3927                                 {
3928                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
3929                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
3930                                         r_shadow_usingdeferredprepass = false;
3931                                 }
3932                         }
3933
3934                         // set up the lighting pass fbo (diffuse + specular)
3935                         r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
3936                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
3937                         // render diffuse into one texture and specular into another,
3938                         // with depth and normalmap bound as textures,
3939                         // with depth bound as attachment as well
3940                         if (qglDrawBuffersARB)
3941                         {
3942                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
3943                                 qglReadBuffer(GL_NONE);CHECKGLERROR
3944                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
3945                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
3946                                 {
3947                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
3948                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
3949                                         r_shadow_usingdeferredprepass = false;
3950                                 }
3951                         }
3952                 }
3953                 break;
3954         case RENDERPATH_GL13:
3955         case RENDERPATH_GL11:
3956                 r_shadow_usingdeferredprepass = false;
3957                 break;
3958         }
3959
3960         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);
3961
3962         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3963         if (r_shadow_debuglight.integer >= 0)
3964         {
3965                 lightindex = r_shadow_debuglight.integer;
3966                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3967                 if (light && (light->flags & flag))
3968                         R_Shadow_PrepareLight(&light->rtlight);
3969         }
3970         else
3971         {
3972                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3973                 for (lightindex = 0;lightindex < range;lightindex++)
3974                 {
3975                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3976                         if (light && (light->flags & flag))
3977                                 R_Shadow_PrepareLight(&light->rtlight);
3978                 }
3979         }
3980         if (r_refdef.scene.rtdlight)
3981         {
3982                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3983                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
3984         }
3985         else if(gl_flashblend.integer)
3986         {
3987                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3988                 {
3989                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
3990                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3991                         VectorScale(rtlight->color, f, rtlight->currentcolor);
3992                 }
3993         }
3994
3995         if (r_editlights.integer)
3996                 R_Shadow_DrawLightSprites();
3997 }
3998
3999 void R_Shadow_DrawLights(void)
4000 {
4001         int flag;
4002         int lnum;
4003         size_t lightindex;
4004         dlight_t *light;
4005         size_t range;
4006
4007         R_Shadow_RenderMode_Begin();
4008
4009         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4010         if (r_shadow_debuglight.integer >= 0)
4011         {
4012                 lightindex = r_shadow_debuglight.integer;
4013                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4014                 if (light && (light->flags & flag))
4015                         R_Shadow_DrawLight(&light->rtlight);
4016         }
4017         else
4018         {
4019                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4020                 for (lightindex = 0;lightindex < range;lightindex++)
4021                 {
4022                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4023                         if (light && (light->flags & flag))
4024                                 R_Shadow_DrawLight(&light->rtlight);
4025                 }
4026         }
4027         if (r_refdef.scene.rtdlight)
4028                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4029                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4030
4031         R_Shadow_RenderMode_End();
4032 }
4033
4034 extern const float r_screenvertex3f[12];
4035 extern void R_SetupView(qboolean allowwaterclippingplane);
4036 extern void R_ResetViewRendering3D(void);
4037 extern void R_ResetViewRendering2D(void);
4038 extern cvar_t r_shadows;
4039 extern cvar_t r_shadows_darken;
4040 extern cvar_t r_shadows_drawafterrtlighting;
4041 extern cvar_t r_shadows_castfrombmodels;
4042 extern cvar_t r_shadows_throwdistance;
4043 extern cvar_t r_shadows_throwdirection;
4044 extern cvar_t r_shadows_focus;
4045 extern cvar_t r_shadows_shadowmapscale;
4046
4047 void R_Shadow_PrepareModelShadows(void)
4048 {
4049         int i;
4050         float scale, size, radius, dot1, dot2;
4051         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4052         entity_render_t *ent;
4053
4054         if (!r_refdef.scene.numentities)
4055                 return;
4056
4057         switch (r_shadow_shadowmode)
4058         {
4059         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4060                 if (r_shadows.integer >= 2) 
4061                         break;
4062                 // fall through
4063         case R_SHADOW_SHADOWMODE_STENCIL:
4064                 for (i = 0;i < r_refdef.scene.numentities;i++)
4065                 {
4066                         ent = r_refdef.scene.entities[i];
4067                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4068                                 R_AnimCache_GetEntity(ent, false, false);
4069                 }
4070                 return;
4071         default:
4072                 return;
4073         }
4074
4075         size = 2*r_shadow_shadowmapmaxsize;
4076         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4077         radius = 0.5f * size / scale;
4078
4079         Math_atov(r_shadows_throwdirection.string, shadowdir);
4080         VectorNormalize(shadowdir);
4081         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4082         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4083         if (fabs(dot1) <= fabs(dot2))
4084                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4085         else
4086                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4087         VectorNormalize(shadowforward);
4088         CrossProduct(shadowdir, shadowforward, shadowright);
4089         Math_atov(r_shadows_focus.string, shadowfocus);
4090         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4091         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4092         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4093         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4094         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4095                 dot1 = 1;
4096         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4097
4098         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4099         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4100         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4101         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4102         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4103         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4104
4105         for (i = 0;i < r_refdef.scene.numentities;i++)
4106         {
4107                 ent = r_refdef.scene.entities[i];
4108                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4109                         continue;
4110                 // cast shadows from anything of the map (submodels are optional)
4111                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4112                         R_AnimCache_GetEntity(ent, false, false);
4113         }
4114 }
4115
4116 void R_DrawModelShadowMaps(void)
4117 {
4118         int i;
4119         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4120         entity_render_t *ent;
4121         vec3_t relativelightorigin;
4122         vec3_t relativelightdirection, relativeforward, relativeright;
4123         vec3_t relativeshadowmins, relativeshadowmaxs;
4124         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4125         float m[12];
4126         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4127         r_viewport_t viewport;
4128         GLuint fbo = 0;
4129         float clearcolor[4];
4130
4131         if (!r_refdef.scene.numentities)
4132                 return;
4133
4134         switch (r_shadow_shadowmode)
4135         {
4136         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4137                 break;
4138         default:
4139                 return;
4140         }
4141
4142         R_ResetViewRendering3D();
4143         R_Shadow_RenderMode_Begin();
4144         R_Shadow_RenderMode_ActiveLight(NULL);
4145
4146         switch (r_shadow_shadowmode)
4147         {
4148         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4149                 if (!r_shadow_shadowmap2dtexture)
4150                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4151                 fbo = r_shadow_fbo2d;
4152                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4153                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4154                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4155                 break;
4156         default:
4157                 break;
4158         }
4159
4160         size = 2*r_shadow_shadowmapmaxsize;
4161         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4162         radius = 0.5f / scale;
4163         nearclip = -r_shadows_throwdistance.value;
4164         farclip = r_shadows_throwdistance.value;
4165         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4166
4167         r_shadow_shadowmap_parameters[0] = size;
4168         r_shadow_shadowmap_parameters[1] = size;
4169         r_shadow_shadowmap_parameters[2] = 1.0;
4170         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4171
4172         Math_atov(r_shadows_throwdirection.string, shadowdir);
4173         VectorNormalize(shadowdir);
4174         Math_atov(r_shadows_focus.string, shadowfocus);
4175         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4176         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4177         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4178         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4179         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4180         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4181         if (fabs(dot1) <= fabs(dot2)) 
4182                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4183         else
4184                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4185         VectorNormalize(shadowforward);
4186         VectorM(scale, shadowforward, &m[0]);
4187         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4188                 dot1 = 1;
4189         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4190         CrossProduct(shadowdir, shadowforward, shadowright);
4191         VectorM(scale, shadowright, &m[4]);
4192         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4193         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4194         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4195         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4196         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4197         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4198
4199         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4200
4201         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4202         R_SetupShader_DepthOrShadow();
4203         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4204         GL_DepthMask(true);
4205         GL_DepthTest(true);
4206         R_SetViewport(&viewport);
4207         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4208         Vector4Set(clearcolor, 1,1,1,1);
4209         // in D3D9 we have to render to a color texture shadowmap
4210         // in GL we render directly to a depth texture only
4211         if (r_shadow_shadowmap2dtexture)
4212                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4213         else
4214                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4215         // render into a slightly restricted region so that the borders of the
4216         // shadowmap area fade away, rather than streaking across everything
4217         // outside the usable area
4218         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4219
4220 #if 0
4221         // debugging
4222         R_Mesh_ResetRenderTargets();
4223         R_SetupShader_ShowDepth();
4224         GL_ColorMask(1,1,1,1);
4225         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4226 #endif
4227
4228         for (i = 0;i < r_refdef.scene.numentities;i++)
4229         {
4230                 ent = r_refdef.scene.entities[i];
4231
4232                 // cast shadows from anything of the map (submodels are optional)
4233                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4234                 {
4235                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4236                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4237                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4238                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4239                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4240                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4241                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4242                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4243                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4244                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4245                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4246                         RSurf_ActiveModelEntity(ent, false, false, false);
4247                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4248                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4249                 }
4250         }
4251
4252 #if 0
4253         if (r_test.integer)
4254         {
4255                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4256                 CHECKGLERROR
4257                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4258                 CHECKGLERROR
4259                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4260                 Cvar_SetValueQuick(&r_test, 0);
4261                 Z_Free(rawpixels);
4262         }
4263 #endif
4264
4265         R_Shadow_RenderMode_End();
4266
4267         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4268         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4269         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4270         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4271         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4272         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4273
4274         switch (vid.renderpath)
4275         {
4276         case RENDERPATH_GL11:
4277         case RENDERPATH_GL13:
4278         case RENDERPATH_GL20:
4279         case RENDERPATH_CGGL:
4280                 break;
4281         case RENDERPATH_D3D9:
4282         case RENDERPATH_D3D10:
4283         case RENDERPATH_D3D11:
4284 #ifdef OPENGL_ORIENTATION
4285                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4286                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4287                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4288                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4289 #else
4290                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4291                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4292                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4293                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4294 #endif
4295                 break;
4296         }
4297
4298         r_shadow_usingshadowmaportho = true;
4299         switch (r_shadow_shadowmode)
4300         {
4301         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4302                 r_shadow_usingshadowmap2d = true;
4303                 break;
4304         default:
4305                 break;
4306         }
4307 }
4308
4309 void R_DrawModelShadows(void)
4310 {
4311         int i;
4312         float relativethrowdistance;
4313         entity_render_t *ent;
4314         vec3_t relativelightorigin;
4315         vec3_t relativelightdirection;
4316         vec3_t relativeshadowmins, relativeshadowmaxs;
4317         vec3_t tmp, shadowdir;
4318
4319         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4320                 return;
4321
4322         R_ResetViewRendering3D();
4323         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4324         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4325         R_Shadow_RenderMode_Begin();
4326         R_Shadow_RenderMode_ActiveLight(NULL);
4327         r_shadow_lightscissor[0] = r_refdef.view.x;
4328         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4329         r_shadow_lightscissor[2] = r_refdef.view.width;
4330         r_shadow_lightscissor[3] = r_refdef.view.height;
4331         R_Shadow_RenderMode_StencilShadowVolumes(false);
4332
4333         // get shadow dir
4334         if (r_shadows.integer == 2)
4335         {
4336                 Math_atov(r_shadows_throwdirection.string, shadowdir);
4337                 VectorNormalize(shadowdir);
4338         }
4339
4340         R_Shadow_ClearStencil();
4341
4342         for (i = 0;i < r_refdef.scene.numentities;i++)
4343         {
4344                 ent = r_refdef.scene.entities[i];
4345
4346                 // cast shadows from anything of the map (submodels are optional)
4347                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4348                 {
4349                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4350                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4351                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4352                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4353                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4354                         else
4355                         {
4356                                 if(ent->entitynumber != 0)
4357                                 {
4358                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4359                                         {
4360                                                 // FIXME handle this
4361                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4362                                         }
4363                                         else
4364                                         {
4365                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4366                                                 int entnum, entnum2, recursion;
4367                                                 entnum = entnum2 = ent->entitynumber;
4368                                                 for(recursion = 32; recursion > 0; --recursion)
4369                                                 {
4370                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
4371                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4372                                                                 entnum = entnum2;
4373                                                         else
4374                                                                 break;
4375                                                 }
4376                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4377                                                 {
4378                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4379                                                         // transform into modelspace of OUR entity
4380                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4381                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4382                                                 }
4383                                                 else
4384                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4385                                         }
4386                                 }
4387                                 else
4388                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
4389                         }
4390
4391                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4392                         RSurf_ActiveModelEntity(ent, false, false, false);
4393                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4394                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4395                 }
4396         }
4397
4398         // not really the right mode, but this will disable any silly stencil features
4399         R_Shadow_RenderMode_End();
4400
4401         // set up ortho view for rendering this pass
4402         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4403         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4404         //GL_ScissorTest(true);
4405         //R_EntityMatrix(&identitymatrix);
4406         //R_Mesh_ResetTextureState();
4407         R_ResetViewRendering2D();
4408
4409         // set up a darkening blend on shadowed areas
4410         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4411         //GL_DepthRange(0, 1);
4412         //GL_DepthTest(false);
4413         //GL_DepthMask(false);
4414         //GL_PolygonOffset(0, 0);CHECKGLERROR
4415         GL_Color(0, 0, 0, r_shadows_darken.value);
4416         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4417         //GL_DepthFunc(GL_ALWAYS);
4418         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
4419
4420         // apply the blend to the shadowed areas
4421         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
4422         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4423         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4424
4425         // restore the viewport
4426         R_SetViewport(&r_refdef.view.viewport);
4427
4428         // restore other state to normal
4429         //R_Shadow_RenderMode_End();
4430 }
4431
4432 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4433 {
4434         float zdist;
4435         vec3_t centerorigin;
4436         float vertex3f[12];
4437         // if it's too close, skip it
4438         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4439                 return;
4440         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4441         if (zdist < 32)
4442                 return;
4443         if (usequery && r_numqueries + 2 <= r_maxqueries)
4444         {
4445                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4446                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4447                 // 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
4448                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4449
4450                 switch(vid.renderpath)
4451                 {
4452                 case RENDERPATH_GL20:
4453                 case RENDERPATH_GL13:
4454                 case RENDERPATH_GL11:
4455                 case RENDERPATH_CGGL:
4456                         CHECKGLERROR
4457                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
4458                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4459                         GL_DepthFunc(GL_ALWAYS);
4460                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4461                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
4462                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4463                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4464                         GL_DepthFunc(GL_LEQUAL);
4465                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4466                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4467                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
4468                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4469                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4470                         CHECKGLERROR
4471                         break;
4472                 case RENDERPATH_D3D9:
4473                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4474                         break;
4475                 case RENDERPATH_D3D10:
4476                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4477                         break;
4478                 case RENDERPATH_D3D11:
4479                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4480                         break;
4481                 }
4482         }
4483         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4484 }
4485
4486 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4487
4488 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4489 {
4490         vec3_t color;
4491         GLint allpixels = 0, visiblepixels = 0;
4492         // now we have to check the query result
4493         if (rtlight->corona_queryindex_visiblepixels)
4494         {
4495                 switch(vid.renderpath)
4496                 {
4497                 case RENDERPATH_GL20:
4498                 case RENDERPATH_GL13:
4499                 case RENDERPATH_GL11:
4500                 case RENDERPATH_CGGL:
4501                         CHECKGLERROR
4502                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4503                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4504                         CHECKGLERROR
4505                         break;
4506                 case RENDERPATH_D3D9:
4507                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4508                         break;
4509                 case RENDERPATH_D3D10:
4510                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4511                         break;
4512                 case RENDERPATH_D3D11:
4513                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4514                         break;
4515                 }
4516                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4517                 if (visiblepixels < 1 || allpixels < 1)
4518                         return;
4519                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4520                 cscale *= rtlight->corona_visibility;
4521         }
4522         else
4523         {
4524                 // FIXME: these traces should scan all render entities instead of cl.world
4525                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4526                         return;
4527         }
4528         VectorScale(rtlight->currentcolor, cscale, color);
4529         if (VectorLength(color) > (1.0f / 256.0f))
4530         {
4531                 float vertex3f[12];
4532                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4533                 if(negated)
4534                 {
4535                         VectorNegate(color, color);
4536                         switch(vid.renderpath)
4537                         {
4538                         case RENDERPATH_GL11:
4539                         case RENDERPATH_GL13:
4540                         case RENDERPATH_GL20:
4541                         case RENDERPATH_CGGL:
4542                                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4543                                 break;
4544                         case RENDERPATH_D3D9:
4545 #ifdef SUPPORTD3D
4546                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4547 #endif
4548                                 break;
4549                         case RENDERPATH_D3D10:
4550                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4551                                 break;
4552                         case RENDERPATH_D3D11:
4553                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4554                                 break;
4555                         }
4556                 }
4557                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4558                 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);
4559                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4560                 if(negated)
4561                 {
4562                         switch(vid.renderpath)
4563                         {
4564                         case RENDERPATH_GL11:
4565                         case RENDERPATH_GL13:
4566                         case RENDERPATH_GL20:
4567                         case RENDERPATH_CGGL:
4568                                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4569                                 break;
4570                         case RENDERPATH_D3D9:
4571 #ifdef SUPPORTD3D
4572                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4573 #endif
4574                                 break;
4575                         case RENDERPATH_D3D10:
4576                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4577                                 break;
4578                         case RENDERPATH_D3D11:
4579                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4580                                 break;
4581                         }
4582                 }
4583         }
4584 }
4585
4586 void R_Shadow_DrawCoronas(void)
4587 {
4588         int i, flag;
4589         qboolean usequery = false;
4590         size_t lightindex;
4591         dlight_t *light;
4592         rtlight_t *rtlight;
4593         size_t range;
4594         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4595                 return;
4596         if (r_waterstate.renderingscene)
4597                 return;
4598         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4599         R_EntityMatrix(&identitymatrix);
4600
4601         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4602
4603         // check occlusion of coronas
4604         // use GL_ARB_occlusion_query if available
4605         // otherwise use raytraces
4606         r_numqueries = 0;
4607         switch (vid.renderpath)
4608         {
4609         case RENDERPATH_GL11:
4610         case RENDERPATH_GL13:
4611         case RENDERPATH_GL20:
4612         case RENDERPATH_CGGL:
4613                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4614                 if (usequery)
4615                 {
4616                         GL_ColorMask(0,0,0,0);
4617                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4618                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4619                         {
4620                                 i = r_maxqueries;
4621                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4622                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4623                                 CHECKGLERROR
4624                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4625                                 CHECKGLERROR
4626                         }
4627                         RSurf_ActiveWorldEntity();
4628                         GL_BlendFunc(GL_ONE, GL_ZERO);
4629                         GL_CullFace(GL_NONE);
4630                         GL_DepthMask(false);
4631                         GL_DepthRange(0, 1);
4632                         GL_PolygonOffset(0, 0);
4633                         GL_DepthTest(true);
4634                         R_Mesh_ResetTextureState();
4635                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4636                 }
4637                 break;
4638         case RENDERPATH_D3D9:
4639                 usequery = false;
4640                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4641                 break;
4642         case RENDERPATH_D3D10:
4643                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4644                 break;
4645         case RENDERPATH_D3D11:
4646                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4647                 break;
4648         }
4649         for (lightindex = 0;lightindex < range;lightindex++)
4650         {
4651                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4652                 if (!light)
4653                         continue;
4654                 rtlight = &light->rtlight;
4655                 rtlight->corona_visibility = 0;
4656                 rtlight->corona_queryindex_visiblepixels = 0;
4657                 rtlight->corona_queryindex_allpixels = 0;
4658                 if (!(rtlight->flags & flag))
4659                         continue;
4660                 if (rtlight->corona <= 0)
4661                         continue;
4662                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4663                         continue;
4664                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4665         }
4666         for (i = 0;i < r_refdef.scene.numlights;i++)
4667         {
4668                 rtlight = r_refdef.scene.lights[i];
4669                 rtlight->corona_visibility = 0;
4670                 rtlight->corona_queryindex_visiblepixels = 0;
4671                 rtlight->corona_queryindex_allpixels = 0;
4672                 if (!(rtlight->flags & flag))
4673                         continue;
4674                 if (rtlight->corona <= 0)
4675                         continue;
4676                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4677         }
4678         if (usequery)
4679                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4680
4681         // now draw the coronas using the query data for intensity info
4682         for (lightindex = 0;lightindex < range;lightindex++)
4683         {
4684                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4685                 if (!light)
4686                         continue;
4687                 rtlight = &light->rtlight;
4688                 if (rtlight->corona_visibility <= 0)
4689                         continue;
4690                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4691         }
4692         for (i = 0;i < r_refdef.scene.numlights;i++)
4693         {
4694                 rtlight = r_refdef.scene.lights[i];
4695                 if (rtlight->corona_visibility <= 0)
4696                         continue;
4697                 if (gl_flashblend.integer)
4698                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4699                 else
4700                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4701         }
4702 }
4703
4704
4705
4706 dlight_t *R_Shadow_NewWorldLight(void)
4707 {
4708         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4709 }
4710
4711 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)
4712 {
4713         matrix4x4_t matrix;
4714         // validate parameters
4715         if (style < 0 || style >= MAX_LIGHTSTYLES)
4716         {
4717                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4718                 style = 0;
4719         }
4720         if (!cubemapname)
4721                 cubemapname = "";
4722
4723         // copy to light properties
4724         VectorCopy(origin, light->origin);
4725         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4726         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4727         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4728         /*
4729         light->color[0] = max(color[0], 0);
4730         light->color[1] = max(color[1], 0);
4731         light->color[2] = max(color[2], 0);
4732         */
4733         light->color[0] = color[0];
4734         light->color[1] = color[1];
4735         light->color[2] = color[2];
4736         light->radius = max(radius, 0);
4737         light->style = style;
4738         light->shadow = shadowenable;
4739         light->corona = corona;
4740         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4741         light->coronasizescale = coronasizescale;
4742         light->ambientscale = ambientscale;
4743         light->diffusescale = diffusescale;
4744         light->specularscale = specularscale;
4745         light->flags = flags;
4746
4747         // update renderable light data
4748         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4749         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);
4750 }
4751
4752 void R_Shadow_FreeWorldLight(dlight_t *light)
4753 {
4754         if (r_shadow_selectedlight == light)
4755                 r_shadow_selectedlight = NULL;
4756         R_RTLight_Uncompile(&light->rtlight);
4757         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4758 }
4759
4760 void R_Shadow_ClearWorldLights(void)
4761 {
4762         size_t lightindex;
4763         dlight_t *light;
4764         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4765         for (lightindex = 0;lightindex < range;lightindex++)
4766         {
4767                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4768                 if (light)
4769                         R_Shadow_FreeWorldLight(light);
4770         }
4771         r_shadow_selectedlight = NULL;
4772 }
4773
4774 void R_Shadow_SelectLight(dlight_t *light)
4775 {
4776         if (r_shadow_selectedlight)
4777                 r_shadow_selectedlight->selected = false;
4778         r_shadow_selectedlight = light;
4779         if (r_shadow_selectedlight)
4780                 r_shadow_selectedlight->selected = true;
4781 }
4782
4783 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4784 {
4785         // this is never batched (there can be only one)
4786         float vertex3f[12];
4787         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4788         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4789         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4790 }
4791
4792 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4793 {
4794         float intensity;
4795         float s;
4796         vec3_t spritecolor;
4797         skinframe_t *skinframe;
4798         float vertex3f[12];
4799
4800         // this is never batched (due to the ent parameter changing every time)
4801         // so numsurfaces == 1 and surfacelist[0] == lightnumber
4802         const dlight_t *light = (dlight_t *)ent;
4803         s = EDLIGHTSPRSIZE;
4804
4805         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4806
4807         intensity = 0.5f;
4808         VectorScale(light->color, intensity, spritecolor);
4809         if (VectorLength(spritecolor) < 0.1732f)
4810                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4811         if (VectorLength(spritecolor) > 1.0f)
4812                 VectorNormalize(spritecolor);
4813
4814         // draw light sprite
4815         if (light->cubemapname[0] && !light->shadow)
4816                 skinframe = r_editlights_sprcubemapnoshadowlight;
4817         else if (light->cubemapname[0])
4818                 skinframe = r_editlights_sprcubemaplight;
4819         else if (!light->shadow)
4820                 skinframe = r_editlights_sprnoshadowlight;
4821         else
4822                 skinframe = r_editlights_sprlight;
4823
4824         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);
4825         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4826
4827         // draw selection sprite if light is selected
4828         if (light->selected)
4829         {
4830                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4831                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4832                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4833         }
4834 }
4835
4836 void R_Shadow_DrawLightSprites(void)
4837 {
4838         size_t lightindex;
4839         dlight_t *light;
4840         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4841         for (lightindex = 0;lightindex < range;lightindex++)
4842         {
4843                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4844                 if (light)
4845                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4846         }
4847         if (!r_editlights_lockcursor)
4848                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4849 }
4850
4851 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4852 {
4853         unsigned int range;
4854         dlight_t *light;
4855         rtlight_t *rtlight;
4856         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4857         if (lightindex >= range)
4858                 return -1;
4859         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4860         if (!light)
4861                 return 0;
4862         rtlight = &light->rtlight;
4863         //if (!(rtlight->flags & flag))
4864         //      return 0;
4865         VectorCopy(rtlight->shadoworigin, origin);
4866         *radius = rtlight->radius;
4867         VectorCopy(rtlight->color, color);
4868         return 1;
4869 }
4870
4871 void R_Shadow_SelectLightInView(void)
4872 {
4873         float bestrating, rating, temp[3];
4874         dlight_t *best;
4875         size_t lightindex;
4876         dlight_t *light;
4877         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4878         best = NULL;
4879         bestrating = 0;
4880
4881         if (r_editlights_lockcursor)
4882                 return;
4883         for (lightindex = 0;lightindex < range;lightindex++)
4884         {
4885                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4886                 if (!light)
4887                         continue;
4888                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4889                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4890                 if (rating >= 0.95)
4891                 {
4892                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4893                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4894                         {
4895                                 bestrating = rating;
4896                                 best = light;
4897                         }
4898                 }
4899         }
4900         R_Shadow_SelectLight(best);
4901 }
4902
4903 void R_Shadow_LoadWorldLights(void)
4904 {
4905         int n, a, style, shadow, flags;
4906         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4907         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4908         if (cl.worldmodel == NULL)
4909         {
4910                 Con_Print("No map loaded.\n");
4911                 return;
4912         }
4913         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
4914         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4915         if (lightsstring)
4916         {
4917                 s = lightsstring;
4918                 n = 0;
4919                 while (*s)
4920                 {
4921                         t = s;
4922                         /*
4923                         shadow = true;
4924                         for (;COM_Parse(t, true) && strcmp(
4925                         if (COM_Parse(t, true))
4926                         {
4927                                 if (com_token[0] == '!')
4928                                 {
4929                                         shadow = false;
4930                                         origin[0] = atof(com_token+1);
4931                                 }
4932                                 else
4933                                         origin[0] = atof(com_token);
4934                                 if (Com_Parse(t
4935                         }
4936                         */
4937                         t = s;
4938                         while (*s && *s != '\n' && *s != '\r')
4939                                 s++;
4940                         if (!*s)
4941                                 break;
4942                         tempchar = *s;
4943                         shadow = true;
4944                         // check for modifier flags
4945                         if (*t == '!')
4946                         {
4947                                 shadow = false;
4948                                 t++;
4949                         }
4950                         *s = 0;
4951 #if _MSC_VER >= 1400
4952 #define sscanf sscanf_s
4953 #endif
4954                         cubemapname[sizeof(cubemapname)-1] = 0;
4955 #if MAX_QPATH != 128
4956 #error update this code if MAX_QPATH changes
4957 #endif
4958                         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
4959 #if _MSC_VER >= 1400
4960 , sizeof(cubemapname)
4961 #endif
4962 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4963                         *s = tempchar;
4964                         if (a < 18)
4965                                 flags = LIGHTFLAG_REALTIMEMODE;
4966                         if (a < 17)
4967                                 specularscale = 1;
4968                         if (a < 16)
4969                                 diffusescale = 1;
4970                         if (a < 15)
4971                                 ambientscale = 0;
4972                         if (a < 14)
4973                                 coronasizescale = 0.25f;
4974                         if (a < 13)
4975                                 VectorClear(angles);
4976                         if (a < 10)
4977                                 corona = 0;
4978                         if (a < 9 || !strcmp(cubemapname, "\"\""))
4979                                 cubemapname[0] = 0;
4980                         // remove quotes on cubemapname
4981                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4982                         {
4983                                 size_t namelen;
4984                                 namelen = strlen(cubemapname) - 2;
4985                                 memmove(cubemapname, cubemapname + 1, namelen);
4986                                 cubemapname[namelen] = '\0';
4987                         }
4988                         if (a < 8)
4989                         {
4990                                 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);
4991                                 break;
4992                         }
4993                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4994                         if (*s == '\r')
4995                                 s++;
4996                         if (*s == '\n')
4997                                 s++;
4998                         n++;
4999                 }
5000                 if (*s)
5001                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5002                 Mem_Free(lightsstring);
5003         }
5004 }
5005
5006 void R_Shadow_SaveWorldLights(void)
5007 {
5008         size_t lightindex;
5009         dlight_t *light;
5010         size_t bufchars, bufmaxchars;
5011         char *buf, *oldbuf;
5012         char name[MAX_QPATH];
5013         char line[MAX_INPUTLINE];
5014         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5015         // I hate lines which are 3 times my screen size :( --blub
5016         if (!range)
5017                 return;
5018         if (cl.worldmodel == NULL)
5019         {
5020                 Con_Print("No map loaded.\n");
5021                 return;
5022         }
5023         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5024         bufchars = bufmaxchars = 0;
5025         buf = NULL;
5026         for (lightindex = 0;lightindex < range;lightindex++)
5027         {
5028                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5029                 if (!light)
5030                         continue;
5031                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5032                         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);
5033                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5034                         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]);
5035                 else
5036                         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);
5037                 if (bufchars + strlen(line) > bufmaxchars)
5038                 {
5039                         bufmaxchars = bufchars + strlen(line) + 2048;
5040                         oldbuf = buf;
5041                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5042                         if (oldbuf)
5043                         {
5044                                 if (bufchars)
5045                                         memcpy(buf, oldbuf, bufchars);
5046                                 Mem_Free(oldbuf);
5047                         }
5048                 }
5049                 if (strlen(line))
5050                 {
5051                         memcpy(buf + bufchars, line, strlen(line));
5052                         bufchars += strlen(line);
5053                 }
5054         }
5055         if (bufchars)
5056                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5057         if (buf)
5058                 Mem_Free(buf);
5059 }
5060
5061 void R_Shadow_LoadLightsFile(void)
5062 {
5063         int n, a, style;
5064         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5065         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5066         if (cl.worldmodel == NULL)
5067         {
5068                 Con_Print("No map loaded.\n");
5069                 return;
5070         }
5071         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5072         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5073         if (lightsstring)
5074         {
5075                 s = lightsstring;
5076                 n = 0;
5077                 while (*s)
5078                 {
5079                         t = s;
5080                         while (*s && *s != '\n' && *s != '\r')
5081                                 s++;
5082                         if (!*s)
5083                                 break;
5084                         tempchar = *s;
5085                         *s = 0;
5086                         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);
5087                         *s = tempchar;
5088                         if (a < 14)
5089                         {
5090                                 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);
5091                                 break;
5092                         }
5093                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5094                         radius = bound(15, radius, 4096);
5095                         VectorScale(color, (2.0f / (8388608.0f)), color);
5096                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5097                         if (*s == '\r')
5098                                 s++;
5099                         if (*s == '\n')
5100                                 s++;
5101                         n++;
5102                 }
5103                 if (*s)
5104                         Con_Printf("invalid lights file \"%s\"\n", name);
5105                 Mem_Free(lightsstring);
5106         }
5107 }
5108
5109 // tyrlite/hmap2 light types in the delay field
5110 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5111
5112 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5113 {
5114         int entnum;
5115         int style;
5116         int islight;
5117         int skin;
5118         int pflags;
5119         //int effects;
5120         int type;
5121         int n;
5122         char *entfiledata;
5123         const char *data;
5124         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5125         char key[256], value[MAX_INPUTLINE];
5126
5127         if (cl.worldmodel == NULL)
5128         {
5129                 Con_Print("No map loaded.\n");
5130                 return;
5131         }
5132         // try to load a .ent file first
5133         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5134         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5135         // and if that is not found, fall back to the bsp file entity string
5136         if (!data)
5137                 data = cl.worldmodel->brush.entities;
5138         if (!data)
5139                 return;
5140         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5141         {
5142                 type = LIGHTTYPE_MINUSX;
5143                 origin[0] = origin[1] = origin[2] = 0;
5144                 originhack[0] = originhack[1] = originhack[2] = 0;
5145                 angles[0] = angles[1] = angles[2] = 0;
5146                 color[0] = color[1] = color[2] = 1;
5147                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5148                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5149                 fadescale = 1;
5150                 lightscale = 1;
5151                 style = 0;
5152                 skin = 0;
5153                 pflags = 0;
5154                 //effects = 0;
5155                 islight = false;
5156                 while (1)
5157                 {
5158                         if (!COM_ParseToken_Simple(&data, false, false))
5159                                 break; // error
5160                         if (com_token[0] == '}')
5161                                 break; // end of entity
5162                         if (com_token[0] == '_')
5163                                 strlcpy(key, com_token + 1, sizeof(key));
5164                         else
5165                                 strlcpy(key, com_token, sizeof(key));
5166                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5167                                 key[strlen(key)-1] = 0;
5168                         if (!COM_ParseToken_Simple(&data, false, false))
5169                                 break; // error
5170                         strlcpy(value, com_token, sizeof(value));
5171
5172                         // now that we have the key pair worked out...
5173                         if (!strcmp("light", key))
5174                         {
5175                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5176                                 if (n == 1)
5177                                 {
5178                                         // quake
5179                                         light[0] = vec[0] * (1.0f / 256.0f);
5180                                         light[1] = vec[0] * (1.0f / 256.0f);
5181                                         light[2] = vec[0] * (1.0f / 256.0f);
5182                                         light[3] = vec[0];
5183                                 }
5184                                 else if (n == 4)
5185                                 {
5186                                         // halflife
5187                                         light[0] = vec[0] * (1.0f / 255.0f);
5188                                         light[1] = vec[1] * (1.0f / 255.0f);
5189                                         light[2] = vec[2] * (1.0f / 255.0f);
5190                                         light[3] = vec[3];
5191                                 }
5192                         }
5193                         else if (!strcmp("delay", key))
5194                                 type = atoi(value);
5195                         else if (!strcmp("origin", key))
5196                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5197                         else if (!strcmp("angle", key))
5198                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5199                         else if (!strcmp("angles", key))
5200                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5201                         else if (!strcmp("color", key))
5202                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5203                         else if (!strcmp("wait", key))
5204                                 fadescale = atof(value);
5205                         else if (!strcmp("classname", key))
5206                         {
5207                                 if (!strncmp(value, "light", 5))
5208                                 {
5209                                         islight = true;
5210                                         if (!strcmp(value, "light_fluoro"))
5211                                         {
5212                                                 originhack[0] = 0;
5213                                                 originhack[1] = 0;
5214                                                 originhack[2] = 0;
5215                                                 overridecolor[0] = 1;
5216                                                 overridecolor[1] = 1;
5217                                                 overridecolor[2] = 1;
5218                                         }
5219                                         if (!strcmp(value, "light_fluorospark"))
5220                                         {
5221                                                 originhack[0] = 0;
5222                                                 originhack[1] = 0;
5223                                                 originhack[2] = 0;
5224                                                 overridecolor[0] = 1;
5225                                                 overridecolor[1] = 1;
5226                                                 overridecolor[2] = 1;
5227                                         }
5228                                         if (!strcmp(value, "light_globe"))
5229                                         {
5230                                                 originhack[0] = 0;
5231                                                 originhack[1] = 0;
5232                                                 originhack[2] = 0;
5233                                                 overridecolor[0] = 1;
5234                                                 overridecolor[1] = 0.8;
5235                                                 overridecolor[2] = 0.4;
5236                                         }
5237                                         if (!strcmp(value, "light_flame_large_yellow"))
5238                                         {
5239                                                 originhack[0] = 0;
5240                                                 originhack[1] = 0;
5241                                                 originhack[2] = 0;
5242                                                 overridecolor[0] = 1;
5243                                                 overridecolor[1] = 0.5;
5244                                                 overridecolor[2] = 0.1;
5245                                         }
5246                                         if (!strcmp(value, "light_flame_small_yellow"))
5247                                         {
5248                                                 originhack[0] = 0;
5249                                                 originhack[1] = 0;
5250                                                 originhack[2] = 0;
5251                                                 overridecolor[0] = 1;
5252                                                 overridecolor[1] = 0.5;
5253                                                 overridecolor[2] = 0.1;
5254                                         }
5255                                         if (!strcmp(value, "light_torch_small_white"))
5256                                         {
5257                                                 originhack[0] = 0;
5258                                                 originhack[1] = 0;
5259                                                 originhack[2] = 0;
5260                                                 overridecolor[0] = 1;
5261                                                 overridecolor[1] = 0.5;
5262                                                 overridecolor[2] = 0.1;
5263                                         }
5264                                         if (!strcmp(value, "light_torch_small_walltorch"))
5265                                         {
5266                                                 originhack[0] = 0;
5267                                                 originhack[1] = 0;
5268                                                 originhack[2] = 0;
5269                                                 overridecolor[0] = 1;
5270                                                 overridecolor[1] = 0.5;
5271                                                 overridecolor[2] = 0.1;
5272                                         }
5273                                 }
5274                         }
5275                         else if (!strcmp("style", key))
5276                                 style = atoi(value);
5277                         else if (!strcmp("skin", key))
5278                                 skin = (int)atof(value);
5279                         else if (!strcmp("pflags", key))
5280                                 pflags = (int)atof(value);
5281                         //else if (!strcmp("effects", key))
5282                         //      effects = (int)atof(value);
5283                         else if (cl.worldmodel->type == mod_brushq3)
5284                         {
5285                                 if (!strcmp("scale", key))
5286                                         lightscale = atof(value);
5287                                 if (!strcmp("fade", key))
5288                                         fadescale = atof(value);
5289                         }
5290                 }
5291                 if (!islight)
5292                         continue;
5293                 if (lightscale <= 0)
5294                         lightscale = 1;
5295                 if (fadescale <= 0)
5296                         fadescale = 1;
5297                 if (color[0] == color[1] && color[0] == color[2])
5298                 {
5299                         color[0] *= overridecolor[0];
5300                         color[1] *= overridecolor[1];
5301                         color[2] *= overridecolor[2];
5302                 }
5303                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5304                 color[0] = color[0] * light[0];
5305                 color[1] = color[1] * light[1];
5306                 color[2] = color[2] * light[2];
5307                 switch (type)
5308                 {
5309                 case LIGHTTYPE_MINUSX:
5310                         break;
5311                 case LIGHTTYPE_RECIPX:
5312                         radius *= 2;
5313                         VectorScale(color, (1.0f / 16.0f), color);
5314                         break;
5315                 case LIGHTTYPE_RECIPXX:
5316                         radius *= 2;
5317                         VectorScale(color, (1.0f / 16.0f), color);
5318                         break;
5319                 default:
5320                 case LIGHTTYPE_NONE:
5321                         break;
5322                 case LIGHTTYPE_SUN:
5323                         break;
5324                 case LIGHTTYPE_MINUSXX:
5325                         break;
5326                 }
5327                 VectorAdd(origin, originhack, origin);
5328                 if (radius >= 1)
5329                         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);
5330         }
5331         if (entfiledata)
5332                 Mem_Free(entfiledata);
5333 }
5334
5335
5336 void R_Shadow_SetCursorLocationForView(void)
5337 {
5338         vec_t dist, push;
5339         vec3_t dest, endpos;
5340         trace_t trace;
5341         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5342         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5343         if (trace.fraction < 1)
5344         {
5345                 dist = trace.fraction * r_editlights_cursordistance.value;
5346                 push = r_editlights_cursorpushback.value;
5347                 if (push > dist)
5348                         push = dist;
5349                 push = -push;
5350                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5351                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5352         }
5353         else
5354         {
5355                 VectorClear( endpos );
5356         }
5357         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5358         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5359         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5360 }
5361
5362 void R_Shadow_UpdateWorldLightSelection(void)
5363 {
5364         if (r_editlights.integer)
5365         {
5366                 R_Shadow_SetCursorLocationForView();
5367                 R_Shadow_SelectLightInView();
5368         }
5369         else
5370                 R_Shadow_SelectLight(NULL);
5371 }
5372
5373 void R_Shadow_EditLights_Clear_f(void)
5374 {
5375         R_Shadow_ClearWorldLights();
5376 }
5377
5378 void R_Shadow_EditLights_Reload_f(void)
5379 {
5380         if (!cl.worldmodel)
5381                 return;
5382         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5383         R_Shadow_ClearWorldLights();
5384         R_Shadow_LoadWorldLights();
5385         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5386         {
5387                 R_Shadow_LoadLightsFile();
5388                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5389                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5390         }
5391 }
5392
5393 void R_Shadow_EditLights_Save_f(void)
5394 {
5395         if (!cl.worldmodel)
5396                 return;
5397         R_Shadow_SaveWorldLights();
5398 }
5399
5400 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5401 {
5402         R_Shadow_ClearWorldLights();
5403         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5404 }
5405
5406 void R_Shadow_EditLights_ImportLightsFile_f(void)
5407 {
5408         R_Shadow_ClearWorldLights();
5409         R_Shadow_LoadLightsFile();
5410 }
5411
5412 void R_Shadow_EditLights_Spawn_f(void)
5413 {
5414         vec3_t color;
5415         if (!r_editlights.integer)
5416         {
5417                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5418                 return;
5419         }
5420         if (Cmd_Argc() != 1)
5421         {
5422                 Con_Print("r_editlights_spawn does not take parameters\n");
5423                 return;
5424         }
5425         color[0] = color[1] = color[2] = 1;
5426         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5427 }
5428
5429 void R_Shadow_EditLights_Edit_f(void)
5430 {
5431         vec3_t origin, angles, color;
5432         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5433         int style, shadows, flags, normalmode, realtimemode;
5434         char cubemapname[MAX_INPUTLINE];
5435         if (!r_editlights.integer)
5436         {
5437                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5438                 return;
5439         }
5440         if (!r_shadow_selectedlight)
5441         {
5442                 Con_Print("No selected light.\n");
5443                 return;
5444         }
5445         VectorCopy(r_shadow_selectedlight->origin, origin);
5446         VectorCopy(r_shadow_selectedlight->angles, angles);
5447         VectorCopy(r_shadow_selectedlight->color, color);
5448         radius = r_shadow_selectedlight->radius;
5449         style = r_shadow_selectedlight->style;
5450         if (r_shadow_selectedlight->cubemapname)
5451                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5452         else
5453                 cubemapname[0] = 0;
5454         shadows = r_shadow_selectedlight->shadow;
5455         corona = r_shadow_selectedlight->corona;
5456         coronasizescale = r_shadow_selectedlight->coronasizescale;
5457         ambientscale = r_shadow_selectedlight->ambientscale;
5458         diffusescale = r_shadow_selectedlight->diffusescale;
5459         specularscale = r_shadow_selectedlight->specularscale;
5460         flags = r_shadow_selectedlight->flags;
5461         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5462         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5463         if (!strcmp(Cmd_Argv(1), "origin"))
5464         {
5465                 if (Cmd_Argc() != 5)
5466                 {
5467                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5468                         return;
5469                 }
5470                 origin[0] = atof(Cmd_Argv(2));
5471                 origin[1] = atof(Cmd_Argv(3));
5472                 origin[2] = atof(Cmd_Argv(4));
5473         }
5474         else if (!strcmp(Cmd_Argv(1), "originx"))
5475         {
5476                 if (Cmd_Argc() != 3)
5477                 {
5478                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5479                         return;
5480                 }
5481                 origin[0] = atof(Cmd_Argv(2));
5482         }
5483         else if (!strcmp(Cmd_Argv(1), "originy"))
5484         {
5485                 if (Cmd_Argc() != 3)
5486                 {
5487                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5488                         return;
5489                 }
5490                 origin[1] = atof(Cmd_Argv(2));
5491         }
5492         else if (!strcmp(Cmd_Argv(1), "originz"))
5493         {
5494                 if (Cmd_Argc() != 3)
5495                 {
5496                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5497                         return;
5498                 }
5499                 origin[2] = atof(Cmd_Argv(2));
5500         }
5501         else if (!strcmp(Cmd_Argv(1), "move"))
5502         {
5503                 if (Cmd_Argc() != 5)
5504                 {
5505                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5506                         return;
5507                 }
5508                 origin[0] += atof(Cmd_Argv(2));
5509                 origin[1] += atof(Cmd_Argv(3));
5510                 origin[2] += atof(Cmd_Argv(4));
5511         }
5512         else if (!strcmp(Cmd_Argv(1), "movex"))
5513         {
5514                 if (Cmd_Argc() != 3)
5515                 {
5516                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5517                         return;
5518                 }
5519                 origin[0] += atof(Cmd_Argv(2));
5520         }
5521         else if (!strcmp(Cmd_Argv(1), "movey"))
5522         {
5523                 if (Cmd_Argc() != 3)
5524                 {
5525                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5526                         return;
5527                 }
5528                 origin[1] += atof(Cmd_Argv(2));
5529         }
5530         else if (!strcmp(Cmd_Argv(1), "movez"))
5531         {
5532                 if (Cmd_Argc() != 3)
5533                 {
5534                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5535                         return;
5536                 }
5537                 origin[2] += atof(Cmd_Argv(2));
5538         }
5539         else if (!strcmp(Cmd_Argv(1), "angles"))
5540         {
5541                 if (Cmd_Argc() != 5)
5542                 {
5543                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5544                         return;
5545                 }
5546                 angles[0] = atof(Cmd_Argv(2));
5547                 angles[1] = atof(Cmd_Argv(3));
5548                 angles[2] = atof(Cmd_Argv(4));
5549         }
5550         else if (!strcmp(Cmd_Argv(1), "anglesx"))
5551         {
5552                 if (Cmd_Argc() != 3)
5553                 {
5554                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5555                         return;
5556                 }
5557                 angles[0] = atof(Cmd_Argv(2));
5558         }
5559         else if (!strcmp(Cmd_Argv(1), "anglesy"))
5560         {
5561                 if (Cmd_Argc() != 3)
5562                 {
5563                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5564                         return;
5565                 }
5566                 angles[1] = atof(Cmd_Argv(2));
5567         }
5568         else if (!strcmp(Cmd_Argv(1), "anglesz"))
5569         {
5570                 if (Cmd_Argc() != 3)
5571                 {
5572                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5573                         return;
5574                 }
5575                 angles[2] = atof(Cmd_Argv(2));
5576         }
5577         else if (!strcmp(Cmd_Argv(1), "color"))
5578         {
5579                 if (Cmd_Argc() != 5)
5580                 {
5581                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5582                         return;
5583                 }
5584                 color[0] = atof(Cmd_Argv(2));
5585                 color[1] = atof(Cmd_Argv(3));
5586                 color[2] = atof(Cmd_Argv(4));
5587         }
5588         else if (!strcmp(Cmd_Argv(1), "radius"))
5589         {
5590                 if (Cmd_Argc() != 3)
5591                 {
5592                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5593                         return;
5594                 }
5595                 radius = atof(Cmd_Argv(2));
5596         }
5597         else if (!strcmp(Cmd_Argv(1), "colorscale"))
5598         {
5599                 if (Cmd_Argc() == 3)
5600                 {
5601                         double scale = atof(Cmd_Argv(2));
5602                         color[0] *= scale;
5603                         color[1] *= scale;
5604                         color[2] *= scale;
5605                 }
5606                 else
5607                 {
5608                         if (Cmd_Argc() != 5)
5609                         {
5610                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
5611                                 return;
5612                         }
5613                         color[0] *= atof(Cmd_Argv(2));
5614                         color[1] *= atof(Cmd_Argv(3));
5615                         color[2] *= atof(Cmd_Argv(4));
5616                 }
5617         }
5618         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5619         {
5620                 if (Cmd_Argc() != 3)
5621                 {
5622                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5623                         return;
5624                 }
5625                 radius *= atof(Cmd_Argv(2));
5626         }
5627         else if (!strcmp(Cmd_Argv(1), "style"))
5628         {
5629                 if (Cmd_Argc() != 3)
5630                 {
5631                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5632                         return;
5633                 }
5634                 style = atoi(Cmd_Argv(2));
5635         }
5636         else if (!strcmp(Cmd_Argv(1), "cubemap"))
5637         {
5638                 if (Cmd_Argc() > 3)
5639                 {
5640                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5641                         return;
5642                 }
5643                 if (Cmd_Argc() == 3)
5644                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5645                 else
5646                         cubemapname[0] = 0;
5647         }
5648         else if (!strcmp(Cmd_Argv(1), "shadows"))
5649         {
5650                 if (Cmd_Argc() != 3)
5651                 {
5652                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5653                         return;
5654                 }
5655                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5656         }
5657         else if (!strcmp(Cmd_Argv(1), "corona"))
5658         {
5659                 if (Cmd_Argc() != 3)
5660                 {
5661                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5662                         return;
5663                 }
5664                 corona = atof(Cmd_Argv(2));
5665         }
5666         else if (!strcmp(Cmd_Argv(1), "coronasize"))
5667         {
5668                 if (Cmd_Argc() != 3)
5669                 {
5670                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5671                         return;
5672                 }
5673                 coronasizescale = atof(Cmd_Argv(2));
5674         }
5675         else if (!strcmp(Cmd_Argv(1), "ambient"))
5676         {
5677                 if (Cmd_Argc() != 3)
5678                 {
5679                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5680                         return;
5681                 }
5682                 ambientscale = atof(Cmd_Argv(2));
5683         }
5684         else if (!strcmp(Cmd_Argv(1), "diffuse"))
5685         {
5686                 if (Cmd_Argc() != 3)
5687                 {
5688                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5689                         return;
5690                 }
5691                 diffusescale = atof(Cmd_Argv(2));
5692         }
5693         else if (!strcmp(Cmd_Argv(1), "specular"))
5694         {
5695                 if (Cmd_Argc() != 3)
5696                 {
5697                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5698                         return;
5699                 }
5700                 specularscale = atof(Cmd_Argv(2));
5701         }
5702         else if (!strcmp(Cmd_Argv(1), "normalmode"))
5703         {
5704                 if (Cmd_Argc() != 3)
5705                 {
5706                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5707                         return;
5708                 }
5709                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5710         }
5711         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5712         {
5713                 if (Cmd_Argc() != 3)
5714                 {
5715                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5716                         return;
5717                 }
5718                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5719         }
5720         else
5721         {
5722                 Con_Print("usage: r_editlights_edit [property] [value]\n");
5723                 Con_Print("Selected light's properties:\n");
5724                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5725                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5726                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5727                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
5728                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
5729                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
5730                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5731                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
5732                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
5733                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
5734                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
5735                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
5736                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5737                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5738                 return;
5739         }
5740         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5741         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5742 }
5743
5744 void R_Shadow_EditLights_EditAll_f(void)
5745 {
5746         size_t lightindex;
5747         dlight_t *light, *oldselected;
5748         size_t range;
5749
5750         if (!r_editlights.integer)
5751         {
5752                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5753                 return;
5754         }
5755
5756         oldselected = r_shadow_selectedlight;
5757         // EditLights doesn't seem to have a "remove" command or something so:
5758         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5759         for (lightindex = 0;lightindex < range;lightindex++)
5760         {
5761                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5762                 if (!light)
5763                         continue;
5764                 R_Shadow_SelectLight(light);
5765                 R_Shadow_EditLights_Edit_f();
5766         }
5767         // return to old selected (to not mess editing once selection is locked)
5768         R_Shadow_SelectLight(oldselected);
5769 }
5770
5771 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5772 {
5773         int lightnumber, lightcount;
5774         size_t lightindex, range;
5775         dlight_t *light;
5776         float x, y;
5777         char temp[256];
5778         if (!r_editlights.integer)
5779                 return;
5780         x = vid_conwidth.value - 240;
5781         y = 5;
5782         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5783         lightnumber = -1;
5784         lightcount = 0;
5785         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5786         for (lightindex = 0;lightindex < range;lightindex++)
5787         {
5788                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5789                 if (!light)
5790                         continue;
5791                 if (light == r_shadow_selectedlight)
5792                         lightnumber = lightindex;
5793                 lightcount++;
5794         }
5795         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;
5796         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;
5797         y += 8;
5798         if (r_shadow_selectedlight == NULL)
5799                 return;
5800         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;
5801         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;
5802         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;
5803         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;
5804         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;
5805         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;
5806         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;
5807         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;
5808         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;
5809         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;
5810         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;
5811         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;
5812         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;
5813         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;
5814         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;
5815 }
5816
5817 void R_Shadow_EditLights_ToggleShadow_f(void)
5818 {
5819         if (!r_editlights.integer)
5820         {
5821                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5822                 return;
5823         }
5824         if (!r_shadow_selectedlight)
5825         {
5826                 Con_Print("No selected light.\n");
5827                 return;
5828         }
5829         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);
5830 }
5831
5832 void R_Shadow_EditLights_ToggleCorona_f(void)
5833 {
5834         if (!r_editlights.integer)
5835         {
5836                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
5837                 return;
5838         }
5839         if (!r_shadow_selectedlight)
5840         {
5841                 Con_Print("No selected light.\n");
5842                 return;
5843         }
5844         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);
5845 }
5846
5847 void R_Shadow_EditLights_Remove_f(void)
5848 {
5849         if (!r_editlights.integer)
5850         {
5851                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
5852                 return;
5853         }
5854         if (!r_shadow_selectedlight)
5855         {
5856                 Con_Print("No selected light.\n");
5857                 return;
5858         }
5859         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5860         r_shadow_selectedlight = NULL;
5861 }
5862
5863 void R_Shadow_EditLights_Help_f(void)
5864 {
5865         Con_Print(
5866 "Documentation on r_editlights system:\n"
5867 "Settings:\n"
5868 "r_editlights : enable/disable editing mode\n"
5869 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5870 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5871 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5872 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5873 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5874 "Commands:\n"
5875 "r_editlights_help : this help\n"
5876 "r_editlights_clear : remove all lights\n"
5877 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5878 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
5879 "r_editlights_save : save to .rtlights file\n"
5880 "r_editlights_spawn : create a light with default settings\n"
5881 "r_editlights_edit command : edit selected light - more documentation below\n"
5882 "r_editlights_remove : remove selected light\n"
5883 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5884 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5885 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5886 "Edit commands:\n"
5887 "origin x y z : set light location\n"
5888 "originx x: set x component of light location\n"
5889 "originy y: set y component of light location\n"
5890 "originz z: set z component of light location\n"
5891 "move x y z : adjust light location\n"
5892 "movex x: adjust x component of light location\n"
5893 "movey y: adjust y component of light location\n"
5894 "movez z: adjust z component of light location\n"
5895 "angles x y z : set light angles\n"
5896 "anglesx x: set x component of light angles\n"
5897 "anglesy y: set y component of light angles\n"
5898 "anglesz z: set z component of light angles\n"
5899 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5900 "radius radius : set radius (size) of light\n"
5901 "colorscale grey : multiply color of light (1 does nothing)\n"
5902 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5903 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5904 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5905 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5906 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5907 "shadows 1/0 : turn on/off shadows\n"
5908 "corona n : set corona intensity\n"
5909 "coronasize n : set corona size (0-1)\n"
5910 "ambient n : set ambient intensity (0-1)\n"
5911 "diffuse n : set diffuse intensity (0-1)\n"
5912 "specular n : set specular intensity (0-1)\n"
5913 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5914 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5915 "<nothing> : print light properties to console\n"
5916         );
5917 }
5918
5919 void R_Shadow_EditLights_CopyInfo_f(void)
5920 {
5921         if (!r_editlights.integer)
5922         {
5923                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
5924                 return;
5925         }
5926         if (!r_shadow_selectedlight)
5927         {
5928                 Con_Print("No selected light.\n");
5929                 return;
5930         }
5931         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5932         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5933         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5934         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5935         if (r_shadow_selectedlight->cubemapname)
5936                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5937         else
5938                 r_shadow_bufferlight.cubemapname[0] = 0;
5939         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5940         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5941         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5942         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5943         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5944         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5945         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5946 }
5947
5948 void R_Shadow_EditLights_PasteInfo_f(void)
5949 {
5950         if (!r_editlights.integer)
5951         {
5952                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
5953                 return;
5954         }
5955         if (!r_shadow_selectedlight)
5956         {
5957                 Con_Print("No selected light.\n");
5958                 return;
5959         }
5960         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);
5961 }
5962
5963 void R_Shadow_EditLights_Lock_f(void)
5964 {
5965         if (!r_editlights.integer)
5966         {
5967                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
5968                 return;
5969         }
5970         if (r_editlights_lockcursor)
5971         {
5972                 r_editlights_lockcursor = false;
5973                 return;
5974         }
5975         if (!r_shadow_selectedlight)
5976         {
5977                 Con_Print("No selected light to lock on.\n");
5978                 return;
5979         }
5980         r_editlights_lockcursor = true;
5981 }
5982
5983 void R_Shadow_EditLights_Init(void)
5984 {
5985         Cvar_RegisterVariable(&r_editlights);
5986         Cvar_RegisterVariable(&r_editlights_cursordistance);
5987         Cvar_RegisterVariable(&r_editlights_cursorpushback);
5988         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5989         Cvar_RegisterVariable(&r_editlights_cursorgrid);
5990         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5991         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5992         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5993         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)");
5994         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5995         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5996         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5997         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)");
5998         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5999         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6000         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6001         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6002         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6003         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6004         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)");
6005         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6006 }
6007
6008
6009
6010 /*
6011 =============================================================================
6012
6013 LIGHT SAMPLING
6014
6015 =============================================================================
6016 */
6017
6018 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags)
6019 {
6020         int i, numlights, flag;
6021         float f, relativepoint[3], dist, dist2, lightradius2;
6022         rtlight_t *light;
6023         dlight_t *dlight;
6024
6025         VectorClear(diffusecolor);
6026         VectorClear(diffusenormal);
6027
6028         if (flags & LP_LIGHTMAP)
6029         {
6030                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6031                 {
6032                         ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
6033                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6034                 }
6035                 else
6036                         VectorSet(ambientcolor, 1, 1, 1);
6037         }
6038         if (flags & LP_RTWORLD)
6039         {
6040                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6041                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6042                 for (i = 0; i < numlights; i++)
6043                 {
6044                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6045                         if (!dlight)
6046                                 continue;
6047                         light = &dlight->rtlight;
6048                         if (!(light->flags & flag))
6049                                 continue;
6050                         // sample
6051                         lightradius2 = light->radius * light->radius;
6052                         VectorSubtract(light->shadoworigin, p, relativepoint);
6053                         dist2 = VectorLength2(relativepoint);
6054                         if (dist2 >= lightradius2)
6055                                 continue;
6056                         dist = sqrt(dist2) / light->radius;
6057                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6058                         if (f <= 0)
6059                                 continue;
6060                         // todo: add to both ambient and diffuse
6061                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6062                                 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
6063                 }
6064         }
6065         if (flags & LP_DYNLIGHT)
6066         {
6067                 // sample dlights
6068                 for (i = 0;i < r_refdef.scene.numlights;i++)
6069                 {
6070                         light = r_refdef.scene.lights[i];
6071                         // sample
6072                         lightradius2 = light->radius * light->radius;
6073                         VectorSubtract(light->shadoworigin, p, relativepoint);
6074                         dist2 = VectorLength2(relativepoint);
6075                         if (dist2 >= lightradius2)
6076                                 continue;
6077                         dist = sqrt(dist2) / light->radius;
6078                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6079                         if (f <= 0)
6080                                 continue;
6081                         // todo: add to both ambient and diffuse
6082                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6083                                 VectorMA(ambientcolor, f, light->color, ambientcolor);
6084                 }
6085         }
6086 }