]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
make ODE entities call touch functions
[xonotic/darkplaces.git] / r_shadow.c
index 244424ef7ff53842a54566ca7d9e2d5784ff42dd..938f28e1e1943e8062b517d1a24edefbba614e2e 100644 (file)
@@ -158,12 +158,21 @@ typedef enum r_shadow_rendermode_e
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
-       R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
        R_SHADOW_RENDERMODE_SHADOWMAP2D,
+       R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
        R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
 }
 r_shadow_rendermode_t;
 
+typedef enum r_shadow_shadowmode_e
+{
+    R_SHADOW_SHADOWMODE_STENCIL,
+    R_SHADOW_SHADOWMODE_SHADOWMAP2D,
+    R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
+    R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
+}
+r_shadow_shadowmode_t;
+
 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
@@ -174,16 +183,18 @@ qboolean r_shadow_usingshadowmapcube;
 int r_shadow_shadowmapside;
 float r_shadow_shadowmap_texturescale[2];
 float r_shadow_shadowmap_parameters[4];
+#if 0
 int r_shadow_drawbuffer;
 int r_shadow_readbuffer;
-int r_shadow_cullface;
+#endif
+int r_shadow_cullface_front, r_shadow_cullface_back;
 GLuint r_shadow_fborectangle;
-GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6];
+GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 GLuint r_shadow_fbo2d;
-int r_shadow_shadowmode;
+r_shadow_shadowmode_t r_shadow_shadowmode;
 int r_shadow_shadowmapfilterquality;
 int r_shadow_shadowmaptexturetype;
-int r_shadow_shadowmapprecision;
+int r_shadow_shadowmapdepthbits;
 int r_shadow_shadowmapmaxsize;
 qboolean r_shadow_shadowmapvsdct;
 qboolean r_shadow_shadowmapsampler;
@@ -221,6 +232,7 @@ int *r_shadow_buffer_leaflist;
 int r_shadow_buffer_numsurfacepvsbytes;
 unsigned char *r_shadow_buffer_surfacepvs;
 int *r_shadow_buffer_surfacelist;
+unsigned char *r_shadow_buffer_surfacesides;
 
 int r_shadow_buffer_numshadowtrispvsbytes;
 unsigned char *r_shadow_buffer_shadowtrispvs;
@@ -248,6 +260,7 @@ rtexturepool_t *r_shadow_filters_texturepool;
 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"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_dot3 = {CVAR_SAVE, "r_shadow_dot3", "0", "enables use of (slow) per pixel lighting on GL1.3 hardware"};
 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
 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)"};
 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"};
@@ -275,17 +288,20 @@ cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compi
 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
 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)"};
 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"};
-cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "0", "shadowmap texture types: 0 = auto-select, 1 = 2D, 2 = rectangle, 3 = cubemap"};
+cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
 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)"};
-cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "24", "requested minimum shadowmap texture precision"};
+cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
-cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
-cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
+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"};
+//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
+//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
+cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
+cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
@@ -351,21 +367,22 @@ cachepic_t *r_editlights_sprnoshadowlight;
 cachepic_t *r_editlights_sprcubemaplight;
 cachepic_t *r_editlights_sprcubemapnoshadowlight;
 cachepic_t *r_editlights_sprselection;
+extern cvar_t gl_max_size;
 
 void R_Shadow_SetShadowMode(void)
 {
-       r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
+       r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4);
        r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
        r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
-       r_shadow_shadowmapprecision = r_shadow_shadowmapping_precision.integer;
+       r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaplod = -1;
        r_shadow_shadowmapsize = 0;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
-       r_shadow_shadowmode = 0;
-       if(r_shadow_shadowmapping.integer)
+       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+       if(r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object)
        {
                if(r_shadow_shadowmapfilterquality < 0)
                {
@@ -400,15 +417,25 @@ void R_Shadow_SetShadowMode(void)
                                break;
                        }
                }
-               r_shadow_shadowmode = r_shadow_shadowmaptexturetype;
-               if(r_shadow_shadowmode <= 0)
-               {
+        switch (r_shadow_shadowmaptexturetype)
+        {
+        case 0:
+            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+            break;
+        case 1:
+            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
+            break;
+        case 2:
+            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
+            break;
+        default:
                        if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
-                               r_shadow_shadowmode = 1;
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        else if(gl_texturerectangle) 
-                               r_shadow_shadowmode = 2;
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
                        else
-                               r_shadow_shadowmode = 1;
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+            break;
                }
        }
 }
@@ -429,8 +456,8 @@ void R_Shadow_FreeShadowMaps(void)
        r_shadow_fbo2d = 0;
        CHECKGLERROR
        for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-               if (r_shadow_fbocubeside[i][0])
-                       qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]);
+               if (r_shadow_fbocubeside[i])
+                       qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);
        memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
        CHECKGLERROR
 
@@ -461,7 +488,7 @@ void r_shadow_start(void)
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
-       r_shadow_shadowmode = 0;
+       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
        r_shadow_shadowmaprectangletexture = NULL;
        r_shadow_shadowmap2dtexture = NULL;
        memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
@@ -469,9 +496,9 @@ void r_shadow_start(void)
        r_shadow_shadowmapmaxsize = 0;
        r_shadow_shadowmapsize = 0;
        r_shadow_shadowmaplod = 0;
-       r_shadow_shadowmapfilterquality = 0;
-       r_shadow_shadowmaptexturetype = 0;
-       r_shadow_shadowmapprecision = 0;
+       r_shadow_shadowmapfilterquality = -1;
+       r_shadow_shadowmaptexturetype = -1;
+       r_shadow_shadowmapdepthbits = 0;
        r_shadow_shadowmapvsdct = false;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
@@ -509,6 +536,7 @@ void r_shadow_start(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_surfacesides = NULL;
        r_shadow_buffer_numshadowtrispvsbytes = 0;
        r_shadow_buffer_shadowtrispvs = NULL;
        r_shadow_buffer_numlighttrispvsbytes = 0;
@@ -578,6 +606,9 @@ void r_shadow_shutdown(void)
        if (r_shadow_buffer_surfacelist)
                Mem_Free(r_shadow_buffer_surfacelist);
        r_shadow_buffer_surfacelist = NULL;
+       if (r_shadow_buffer_surfacesides)
+               Mem_Free(r_shadow_buffer_surfacesides);
+       r_shadow_buffer_surfacesides = NULL;
        r_shadow_buffer_numshadowtrispvsbytes = 0;
        if (r_shadow_buffer_shadowtrispvs)
                Mem_Free(r_shadow_buffer_shadowtrispvs);
@@ -631,6 +662,7 @@ void R_Shadow_Init(void)
 {
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_dot3);
        Cvar_RegisterVariable(&r_shadow_usenormalmap);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_gloss);
@@ -662,14 +694,17 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
-       Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
-       Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
+//     Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
+//     Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_culltriangles);
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
@@ -712,6 +747,7 @@ void R_Shadow_Init(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_surfacesides = NULL;
        r_shadow_buffer_shadowtrispvs = NULL;
        r_shadow_buffer_lighttrispvs = NULL;
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
@@ -784,9 +820,12 @@ static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces,
                        Mem_Free(r_shadow_buffer_surfacepvs);
                if (r_shadow_buffer_surfacelist)
                        Mem_Free(r_shadow_buffer_surfacelist);
+               if (r_shadow_buffer_surfacesides)
+                       Mem_Free(r_shadow_buffer_surfacesides);
                r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
                r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
                r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
+               r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
        }
        if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
        {
@@ -1362,6 +1401,58 @@ int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t
        return mask;
 }
 
+int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
+{
+       vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
+       float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
+       int mask = 0x3F;
+
+       VectorSubtract(maxs, mins, radius);
+    VectorScale(radius, 0.5f, radius);
+    VectorAdd(mins, radius, center);
+    Matrix4x4_Transform(worldtolight, center, lightcenter);
+       Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
+       VectorSubtract(lightcenter, lightradius, pmin);
+       VectorAdd(lightcenter, lightradius, pmax);
+
+    dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
+    dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
+    if(ap1 > bias*an1 && ap2 > bias*an2)
+        mask &= (3<<4)
+            | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
+            | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+    if(an1 > bias*ap1 && an2 > bias*ap2)
+        mask &= (3<<4)
+            | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
+            | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+
+    dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
+    dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
+    if(ap1 > bias*an1 && ap2 > bias*an2)
+        mask &= (3<<0)
+            | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
+            | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+    if(an1 > bias*ap1 && an2 > bias*ap2)
+        mask &= (3<<0)
+            | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
+            | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+
+    dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
+    dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
+    if(ap1 > bias*an1 && ap2 > bias*an2)
+        mask &= (3<<2)
+            | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
+            | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+    if(an1 > bias*ap1 && an2 > bias*ap2)
+        mask &= (3<<2)
+            | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
+            | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+
+    return mask;
+}
+
+#define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
+
 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
 {
     // p is in the cubemap's local coordinate system
@@ -1379,33 +1470,49 @@ int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
     return mask;
 }
 
-int R_Shadow_FrustumCullSides(rtlight_t *rtlight, float size, float border)
+int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
 {
-       static const vec3_t lightnormals[6] = { { 1, 0, 0 }, { -1, 0, 0 }, { 0, 1, 0 }, { 0, -1, 0 }, { 0, 0, 1 }, { 0, 0, -1 } };
-       vec3_t frustumdir;
-       int i, j;
-       int sides = 0x3F;
-       // cos(45 + bias)
-       float scale = 0.707106781186548*size/(size - 2*border);
+       int i;
+       vec3_t p, n;
+       int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
+       float scale = (size - 2*border)/size, len;
+       float bias = border / (float)(size - border), dp, dn, ap, an;
+       // check if cone enclosing side would cross frustum plane 
+       scale = 2 / (scale*scale + 2);
        for (i = 0;i < 5;i++)
        {
                if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
                        continue;
-               Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, frustumdir);
-               VectorNormalize(frustumdir);
-               for (j = 0;j < 6;j++)
-                       if(DotProduct(frustumdir, lightnormals[j]) < -scale)
-                               sides &= ~(1 << j);
-       }
-    if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) > r_refdef.farclip - r_refdef.nearclip + 0.03125)
+               Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
+               len = scale*VectorLength2(n);
+               if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
+               if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
+               if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
+       }
+       if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
+       {
+        Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
+        len = scale*VectorLength(n);
+               if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
+               if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
+               if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
+       }
+       // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
+       // check if frustum corners/origin cross plane sides
+       for (i = 0;i < 5;i++)
        {
-        Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, frustumdir);
-        VectorNormalize(frustumdir);
-               for (j = 0;j < 6;j++)
-               if (DotProduct(frustumdir, lightnormals[j]) > scale) 
-               sides &= ~(1 << j);
-       }
-       return sides;
+               Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
+               dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
+               masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+               masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+               dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
+               masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+               masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+               dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
+               masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+               masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+       }
+       return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
 }
 
 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)
@@ -1587,6 +1694,7 @@ static void R_Shadow_MakeTextures(void)
        int x, y, z;
        float intensity, dist;
        unsigned int *data;
+       R_Shadow_FreeShadowMaps();
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
        r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
@@ -1644,8 +1752,10 @@ void R_Shadow_ValidateCvars(void)
 
 void R_Shadow_RenderMode_Begin(void)
 {
+#if 0
        GLint drawbuffer;
        GLint readbuffer;
+#endif
        R_Shadow_ValidateCvars();
 
        if (!r_shadow_attenuation2dtexture
@@ -1685,17 +1795,20 @@ void R_Shadow_RenderMode_Begin(void)
 
        if (r_glsl.integer && gl_support_fragment_shader)
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
-       else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
+       else if (gl_dot3arb && gl_texturecubemap && r_shadow_dot3.integer && gl_stencil)
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
        else
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
 
        CHECKGLERROR
+#if 0
        qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
        qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
        r_shadow_drawbuffer = drawbuffer;
        r_shadow_readbuffer = readbuffer;
-       r_shadow_cullface = r_refdef.view.cullface_back;
+#endif
+       r_shadow_cullface_front = r_refdef.view.cullface_front;
+       r_shadow_cullface_back = r_refdef.view.cullface_back;
 }
 
 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
@@ -1714,8 +1827,10 @@ void R_Shadow_RenderMode_Reset(void)
        {
                qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
        }
+#if 0
        qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
        qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
+#endif
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
        R_Mesh_ColorPointer(NULL, 0, 0);
@@ -1729,7 +1844,8 @@ void R_Shadow_RenderMode_Reset(void)
        qglStencilMask(~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
        qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
-       r_refdef.view.cullface_back = r_shadow_cullface;
+       r_refdef.view.cullface_front = r_shadow_cullface_front;
+       r_refdef.view.cullface_back = r_shadow_cullface_back;
        GL_CullFace(r_refdef.view.cullface_back);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
@@ -1820,11 +1936,11 @@ static void R_Shadow_MakeVSDCT(void)
 
 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
 {
-       int i;
        int status;
        int maxsize;
        float nearclip, farclip, bias;
        r_viewport_t viewport;
+       GLuint fbo = 0;
        CHECKGLERROR
        maxsize = r_shadow_shadowmapmaxsize;
        nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
@@ -1834,8 +1950,13 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
        r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
        r_shadow_shadowmapside = side;
        r_shadow_shadowmapsize = size;
-       if (r_shadow_shadowmode == 1)
+       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
        {
+               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
+
                // complex unrolled cube approach (more flexible)
                if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                        R_Shadow_MakeVSDCT();
@@ -1843,139 +1964,126 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
                {
 #if 1
                        int w = maxsize*2, h = gl_support_arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
-                       r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapprecision, r_shadow_shadowmapsampler);
+                       r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
                        qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
                        qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
-#endif
-               }
-               CHECKGLERROR
-               R_Shadow_RenderMode_Reset();
-               if (r_shadow_shadowmap2dtexture)
-               {
-                       // render depth into the fbo, do not render color at all
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
+            // render depth into the fbo, do not render color at all
                        qglDrawBuffer(GL_NONE);CHECKGLERROR
                        qglReadBuffer(GL_NONE);CHECKGLERROR
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
                        {
                                Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
                                Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
                        }
-                       R_SetupDepthOrShadowShader();
-               }
-               else
-               {
-                       R_SetupShowDepthShader();
-                       qglClearColor(1,1,1,1);CHECKGLERROR
+#endif
                }
-               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+               CHECKGLERROR
+               if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
                r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
                r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
-               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
        }
-       else if (r_shadow_shadowmode == 2)
+       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
        {
+               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
+
                // complex unrolled cube approach (more flexible)
                if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                        R_Shadow_MakeVSDCT();
                if (!r_shadow_shadowmaprectangletexture)
                {
 #if 1
-                       r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapprecision, r_shadow_shadowmapsampler);
+                       r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
                        qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
                        qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
-#endif
-               }
-               CHECKGLERROR
-               R_Shadow_RenderMode_Reset();
-               if (r_shadow_shadowmaprectangletexture)
-               {
                        // render depth into the fbo, do not render color at all
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
                        qglDrawBuffer(GL_NONE);CHECKGLERROR
                        qglReadBuffer(GL_NONE);CHECKGLERROR
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
                        {
                                Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
                                Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
                        }
-                       R_SetupDepthOrShadowShader();
-               }
-               else
-               {
-                       R_SetupShowDepthShader();
-                       qglClearColor(1,1,1,1);CHECKGLERROR
+#endif
                }
-               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+               CHECKGLERROR
+               if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
                r_shadow_shadowmap_texturescale[0] = 1.0f;
                r_shadow_shadowmap_texturescale[1] = 1.0f;
-               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
        }
-       else if (r_shadow_shadowmode == 3)
+       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
        {
+               r_shadow_shadowmap_parameters[0] = 1.0f;
+               r_shadow_shadowmap_parameters[1] = 1.0f;
+               R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
+               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
+
                // simple cube approach
                if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
                {
  #if 1
-                       r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapprecision, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(6, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       for (i = 0;i < 6;i++)
-                       {
-                               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][i]);CHECKGLERROR
-                               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
-                       }
- #endif
-               }
-               CHECKGLERROR
-               R_Shadow_RenderMode_Reset();
-               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
-               {
+                       r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+                       qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
                        // render depth into the fbo, do not render color at all
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][side]);CHECKGLERROR
                        qglDrawBuffer(GL_NONE);CHECKGLERROR
                        qglReadBuffer(GL_NONE);CHECKGLERROR
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
                        {
                                Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
                                Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
                        }
-                       R_SetupDepthOrShadowShader();
-               }
-               else
-               {
-                       R_SetupShowDepthShader();
-                       qglClearColor(1,1,1,1);CHECKGLERROR
+ #endif
                }
-               R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
-               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
-               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
-               r_shadow_shadowmap_parameters[0] = 1.0f;
-               r_shadow_shadowmap_parameters[1] = 1.0f;
+               CHECKGLERROR
+               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
+               r_shadow_shadowmap_texturescale[0] = 0.0f;
+               r_shadow_shadowmap_texturescale[1] = 0.0f;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
        }
-       CHECKGLERROR
-       R_SetViewport(&viewport);
-       GL_PolygonOffset(0, 0);
-       if(r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 2)
+
+       R_Shadow_RenderMode_Reset();
+       if (fbo)
        {
-               static qboolean cullfront[6] = { false, true, false, true, true, false };
-               if(cullfront[side]) r_refdef.view.cullface_back = r_refdef.view.cullface_front;
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+               R_SetupDepthOrShadowShader();
        }
-       GL_CullFace(r_refdef.view.cullface_back);
-       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+       else
+       {
+               R_SetupShowDepthShader();
+               qglClearColor(1,1,1,1);CHECKGLERROR
+       }
+       CHECKGLERROR
+       GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       qglClearDepth(1);CHECKGLERROR
+       qglClearDepth(1);
        CHECKGLERROR
+
+init_done:
+       R_SetViewport(&viewport);
+       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+       if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
+       {
+               int flipped = (side&1)^(side>>2);
+               r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
+               r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+               GL_CullFace(r_refdef.view.cullface_back);
+       }
+       else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
+       {
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+       }
        if (clear)
                qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |  GL_STENCIL_BUFFER_BIT);
        CHECKGLERROR
@@ -1983,6 +2091,13 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
 
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
+       if (transparent)
+       {
+               r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+               r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+               r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+               r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+       }
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -2006,19 +2121,19 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                CHECKGLERROR
                if (shadowmapping)
                {
-                       if (r_shadow_shadowmode == 1)
+                       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
                        {
                                r_shadow_usingshadowmap2d = true;
                                R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
                                CHECKGLERROR
                        }
-                       else if (r_shadow_shadowmode == 2)
+                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
                        {
                                r_shadow_usingshadowmaprect = true;
                                R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
                                CHECKGLERROR
                        }
-                       else if (r_shadow_shadowmode == 3)
+                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
                        {
                                r_shadow_usingshadowmapcube = true;
                                R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
@@ -3187,7 +3302,7 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
                m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                if (r_textureunits.integer >= 3)
                {
-                       // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
+                       // Voodoo4 or Kyro (or Geforce3/Radeon with r_shadow_dot3 off)
                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.texmatrix[2] = rsurface.entitytoattenuationz;
                        m.pointer_texcoord3f[2] = rsurface.vertex3f;
@@ -3354,7 +3469,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 
        // compile the light
        rtlight->compiled = true;
-       rtlight->shadowmode = rtlight->shadow ? r_shadow_shadowmode : -1;
+       rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
        rtlight->static_numleafs = 0;
        rtlight->static_numleafpvsbytes = 0;
        rtlight->static_leaflist = NULL;
@@ -3400,15 +3515,18 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
                if (rtlight->static_numlighttrispvsbytes)
                        memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
-               if (rtlight->shadowmode <= 0)
-               {
-                       if (model->CompileShadowVolume && rtlight->shadow)
-                               model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
-               }
-               else
+               switch (rtlight->shadowmode)
                {
+               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                        if (model->CompileShadowMap && rtlight->shadow)
                                model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       break;
+               default:
+                       if (model->CompileShadowVolume && rtlight->shadow)
+                               model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       break;
                }
                // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
@@ -3655,7 +3773,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 #endif
 }
 
-void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
 {
        shadowmesh_t *mesh;
 
@@ -3677,12 +3795,12 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const
         CHECKGLERROR
     }
        else if (r_refdef.scene.worldentity->model)
-               r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+               r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
 
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
 {
        qboolean zpass;
        shadowmesh_t *mesh;
@@ -3746,16 +3864,6 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-static int R_Shadow_CalcEntitySideMask(rtlight_t *rtlight, entity_render_t *ent, float borderbias)
-{
-       vec3_t radius, worldorigin, lightorigin;
-       VectorSubtract(ent->maxs, ent->mins, radius);
-       VectorScale(radius, 0.5f, radius);
-       VectorAdd(ent->mins, radius, worldorigin);
-       Matrix4x4_Transform(&rtlight->matrix_worldtolight, worldorigin, lightorigin);
-       return R_Shadow_CalcSphereSideMask(lightorigin, VectorLength(radius) / rtlight->radius, borderbias);
-}
-
 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
 {
        vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
@@ -3771,7 +3879,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
        {
-               ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+               ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
        }
        else
                ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
@@ -3830,7 +3938,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        float f;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
-       unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
+       unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
        int numlightentities;
        int numlightentities_noselfshadow;
        int numshadowentities;
@@ -3854,7 +3962,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // all at once at the start of a level, not when it stalls gameplay.
        // (especially important to benchmarks)
        // compile light
-       if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
+       if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
        {
                if (rtlight->compiled)
                        R_RTLight_Uncompile(rtlight);
@@ -3895,6 +4003,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = rtlight->static_leafpvs;
                numsurfaces = rtlight->static_numsurfaces;
                surfacelist = rtlight->static_surfacelist;
+               surfacesides = NULL;
                shadowtrispvs = rtlight->static_shadowtrispvs;
                lighttrispvs = rtlight->static_lighttrispvs;
        }
@@ -3907,6 +4016,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
+               surfacesides = r_shadow_buffer_surfacesides;
                shadowtrispvs = r_shadow_buffer_shadowtrispvs;
                lighttrispvs = r_shadow_buffer_lighttrispvs;
                // if the reduced leaf bounds are offscreen, skip it
@@ -3921,6 +4031,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = NULL;
                numsurfaces = 0;
                surfacelist = NULL;
+               surfacesides = NULL;
                shadowtrispvs = NULL;
                lighttrispvs = NULL;
        }
@@ -4032,7 +4143,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                // for performance analysis by level designers
                R_Shadow_RenderMode_VisibleShadowVolumes();
                if (numsurfaces)
-                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+                       R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
                for (i = 0;i < numshadowentities;i++)
                        R_Shadow_DrawEntityShadow(shadowentities[i]);
                for (i = 0;i < numshadowentities_noselfshadow;i++)
@@ -4058,53 +4169,65 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
        nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
        distance = VectorDistance(nearestpoint, r_refdef.view.origin);
-       lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
-       lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapping_maxsize.integer);
 
-       if (castshadows && r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 3 && r_glsl.integer && gl_support_fragment_shader)
+       lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
+       //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
+       lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
+
+       if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
        {
                float borderbias;
                int side;
                int size;
                int castermask = 0;
                int receivermask = 0;
+               matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
+               Matrix4x4_Abs(&radiustolight);
 
                r_shadow_shadowmaplod = 0;
                for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-                       if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
+                       if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
                                r_shadow_shadowmaplod = i;
 
-               size = r_shadow_shadowmode == 3 ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear;
-               size = bound(1, size, 2048);
+               size = r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE ? r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod : lodlinear;
+               size = bound(1, size, r_shadow_shadowmapmaxsize);
                borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
 
                if (numsurfaces)
                {
-                       castermask = 0x3F;
-                       receivermask = 0x3F;
                        if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
                        {
-                               castermask &= rtlight->static_shadowmap_casters;
-                               receivermask &= rtlight->static_shadowmap_receivers;
+                               castermask = rtlight->static_shadowmap_casters;
+                               receivermask = rtlight->static_shadowmap_receivers;
+                       }
+                       else
+                       {
+                               for(i = 0;i < numsurfaces;i++)
+                               {
+                                       msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
+                                       surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
+                                       castermask |= surfacesides[i];
+                                       receivermask |= surfacesides[i];
+                               }
                        }
                }
                if (receivermask < 0x3F) 
                {
                        for (i = 0;i < numlightentities;i++)
-                               receivermask |= R_Shadow_CalcEntitySideMask(rtlight, lightentities[i], borderbias);
+                               receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
                        if (receivermask < 0x3F)
                                for(i = 0; i < numlightentities_noselfshadow;i++)
-                                       receivermask |= R_Shadow_CalcEntitySideMask(rtlight, lightentities[lightentities_noselfshadow - i], borderbias);
+                                       receivermask |= R_Shadow_CalcEntitySideMask(lightentities[lightentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
                }
 
-               receivermask &= R_Shadow_FrustumCullSides(rtlight, size, r_shadow_shadowmapborder);
+               receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
 
                if (receivermask)
                {
                        for (i = 0;i < numshadowentities;i++)
-                               castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(rtlight, shadowentities[i], borderbias));
+                               castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
                        for (i = 0;i < numshadowentities_noselfshadow;i++)
-                               castermask |= (entitysides[shadowentities_noselfshadow - i] = R_Shadow_CalcEntitySideMask(rtlight, shadowentities[shadowentities_noselfshadow - i], borderbias)); 
+                               castermask |= (entitysides[shadowentities_noselfshadow - i] = R_Shadow_CalcEntitySideMask(shadowentities[shadowentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
                }
 
                //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
@@ -4115,7 +4238,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        R_Shadow_RenderMode_ShadowMap(side, true, size);
                        if (! (castermask & (1 << side))) continue;
                        if (numsurfaces)
-                               R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs);
+                               R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
                        for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
                                R_Shadow_DrawEntityShadow(shadowentities[i]);
                }
@@ -4135,7 +4258,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
                        {
                                R_Shadow_RenderMode_ShadowMap(side, false, size);
-                               for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides[shadowentities_noselfshadow - i] && (1 << side))
+                               for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides[shadowentities_noselfshadow - i] & (1 << side))
                                        R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
                        }
                }
@@ -4156,7 +4279,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
                R_Shadow_ClearStencil();
                if (numsurfaces)
-                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+                       R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
                for (i = 0;i < numshadowentities;i++)
                        R_Shadow_DrawEntityShadow(shadowentities[i]);
                if (numlightentities_noselfshadow)
@@ -4213,12 +4336,12 @@ void R_ShadowVolumeLighting(qboolean visible)
        dlight_t *light;
        size_t range;
 
-       if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || 
-               (r_shadow_shadowmode != 0) != (r_shadow_shadowmapping.integer != 0) || 
+       if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4) ||
+               (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object) || 
                r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
                r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
-               r_shadow_shadowmapprecision != r_shadow_shadowmapping_precision.integer || 
+               r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
                R_Shadow_FreeShadowMaps();
 
@@ -4387,7 +4510,7 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
        float zdist;
        vec3_t centerorigin;
        // if it's too close, skip it
-       if (VectorLength(rtlight->color) < (1.0f / 256.0f))
+       if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
                return;
        zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
        if (zdist < 32)
@@ -4436,7 +4559,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
                        return;
        }
-       VectorScale(rtlight->color, cscale, color);
+       VectorScale(rtlight->currentcolor, cscale, color);
        if (VectorLength(color) > (1.0f / 256.0f))
                R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1);
 }