+int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
+{
+ int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
+ const float *v[3];
+ const int *e, *n, *te;
+ float f, temp[3];
+
+ // make sure trianglefacinglight is big enough for this volume
+ if (maxtrianglefacinglight < trianglerange_end)
+ R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
+
+ if (maxvertexupdate < innumvertices)
+ {
+ maxvertexupdate = innumvertices;
+ if (vertexupdate)
+ Mem_Free(vertexupdate);
+ if (vertexremap)
+ Mem_Free(vertexremap);
+ vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+ }
+ vertexupdatenum++;
+
+ if (r_shadow_singlepassvolumegeneration.integer)
+ {
+ // one pass approach (identify lit/dark faces and generate sides while doing so)
+ for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
+ {
+ // calculate triangle facing flag
+ v[0] = invertex3f + e[0] * 3;
+ v[1] = invertex3f + e[1] * 3;
+ v[2] = invertex3f + e[2] * 3;
+ if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+ {
+ // make sure the vertices are created
+ for (j = 0;j < 3;j++)
+ {
+ if (vertexupdate[e[j]] != vertexupdatenum)
+ {
+ vertexupdate[e[j]] = vertexupdatenum;
+ vertexremap[e[j]] = outvertices;
+ VectorCopy(v[j], outvertex3f);
+ VectorSubtract(v[j], relativelightorigin, temp);
+ f = projectdistance / VectorLength(temp);
+ VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+ outvertex3f += 6;
+ outvertices += 2;
+ }
+ }
+ // output the front and back triangles
+ vr[0] = vertexremap[e[0]];
+ vr[1] = vertexremap[e[1]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[1];
+ outelement3i[2] = vr[2];
+ outelement3i[3] = vr[2] + 1;
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
+ // output the sides (facing outward from this triangle)
+ t = n[0];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ outelement3i[0] = vr[1];
+ outelement3i[1] = vr[0];
+ outelement3i[2] = vr[0] + 1;
+ outelement3i[3] = vr[1];
+ outelement3i[4] = vr[0] + 1;
+ outelement3i[5] = vr[1] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[1];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ outelement3i[0] = vr[2];
+ outelement3i[1] = vr[1];
+ outelement3i[2] = vr[1] + 1;
+ outelement3i[3] = vr[2];
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[2] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[2];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[2];
+ outelement3i[2] = vr[2] + 1;
+ outelement3i[3] = vr[0];
+ outelement3i[4] = vr[2] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ else
+ {
+ // this triangle is not facing the light
+ // output the sides (facing inward to this triangle)
+ t = n[0];
+ if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[1] = vertexremap[e[1]];
+ outelement3i[0] = vr[1];
+ outelement3i[1] = vr[0] + 1;
+ outelement3i[2] = vr[0];
+ outelement3i[3] = vr[1];
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[1];
+ if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+ {
+ vr[1] = vertexremap[e[1]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[2];
+ outelement3i[1] = vr[1] + 1;
+ outelement3i[2] = vr[1];
+ outelement3i[3] = vr[2];
+ outelement3i[4] = vr[2] + 1;
+ outelement3i[5] = vr[1] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[2];
+ if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[2] + 1;
+ outelement3i[2] = vr[2];
+ outelement3i[3] = vr[0];
+ outelement3i[4] = vr[0] + 1;
+ outelement3i[5] = vr[2] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ }
+ }
+ else
+ {
+ // two pass approach (identify lit/dark faces and then generate sides)
+ for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+ {
+ // calculate triangle facing flag
+ v[0] = invertex3f + e[0] * 3;
+ v[1] = invertex3f + e[1] * 3;
+ v[2] = invertex3f + e[2] * 3;
+ if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+ {
+ trianglefacinglightlist[numfacing++] = i;
+ // make sure the vertices are created
+ for (j = 0;j < 3;j++)
+ {
+ if (vertexupdate[e[j]] != vertexupdatenum)
+ {
+ vertexupdate[e[j]] = vertexupdatenum;
+ vertexremap[e[j]] = outvertices;
+ VectorSubtract(v[j], relativelightorigin, temp);
+ f = projectdistance / VectorLength(temp);
+ VectorCopy(v[j], outvertex3f);
+ VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+ outvertex3f += 6;
+ outvertices += 2;
+ }
+ }
+ // output the front and back triangles
+ outelement3i[3] = vertexremap[e[0]];
+ outelement3i[4] = vertexremap[e[1]];
+ outelement3i[5] = vertexremap[e[2]];
+ outelement3i[0] = vertexremap[e[2]] + 1;
+ outelement3i[1] = vertexremap[e[1]] + 1;
+ outelement3i[2] = vertexremap[e[0]] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ for (i = 0;i < numfacing;i++)
+ {
+ t = trianglefacinglightlist[i];
+ e = inelement3i + t * 3;
+ n = inneighbor3i + t * 3;
+ // output the sides (facing outward from this triangle)
+ t = n[0];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[1] = vertexremap[e[1]];
+ outelement3i[0] = vr[1];
+ outelement3i[1] = vr[0];
+ outelement3i[2] = vr[0] + 1;
+ outelement3i[3] = vr[1];
+ outelement3i[4] = vr[0] + 1;
+ outelement3i[5] = vr[1] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[1];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ vr[1] = vertexremap[e[1]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[2];
+ outelement3i[1] = vr[1];
+ outelement3i[2] = vr[1] + 1;
+ outelement3i[3] = vr[2];
+ outelement3i[4] = vr[1] + 1;
+ outelement3i[5] = vr[2] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ t = n[2];
+ if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+ {
+ vr[0] = vertexremap[e[0]];
+ vr[2] = vertexremap[e[2]];
+ outelement3i[0] = vr[0];
+ outelement3i[1] = vr[2];
+ outelement3i[2] = vr[2] + 1;
+ outelement3i[3] = vr[0];
+ outelement3i[4] = vr[2] + 1;
+ outelement3i[5] = vr[0] + 1;
+ outelement3i += 6;
+ tris += 2;
+ }
+ }
+ }
+ if (outnumvertices)
+ *outnumvertices = outvertices;
+ return tris;
+}
+
+float varray_vertex3f2[65536*3];
+
+void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)