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1
2 /*
3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
9
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
15
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
22
23 Patent warning:
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
29
30
31
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
38
39
40
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
46 in some ideal cases).
47
48
49
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however.  Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
60
61
62
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
69
70
71
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
80
81
82
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
89 texturing).
90
91
92
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
96
97
98
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
103
104
105
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light.  This technique is used heavily in many games (Doom3 does not support
114 this however).
115
116
117
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
127 other areas).
128
129
130
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
135 */
136
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
140 #include "portals.h"
141 #include "image.h"
142 #include "dpsoftrast.h"
143
144 #ifdef SUPPORTD3D
145 #include <d3d9.h>
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
147 #endif
148
149 extern void R_Shadow_EditLights_Init(void);
150
151 typedef enum r_shadow_rendermode_e
152 {
153         R_SHADOW_RENDERMODE_NONE,
154         R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155         R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156         R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157         R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158         R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159         R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160         R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161         R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162         R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163         R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164         R_SHADOW_RENDERMODE_LIGHT_GLSL,
165         R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166         R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167         R_SHADOW_RENDERMODE_SHADOWMAP2D
168 }
169 r_shadow_rendermode_t;
170
171 typedef enum r_shadow_shadowmode_e
172 {
173     R_SHADOW_SHADOWMODE_STENCIL,
174     R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 }
176 r_shadow_shadowmode_t;
177
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
187 #if 0
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
190 #endif
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
204
205 int maxshadowtriangles;
206 int *shadowelements;
207
208 int maxshadowvertices;
209 float *shadowvertex3f;
210
211 int maxshadowmark;
212 int numshadowmark;
213 int *shadowmark;
214 int *shadowmarklist;
215 int shadowmarkcount;
216
217 int maxshadowsides;
218 int numshadowsides;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
221
222 int maxvertexupdate;
223 int *vertexupdate;
224 int *vertexremap;
225 int vertexupdatenum;
226
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
231
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
236
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
241
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
252
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
266
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
269
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
271
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
281 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
297 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
304 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
321 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
322 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
323 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
324 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 4x as many pixels to hold the additional data"};
325 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
326 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
327 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
328 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
329 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
330 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
331 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
332 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
333 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
334 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
335 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
336 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
337 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
338 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
339 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
340 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
341 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
342 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
343 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
344 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
345 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
346 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
347 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
348 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
349 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
350 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
351 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
352 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
353 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
354 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
355 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
356
357 typedef struct r_shadow_bouncegrid_settings_s
358 {
359         qboolean staticmode;
360         qboolean bounceanglediffuse;
361         qboolean directionalshading;
362         float dlightparticlemultiplier;
363         qboolean hitmodels;
364         float lightradiusscale;
365         int maxbounce;
366         float particlebounceintensity;
367         float particleintensity;
368         int photons;
369         float spacing[3];
370         int stablerandom;
371 }
372 r_shadow_bouncegrid_settings_t;
373
374 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
375 rtexture_t *r_shadow_bouncegridtexture;
376 matrix4x4_t r_shadow_bouncegridmatrix;
377 vec_t r_shadow_bouncegridintensity;
378 qboolean r_shadow_bouncegriddirectional;
379 static double r_shadow_bouncegridtime;
380 static int r_shadow_bouncegridresolution[3];
381 static int r_shadow_bouncegridnumpixels;
382 static unsigned char *r_shadow_bouncegridpixels;
383 static float *r_shadow_bouncegridhighpixels;
384
385 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
386 #define ATTENTABLESIZE 256
387 // 1D gradient, 2D circle and 3D sphere attenuation textures
388 #define ATTEN1DSIZE 32
389 #define ATTEN2DSIZE 64
390 #define ATTEN3DSIZE 32
391
392 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
393 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
394 static float r_shadow_attentable[ATTENTABLESIZE+1];
395
396 rtlight_t *r_shadow_compilingrtlight;
397 static memexpandablearray_t r_shadow_worldlightsarray;
398 dlight_t *r_shadow_selectedlight;
399 dlight_t r_shadow_bufferlight;
400 vec3_t r_editlights_cursorlocation;
401 qboolean r_editlights_lockcursor;
402
403 extern int con_vislines;
404
405 void R_Shadow_UncompileWorldLights(void);
406 void R_Shadow_ClearWorldLights(void);
407 void R_Shadow_SaveWorldLights(void);
408 void R_Shadow_LoadWorldLights(void);
409 void R_Shadow_LoadLightsFile(void);
410 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
411 void R_Shadow_EditLights_Reload_f(void);
412 void R_Shadow_ValidateCvars(void);
413 static void R_Shadow_MakeTextures(void);
414
415 #define EDLIGHTSPRSIZE                  8
416 skinframe_t *r_editlights_sprcursor;
417 skinframe_t *r_editlights_sprlight;
418 skinframe_t *r_editlights_sprnoshadowlight;
419 skinframe_t *r_editlights_sprcubemaplight;
420 skinframe_t *r_editlights_sprcubemapnoshadowlight;
421 skinframe_t *r_editlights_sprselection;
422
423 void R_Shadow_SetShadowMode(void)
424 {
425         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
426         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
427         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
428         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
429         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
430         r_shadow_shadowmaplod = -1;
431         r_shadow_shadowmapsize = 0;
432         r_shadow_shadowmapsampler = false;
433         r_shadow_shadowmappcf = 0;
434         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
435         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
436         {
437                 switch(vid.renderpath)
438                 {
439                 case RENDERPATH_GL20:
440                         if(r_shadow_shadowmapfilterquality < 0)
441                         {
442                                 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
443                                         r_shadow_shadowmappcf = 1;
444                                 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
445                                 {
446                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
447                                         r_shadow_shadowmappcf = 1;
448                                 }
449                                 else if(strstr(gl_vendor, "ATI")) 
450                                         r_shadow_shadowmappcf = 1;
451                                 else 
452                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
453                         }
454                         else 
455                         {
456                                 switch (r_shadow_shadowmapfilterquality)
457                                 {
458                                 case 1:
459                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
460                                         break;
461                                 case 2:
462                                         r_shadow_shadowmapsampler = vid.support.arb_shadow;
463                                         r_shadow_shadowmappcf = 1;
464                                         break;
465                                 case 3:
466                                         r_shadow_shadowmappcf = 1;
467                                         break;
468                                 case 4:
469                                         r_shadow_shadowmappcf = 2;
470                                         break;
471                                 }
472                         }
473                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
474                         break;
475                 case RENDERPATH_D3D9:
476                 case RENDERPATH_D3D10:
477                 case RENDERPATH_D3D11:
478                 case RENDERPATH_SOFT:
479                         r_shadow_shadowmapsampler = false;
480                         r_shadow_shadowmappcf = 1;
481                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
482                         break;
483                 case RENDERPATH_GL13:
484                         break;
485                 case RENDERPATH_GL11:
486                         break;
487                 case RENDERPATH_GLES2:
488                         break;
489                 }
490         }
491 }
492
493 qboolean R_Shadow_ShadowMappingEnabled(void)
494 {
495         switch (r_shadow_shadowmode)
496         {
497         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
498                 return true;
499         default:
500                 return false;
501         }
502 }
503
504 void R_Shadow_FreeShadowMaps(void)
505 {
506         R_Shadow_SetShadowMode();
507
508         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
509
510         r_shadow_fbo2d = 0;
511
512         if (r_shadow_shadowmap2dtexture)
513                 R_FreeTexture(r_shadow_shadowmap2dtexture);
514         r_shadow_shadowmap2dtexture = NULL;
515
516         if (r_shadow_shadowmap2dcolortexture)
517                 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
518         r_shadow_shadowmap2dcolortexture = NULL;
519
520         if (r_shadow_shadowmapvsdcttexture)
521                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
522         r_shadow_shadowmapvsdcttexture = NULL;
523 }
524
525 void r_shadow_start(void)
526 {
527         // allocate vertex processing arrays
528         r_shadow_bouncegridpixels = NULL;
529         r_shadow_bouncegridhighpixels = NULL;
530         r_shadow_bouncegridnumpixels = 0;
531         r_shadow_bouncegridtexture = NULL;
532         r_shadow_bouncegriddirectional = false;
533         r_shadow_attenuationgradienttexture = NULL;
534         r_shadow_attenuation2dtexture = NULL;
535         r_shadow_attenuation3dtexture = NULL;
536         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
537         r_shadow_shadowmap2dtexture = NULL;
538         r_shadow_shadowmap2dcolortexture = NULL;
539         r_shadow_shadowmapvsdcttexture = NULL;
540         r_shadow_shadowmapmaxsize = 0;
541         r_shadow_shadowmapsize = 0;
542         r_shadow_shadowmaplod = 0;
543         r_shadow_shadowmapfilterquality = -1;
544         r_shadow_shadowmapdepthbits = 0;
545         r_shadow_shadowmapvsdct = false;
546         r_shadow_shadowmapsampler = false;
547         r_shadow_shadowmappcf = 0;
548         r_shadow_fbo2d = 0;
549
550         R_Shadow_FreeShadowMaps();
551
552         r_shadow_texturepool = NULL;
553         r_shadow_filters_texturepool = NULL;
554         R_Shadow_ValidateCvars();
555         R_Shadow_MakeTextures();
556         maxshadowtriangles = 0;
557         shadowelements = NULL;
558         maxshadowvertices = 0;
559         shadowvertex3f = NULL;
560         maxvertexupdate = 0;
561         vertexupdate = NULL;
562         vertexremap = NULL;
563         vertexupdatenum = 0;
564         maxshadowmark = 0;
565         numshadowmark = 0;
566         shadowmark = NULL;
567         shadowmarklist = NULL;
568         shadowmarkcount = 0;
569         maxshadowsides = 0;
570         numshadowsides = 0;
571         shadowsides = NULL;
572         shadowsideslist = NULL;
573         r_shadow_buffer_numleafpvsbytes = 0;
574         r_shadow_buffer_visitingleafpvs = NULL;
575         r_shadow_buffer_leafpvs = NULL;
576         r_shadow_buffer_leaflist = NULL;
577         r_shadow_buffer_numsurfacepvsbytes = 0;
578         r_shadow_buffer_surfacepvs = NULL;
579         r_shadow_buffer_surfacelist = NULL;
580         r_shadow_buffer_surfacesides = NULL;
581         r_shadow_buffer_numshadowtrispvsbytes = 0;
582         r_shadow_buffer_shadowtrispvs = NULL;
583         r_shadow_buffer_numlighttrispvsbytes = 0;
584         r_shadow_buffer_lighttrispvs = NULL;
585
586         r_shadow_usingdeferredprepass = false;
587         r_shadow_prepass_width = r_shadow_prepass_height = 0;
588 }
589
590 static void R_Shadow_FreeDeferred(void);
591 void r_shadow_shutdown(void)
592 {
593         CHECKGLERROR
594         R_Shadow_UncompileWorldLights();
595
596         R_Shadow_FreeShadowMaps();
597
598         r_shadow_usingdeferredprepass = false;
599         if (r_shadow_prepass_width)
600                 R_Shadow_FreeDeferred();
601         r_shadow_prepass_width = r_shadow_prepass_height = 0;
602
603         CHECKGLERROR
604         r_shadow_bouncegridtexture = NULL;
605         r_shadow_bouncegridpixels = NULL;
606         r_shadow_bouncegridhighpixels = NULL;
607         r_shadow_bouncegridnumpixels = 0;
608         r_shadow_bouncegriddirectional = false;
609         r_shadow_attenuationgradienttexture = NULL;
610         r_shadow_attenuation2dtexture = NULL;
611         r_shadow_attenuation3dtexture = NULL;
612         R_FreeTexturePool(&r_shadow_texturepool);
613         R_FreeTexturePool(&r_shadow_filters_texturepool);
614         maxshadowtriangles = 0;
615         if (shadowelements)
616                 Mem_Free(shadowelements);
617         shadowelements = NULL;
618         if (shadowvertex3f)
619                 Mem_Free(shadowvertex3f);
620         shadowvertex3f = NULL;
621         maxvertexupdate = 0;
622         if (vertexupdate)
623                 Mem_Free(vertexupdate);
624         vertexupdate = NULL;
625         if (vertexremap)
626                 Mem_Free(vertexremap);
627         vertexremap = NULL;
628         vertexupdatenum = 0;
629         maxshadowmark = 0;
630         numshadowmark = 0;
631         if (shadowmark)
632                 Mem_Free(shadowmark);
633         shadowmark = NULL;
634         if (shadowmarklist)
635                 Mem_Free(shadowmarklist);
636         shadowmarklist = NULL;
637         shadowmarkcount = 0;
638         maxshadowsides = 0;
639         numshadowsides = 0;
640         if (shadowsides)
641                 Mem_Free(shadowsides);
642         shadowsides = NULL;
643         if (shadowsideslist)
644                 Mem_Free(shadowsideslist);
645         shadowsideslist = NULL;
646         r_shadow_buffer_numleafpvsbytes = 0;
647         if (r_shadow_buffer_visitingleafpvs)
648                 Mem_Free(r_shadow_buffer_visitingleafpvs);
649         r_shadow_buffer_visitingleafpvs = NULL;
650         if (r_shadow_buffer_leafpvs)
651                 Mem_Free(r_shadow_buffer_leafpvs);
652         r_shadow_buffer_leafpvs = NULL;
653         if (r_shadow_buffer_leaflist)
654                 Mem_Free(r_shadow_buffer_leaflist);
655         r_shadow_buffer_leaflist = NULL;
656         r_shadow_buffer_numsurfacepvsbytes = 0;
657         if (r_shadow_buffer_surfacepvs)
658                 Mem_Free(r_shadow_buffer_surfacepvs);
659         r_shadow_buffer_surfacepvs = NULL;
660         if (r_shadow_buffer_surfacelist)
661                 Mem_Free(r_shadow_buffer_surfacelist);
662         r_shadow_buffer_surfacelist = NULL;
663         if (r_shadow_buffer_surfacesides)
664                 Mem_Free(r_shadow_buffer_surfacesides);
665         r_shadow_buffer_surfacesides = NULL;
666         r_shadow_buffer_numshadowtrispvsbytes = 0;
667         if (r_shadow_buffer_shadowtrispvs)
668                 Mem_Free(r_shadow_buffer_shadowtrispvs);
669         r_shadow_buffer_numlighttrispvsbytes = 0;
670         if (r_shadow_buffer_lighttrispvs)
671                 Mem_Free(r_shadow_buffer_lighttrispvs);
672 }
673
674 void r_shadow_newmap(void)
675 {
676         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
677         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
678         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
679         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
680         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
681         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
682         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
683         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
684         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
685                 R_Shadow_EditLights_Reload_f();
686 }
687
688 void R_Shadow_Init(void)
689 {
690         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
691         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
692         Cvar_RegisterVariable(&r_shadow_usebihculling);
693         Cvar_RegisterVariable(&r_shadow_usenormalmap);
694         Cvar_RegisterVariable(&r_shadow_debuglight);
695         Cvar_RegisterVariable(&r_shadow_deferred);
696         Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
697 //      Cvar_RegisterVariable(&r_shadow_deferred_fp);
698         Cvar_RegisterVariable(&r_shadow_gloss);
699         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
700         Cvar_RegisterVariable(&r_shadow_glossintensity);
701         Cvar_RegisterVariable(&r_shadow_glossexponent);
702         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
703         Cvar_RegisterVariable(&r_shadow_glossexact);
704         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
705         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
706         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
707         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
708         Cvar_RegisterVariable(&r_shadow_projectdistance);
709         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
710         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
711         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
712         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
713         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
714         Cvar_RegisterVariable(&r_shadow_realtime_world);
715         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
716         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
717         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
718         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
719         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
720         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
721         Cvar_RegisterVariable(&r_shadow_scissor);
722         Cvar_RegisterVariable(&r_shadow_shadowmapping);
723         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
724         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
725         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
726         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
727         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
728         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
729 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
730 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
731         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
732         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
733         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
734         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
735         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
736         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
737         Cvar_RegisterVariable(&r_shadow_polygonfactor);
738         Cvar_RegisterVariable(&r_shadow_polygonoffset);
739         Cvar_RegisterVariable(&r_shadow_texture3d);
740         Cvar_RegisterVariable(&r_shadow_bouncegrid);
741         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
742         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
743         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
744         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
745         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
746         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
747         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
748         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
749         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
750         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
751         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
752         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
753         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
754         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
755         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
756         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
757         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
758         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
759         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
760         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
761         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
762         Cvar_RegisterVariable(&r_coronas);
763         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
764         Cvar_RegisterVariable(&r_coronas_occlusionquery);
765         Cvar_RegisterVariable(&gl_flashblend);
766         Cvar_RegisterVariable(&gl_ext_separatestencil);
767         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
768         R_Shadow_EditLights_Init();
769         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
770         maxshadowtriangles = 0;
771         shadowelements = NULL;
772         maxshadowvertices = 0;
773         shadowvertex3f = NULL;
774         maxvertexupdate = 0;
775         vertexupdate = NULL;
776         vertexremap = NULL;
777         vertexupdatenum = 0;
778         maxshadowmark = 0;
779         numshadowmark = 0;
780         shadowmark = NULL;
781         shadowmarklist = NULL;
782         shadowmarkcount = 0;
783         maxshadowsides = 0;
784         numshadowsides = 0;
785         shadowsides = NULL;
786         shadowsideslist = NULL;
787         r_shadow_buffer_numleafpvsbytes = 0;
788         r_shadow_buffer_visitingleafpvs = NULL;
789         r_shadow_buffer_leafpvs = NULL;
790         r_shadow_buffer_leaflist = NULL;
791         r_shadow_buffer_numsurfacepvsbytes = 0;
792         r_shadow_buffer_surfacepvs = NULL;
793         r_shadow_buffer_surfacelist = NULL;
794         r_shadow_buffer_surfacesides = NULL;
795         r_shadow_buffer_shadowtrispvs = NULL;
796         r_shadow_buffer_lighttrispvs = NULL;
797         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
798 }
799
800 matrix4x4_t matrix_attenuationxyz =
801 {
802         {
803                 {0.5, 0.0, 0.0, 0.5},
804                 {0.0, 0.5, 0.0, 0.5},
805                 {0.0, 0.0, 0.5, 0.5},
806                 {0.0, 0.0, 0.0, 1.0}
807         }
808 };
809
810 matrix4x4_t matrix_attenuationz =
811 {
812         {
813                 {0.0, 0.0, 0.5, 0.5},
814                 {0.0, 0.0, 0.0, 0.5},
815                 {0.0, 0.0, 0.0, 0.5},
816                 {0.0, 0.0, 0.0, 1.0}
817         }
818 };
819
820 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
821 {
822         numvertices = ((numvertices + 255) & ~255) * vertscale;
823         numtriangles = ((numtriangles + 255) & ~255) * triscale;
824         // make sure shadowelements is big enough for this volume
825         if (maxshadowtriangles < numtriangles)
826         {
827                 maxshadowtriangles = numtriangles;
828                 if (shadowelements)
829                         Mem_Free(shadowelements);
830                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
831         }
832         // make sure shadowvertex3f is big enough for this volume
833         if (maxshadowvertices < numvertices)
834         {
835                 maxshadowvertices = numvertices;
836                 if (shadowvertex3f)
837                         Mem_Free(shadowvertex3f);
838                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
839         }
840 }
841
842 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
843 {
844         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
845         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
846         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
847         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
848         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
849         {
850                 if (r_shadow_buffer_visitingleafpvs)
851                         Mem_Free(r_shadow_buffer_visitingleafpvs);
852                 if (r_shadow_buffer_leafpvs)
853                         Mem_Free(r_shadow_buffer_leafpvs);
854                 if (r_shadow_buffer_leaflist)
855                         Mem_Free(r_shadow_buffer_leaflist);
856                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
857                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
858                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
859                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
860         }
861         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
862         {
863                 if (r_shadow_buffer_surfacepvs)
864                         Mem_Free(r_shadow_buffer_surfacepvs);
865                 if (r_shadow_buffer_surfacelist)
866                         Mem_Free(r_shadow_buffer_surfacelist);
867                 if (r_shadow_buffer_surfacesides)
868                         Mem_Free(r_shadow_buffer_surfacesides);
869                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
870                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
871                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
872                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
873         }
874         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
875         {
876                 if (r_shadow_buffer_shadowtrispvs)
877                         Mem_Free(r_shadow_buffer_shadowtrispvs);
878                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
879                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
880         }
881         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
882         {
883                 if (r_shadow_buffer_lighttrispvs)
884                         Mem_Free(r_shadow_buffer_lighttrispvs);
885                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
886                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
887         }
888 }
889
890 void R_Shadow_PrepareShadowMark(int numtris)
891 {
892         // make sure shadowmark is big enough for this volume
893         if (maxshadowmark < numtris)
894         {
895                 maxshadowmark = numtris;
896                 if (shadowmark)
897                         Mem_Free(shadowmark);
898                 if (shadowmarklist)
899                         Mem_Free(shadowmarklist);
900                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
901                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
902                 shadowmarkcount = 0;
903         }
904         shadowmarkcount++;
905         // if shadowmarkcount wrapped we clear the array and adjust accordingly
906         if (shadowmarkcount == 0)
907         {
908                 shadowmarkcount = 1;
909                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
910         }
911         numshadowmark = 0;
912 }
913
914 void R_Shadow_PrepareShadowSides(int numtris)
915 {
916     if (maxshadowsides < numtris)
917     {
918         maxshadowsides = numtris;
919         if (shadowsides)
920                         Mem_Free(shadowsides);
921                 if (shadowsideslist)
922                         Mem_Free(shadowsideslist);
923                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
924                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
925         }
926         numshadowsides = 0;
927 }
928
929 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)
930 {
931         int i, j;
932         int outtriangles = 0, outvertices = 0;
933         const int *element;
934         const float *vertex;
935         float ratio, direction[3], projectvector[3];
936
937         if (projectdirection)
938                 VectorScale(projectdirection, projectdistance, projectvector);
939         else
940                 VectorClear(projectvector);
941
942         // create the vertices
943         if (projectdirection)
944         {
945                 for (i = 0;i < numshadowmarktris;i++)
946                 {
947                         element = inelement3i + shadowmarktris[i] * 3;
948                         for (j = 0;j < 3;j++)
949                         {
950                                 if (vertexupdate[element[j]] != vertexupdatenum)
951                                 {
952                                         vertexupdate[element[j]] = vertexupdatenum;
953                                         vertexremap[element[j]] = outvertices;
954                                         vertex = invertex3f + element[j] * 3;
955                                         // project one copy of the vertex according to projectvector
956                                         VectorCopy(vertex, outvertex3f);
957                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
958                                         outvertex3f += 6;
959                                         outvertices += 2;
960                                 }
961                         }
962                 }
963         }
964         else
965         {
966                 for (i = 0;i < numshadowmarktris;i++)
967                 {
968                         element = inelement3i + shadowmarktris[i] * 3;
969                         for (j = 0;j < 3;j++)
970                         {
971                                 if (vertexupdate[element[j]] != vertexupdatenum)
972                                 {
973                                         vertexupdate[element[j]] = vertexupdatenum;
974                                         vertexremap[element[j]] = outvertices;
975                                         vertex = invertex3f + element[j] * 3;
976                                         // project one copy of the vertex to the sphere radius of the light
977                                         // (FIXME: would projecting it to the light box be better?)
978                                         VectorSubtract(vertex, projectorigin, direction);
979                                         ratio = projectdistance / VectorLength(direction);
980                                         VectorCopy(vertex, outvertex3f);
981                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
982                                         outvertex3f += 6;
983                                         outvertices += 2;
984                                 }
985                         }
986                 }
987         }
988
989         if (r_shadow_frontsidecasting.integer)
990         {
991                 for (i = 0;i < numshadowmarktris;i++)
992                 {
993                         int remappedelement[3];
994                         int markindex;
995                         const int *neighbortriangle;
996
997                         markindex = shadowmarktris[i] * 3;
998                         element = inelement3i + markindex;
999                         neighbortriangle = inneighbor3i + markindex;
1000                         // output the front and back triangles
1001                         outelement3i[0] = vertexremap[element[0]];
1002                         outelement3i[1] = vertexremap[element[1]];
1003                         outelement3i[2] = vertexremap[element[2]];
1004                         outelement3i[3] = vertexremap[element[2]] + 1;
1005                         outelement3i[4] = vertexremap[element[1]] + 1;
1006                         outelement3i[5] = vertexremap[element[0]] + 1;
1007
1008                         outelement3i += 6;
1009                         outtriangles += 2;
1010                         // output the sides (facing outward from this triangle)
1011                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1012                         {
1013                                 remappedelement[0] = vertexremap[element[0]];
1014                                 remappedelement[1] = vertexremap[element[1]];
1015                                 outelement3i[0] = remappedelement[1];
1016                                 outelement3i[1] = remappedelement[0];
1017                                 outelement3i[2] = remappedelement[0] + 1;
1018                                 outelement3i[3] = remappedelement[1];
1019                                 outelement3i[4] = remappedelement[0] + 1;
1020                                 outelement3i[5] = remappedelement[1] + 1;
1021
1022                                 outelement3i += 6;
1023                                 outtriangles += 2;
1024                         }
1025                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1026                         {
1027                                 remappedelement[1] = vertexremap[element[1]];
1028                                 remappedelement[2] = vertexremap[element[2]];
1029                                 outelement3i[0] = remappedelement[2];
1030                                 outelement3i[1] = remappedelement[1];
1031                                 outelement3i[2] = remappedelement[1] + 1;
1032                                 outelement3i[3] = remappedelement[2];
1033                                 outelement3i[4] = remappedelement[1] + 1;
1034                                 outelement3i[5] = remappedelement[2] + 1;
1035
1036                                 outelement3i += 6;
1037                                 outtriangles += 2;
1038                         }
1039                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1040                         {
1041                                 remappedelement[0] = vertexremap[element[0]];
1042                                 remappedelement[2] = vertexremap[element[2]];
1043                                 outelement3i[0] = remappedelement[0];
1044                                 outelement3i[1] = remappedelement[2];
1045                                 outelement3i[2] = remappedelement[2] + 1;
1046                                 outelement3i[3] = remappedelement[0];
1047                                 outelement3i[4] = remappedelement[2] + 1;
1048                                 outelement3i[5] = remappedelement[0] + 1;
1049
1050                                 outelement3i += 6;
1051                                 outtriangles += 2;
1052                         }
1053                 }
1054         }
1055         else
1056         {
1057                 for (i = 0;i < numshadowmarktris;i++)
1058                 {
1059                         int remappedelement[3];
1060                         int markindex;
1061                         const int *neighbortriangle;
1062
1063                         markindex = shadowmarktris[i] * 3;
1064                         element = inelement3i + markindex;
1065                         neighbortriangle = inneighbor3i + markindex;
1066                         // output the front and back triangles
1067                         outelement3i[0] = vertexremap[element[2]];
1068                         outelement3i[1] = vertexremap[element[1]];
1069                         outelement3i[2] = vertexremap[element[0]];
1070                         outelement3i[3] = vertexremap[element[0]] + 1;
1071                         outelement3i[4] = vertexremap[element[1]] + 1;
1072                         outelement3i[5] = vertexremap[element[2]] + 1;
1073
1074                         outelement3i += 6;
1075                         outtriangles += 2;
1076                         // output the sides (facing outward from this triangle)
1077                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1078                         {
1079                                 remappedelement[0] = vertexremap[element[0]];
1080                                 remappedelement[1] = vertexremap[element[1]];
1081                                 outelement3i[0] = remappedelement[0];
1082                                 outelement3i[1] = remappedelement[1];
1083                                 outelement3i[2] = remappedelement[1] + 1;
1084                                 outelement3i[3] = remappedelement[0];
1085                                 outelement3i[4] = remappedelement[1] + 1;
1086                                 outelement3i[5] = remappedelement[0] + 1;
1087
1088                                 outelement3i += 6;
1089                                 outtriangles += 2;
1090                         }
1091                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1092                         {
1093                                 remappedelement[1] = vertexremap[element[1]];
1094                                 remappedelement[2] = vertexremap[element[2]];
1095                                 outelement3i[0] = remappedelement[1];
1096                                 outelement3i[1] = remappedelement[2];
1097                                 outelement3i[2] = remappedelement[2] + 1;
1098                                 outelement3i[3] = remappedelement[1];
1099                                 outelement3i[4] = remappedelement[2] + 1;
1100                                 outelement3i[5] = remappedelement[1] + 1;
1101
1102                                 outelement3i += 6;
1103                                 outtriangles += 2;
1104                         }
1105                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1106                         {
1107                                 remappedelement[0] = vertexremap[element[0]];
1108                                 remappedelement[2] = vertexremap[element[2]];
1109                                 outelement3i[0] = remappedelement[2];
1110                                 outelement3i[1] = remappedelement[0];
1111                                 outelement3i[2] = remappedelement[0] + 1;
1112                                 outelement3i[3] = remappedelement[2];
1113                                 outelement3i[4] = remappedelement[0] + 1;
1114                                 outelement3i[5] = remappedelement[2] + 1;
1115
1116                                 outelement3i += 6;
1117                                 outtriangles += 2;
1118                         }
1119                 }
1120         }
1121         if (outnumvertices)
1122                 *outnumvertices = outvertices;
1123         return outtriangles;
1124 }
1125
1126 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)
1127 {
1128         int i, j, k;
1129         int outtriangles = 0, outvertices = 0;
1130         const int *element;
1131         const float *vertex;
1132         float ratio, direction[3], projectvector[3];
1133         qboolean side[4];
1134
1135         if (projectdirection)
1136                 VectorScale(projectdirection, projectdistance, projectvector);
1137         else
1138                 VectorClear(projectvector);
1139
1140         for (i = 0;i < numshadowmarktris;i++)
1141         {
1142                 int remappedelement[3];
1143                 int markindex;
1144                 const int *neighbortriangle;
1145
1146                 markindex = shadowmarktris[i] * 3;
1147                 neighbortriangle = inneighbor3i + markindex;
1148                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1149                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1150                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1151                 if (side[0] + side[1] + side[2] == 0)
1152                         continue;
1153
1154                 side[3] = side[0];
1155                 element = inelement3i + markindex;
1156
1157                 // create the vertices
1158                 for (j = 0;j < 3;j++)
1159                 {
1160                         if (side[j] + side[j+1] == 0)
1161                                 continue;
1162                         k = element[j];
1163                         if (vertexupdate[k] != vertexupdatenum)
1164                         {
1165                                 vertexupdate[k] = vertexupdatenum;
1166                                 vertexremap[k] = outvertices;
1167                                 vertex = invertex3f + k * 3;
1168                                 VectorCopy(vertex, outvertex3f);
1169                                 if (projectdirection)
1170                                 {
1171                                         // project one copy of the vertex according to projectvector
1172                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1173                                 }
1174                                 else
1175                                 {
1176                                         // project one copy of the vertex to the sphere radius of the light
1177                                         // (FIXME: would projecting it to the light box be better?)
1178                                         VectorSubtract(vertex, projectorigin, direction);
1179                                         ratio = projectdistance / VectorLength(direction);
1180                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1181                                 }
1182                                 outvertex3f += 6;
1183                                 outvertices += 2;
1184                         }
1185                 }
1186
1187                 // output the sides (facing outward from this triangle)
1188                 if (!side[0])
1189                 {
1190                         remappedelement[0] = vertexremap[element[0]];
1191                         remappedelement[1] = vertexremap[element[1]];
1192                         outelement3i[0] = remappedelement[1];
1193                         outelement3i[1] = remappedelement[0];
1194                         outelement3i[2] = remappedelement[0] + 1;
1195                         outelement3i[3] = remappedelement[1];
1196                         outelement3i[4] = remappedelement[0] + 1;
1197                         outelement3i[5] = remappedelement[1] + 1;
1198
1199                         outelement3i += 6;
1200                         outtriangles += 2;
1201                 }
1202                 if (!side[1])
1203                 {
1204                         remappedelement[1] = vertexremap[element[1]];
1205                         remappedelement[2] = vertexremap[element[2]];
1206                         outelement3i[0] = remappedelement[2];
1207                         outelement3i[1] = remappedelement[1];
1208                         outelement3i[2] = remappedelement[1] + 1;
1209                         outelement3i[3] = remappedelement[2];
1210                         outelement3i[4] = remappedelement[1] + 1;
1211                         outelement3i[5] = remappedelement[2] + 1;
1212
1213                         outelement3i += 6;
1214                         outtriangles += 2;
1215                 }
1216                 if (!side[2])
1217                 {
1218                         remappedelement[0] = vertexremap[element[0]];
1219                         remappedelement[2] = vertexremap[element[2]];
1220                         outelement3i[0] = remappedelement[0];
1221                         outelement3i[1] = remappedelement[2];
1222                         outelement3i[2] = remappedelement[2] + 1;
1223                         outelement3i[3] = remappedelement[0];
1224                         outelement3i[4] = remappedelement[2] + 1;
1225                         outelement3i[5] = remappedelement[0] + 1;
1226
1227                         outelement3i += 6;
1228                         outtriangles += 2;
1229                 }
1230         }
1231         if (outnumvertices)
1232                 *outnumvertices = outvertices;
1233         return outtriangles;
1234 }
1235
1236 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)
1237 {
1238         int t, tend;
1239         const int *e;
1240         const float *v[3];
1241         float normal[3];
1242         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1243                 return;
1244         tend = firsttriangle + numtris;
1245         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1246         {
1247                 // surface box entirely inside light box, no box cull
1248                 if (projectdirection)
1249                 {
1250                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1251                         {
1252                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1253                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1254                                         shadowmarklist[numshadowmark++] = t;
1255                         }
1256                 }
1257                 else
1258                 {
1259                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1260                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1261                                         shadowmarklist[numshadowmark++] = t;
1262                 }
1263         }
1264         else
1265         {
1266                 // surface box not entirely inside light box, cull each triangle
1267                 if (projectdirection)
1268                 {
1269                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1270                         {
1271                                 v[0] = invertex3f + e[0] * 3;
1272                                 v[1] = invertex3f + e[1] * 3;
1273                                 v[2] = invertex3f + e[2] * 3;
1274                                 TriangleNormal(v[0], v[1], v[2], normal);
1275                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1276                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1277                                         shadowmarklist[numshadowmark++] = t;
1278                         }
1279                 }
1280                 else
1281                 {
1282                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1283                         {
1284                                 v[0] = invertex3f + e[0] * 3;
1285                                 v[1] = invertex3f + e[1] * 3;
1286                                 v[2] = invertex3f + e[2] * 3;
1287                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1288                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1289                                         shadowmarklist[numshadowmark++] = t;
1290                         }
1291                 }
1292         }
1293 }
1294
1295 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1296 {
1297 #if 1
1298         return false;
1299 #else
1300         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1301                 return false;
1302         // check if the shadow volume intersects the near plane
1303         //
1304         // a ray between the eye and light origin may intersect the caster,
1305         // indicating that the shadow may touch the eye location, however we must
1306         // test the near plane (a polygon), not merely the eye location, so it is
1307         // easiest to enlarge the caster bounding shape slightly for this.
1308         // TODO
1309         return true;
1310 #endif
1311 }
1312
1313 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)
1314 {
1315         int i, tris, outverts;
1316         if (projectdistance < 0.1)
1317         {
1318                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1319                 return;
1320         }
1321         if (!numverts || !nummarktris)
1322                 return;
1323         // make sure shadowelements is big enough for this volume
1324         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1325                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1326
1327         if (maxvertexupdate < numverts)
1328         {
1329                 maxvertexupdate = numverts;
1330                 if (vertexupdate)
1331                         Mem_Free(vertexupdate);
1332                 if (vertexremap)
1333                         Mem_Free(vertexremap);
1334                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1335                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1336                 vertexupdatenum = 0;
1337         }
1338         vertexupdatenum++;
1339         if (vertexupdatenum == 0)
1340         {
1341                 vertexupdatenum = 1;
1342                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1343                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1344         }
1345
1346         for (i = 0;i < nummarktris;i++)
1347                 shadowmark[marktris[i]] = shadowmarkcount;
1348
1349         if (r_shadow_compilingrtlight)
1350         {
1351                 // if we're compiling an rtlight, capture the mesh
1352                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1353                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1354                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1355                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1356         }
1357         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1358         {
1359                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1360                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1361                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1362         }
1363         else
1364         {
1365                 // decide which type of shadow to generate and set stencil mode
1366                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1367                 // generate the sides or a solid volume, depending on type
1368                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1369                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1370                 else
1371                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1372                 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1373                 r_refdef.stats.lights_shadowtriangles += tris;
1374                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1375                 {
1376                         // increment stencil if frontface is infront of depthbuffer
1377                         GL_CullFace(r_refdef.view.cullface_front);
1378                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1379                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1380                         // decrement stencil if backface is infront of depthbuffer
1381                         GL_CullFace(r_refdef.view.cullface_back);
1382                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1383                 }
1384                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1385                 {
1386                         // decrement stencil if backface is behind depthbuffer
1387                         GL_CullFace(r_refdef.view.cullface_front);
1388                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1389                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1390                         // increment stencil if frontface is behind depthbuffer
1391                         GL_CullFace(r_refdef.view.cullface_back);
1392                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1393                 }
1394                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1395                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1396         }
1397 }
1398
1399 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1400 {
1401     // p1, p2, p3 are in the cubemap's local coordinate system
1402     // bias = border/(size - border)
1403         int mask = 0x3F;
1404
1405     float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1406           dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1407           dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1408         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1409         mask &= (3<<4)
1410                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1411                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1412                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1413     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1414         mask &= (3<<4)
1415             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1416             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
1417             | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1418
1419     dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1420     dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1421     dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1422     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1423         mask &= (3<<0)
1424             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1425             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
1426             | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1427     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1428         mask &= (3<<0)
1429             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1430             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1431             | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1432
1433     dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1434     dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1435     dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1436     if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1437         mask &= (3<<2)
1438             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1439             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1440             | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1441     if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1442         mask &= (3<<2)
1443             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1444             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1445             | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1446
1447         return mask;
1448 }
1449
1450 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1451 {
1452         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1453         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1454         int mask = 0x3F;
1455
1456         VectorSubtract(maxs, mins, radius);
1457     VectorScale(radius, 0.5f, radius);
1458     VectorAdd(mins, radius, center);
1459     Matrix4x4_Transform(worldtolight, center, lightcenter);
1460         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1461         VectorSubtract(lightcenter, lightradius, pmin);
1462         VectorAdd(lightcenter, lightradius, pmax);
1463
1464     dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1465     dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1466     if(ap1 > bias*an1 && ap2 > bias*an2)
1467         mask &= (3<<4)
1468             | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1469             | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1470     if(an1 > bias*ap1 && an2 > bias*ap2)
1471         mask &= (3<<4)
1472             | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1473             | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1474
1475     dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1476     dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1477     if(ap1 > bias*an1 && ap2 > bias*an2)
1478         mask &= (3<<0)
1479             | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1480             | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1481     if(an1 > bias*ap1 && an2 > bias*ap2)
1482         mask &= (3<<0)
1483             | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1484             | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1485
1486     dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1487     dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1488     if(ap1 > bias*an1 && ap2 > bias*an2)
1489         mask &= (3<<2)
1490             | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1491             | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1492     if(an1 > bias*ap1 && an2 > bias*ap2)
1493         mask &= (3<<2)
1494             | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1495             | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1496
1497     return mask;
1498 }
1499
1500 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1501
1502 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1503 {
1504     // p is in the cubemap's local coordinate system
1505     // bias = border/(size - border)
1506     float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1507     float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1508     float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1509     int mask = 0x3F;
1510     if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1511     if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1512     if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1513     if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1514     if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1515     if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1516     return mask;
1517 }
1518
1519 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1520 {
1521         int i;
1522         vec3_t p, n;
1523         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1524         float scale = (size - 2*border)/size, len;
1525         float bias = border / (float)(size - border), dp, dn, ap, an;
1526         // check if cone enclosing side would cross frustum plane 
1527         scale = 2 / (scale*scale + 2);
1528         for (i = 0;i < 5;i++)
1529         {
1530                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1531                         continue;
1532                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1533                 len = scale*VectorLength2(n);
1534                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1535                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1536                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1537         }
1538         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1539         {
1540         Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1541         len = scale*VectorLength(n);
1542                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1543                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1544                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1545         }
1546         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1547         // check if frustum corners/origin cross plane sides
1548 #if 1
1549     // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1550     Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1551     dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1552     masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1553     masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1554     dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1555     masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1556     masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1557     dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1558     masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1559     masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1560     for (i = 0;i < 4;i++)
1561     {
1562         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1563         VectorSubtract(n, p, n);
1564         dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1565         if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1566         if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1567         dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1568         if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1569         if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1570         dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1571         if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1572         if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1573     }
1574 #else
1575     // finite version, assumes corners are a finite distance from origin dependent on far plane
1576         for (i = 0;i < 5;i++)
1577         {
1578                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1579                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1580                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1581                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1582                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1583                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1584                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1585                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1586                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1587                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1588         }
1589 #endif
1590         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1591 }
1592
1593 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)
1594 {
1595         int t, tend;
1596         const int *e;
1597         const float *v[3];
1598         float normal[3];
1599         vec3_t p[3];
1600         float bias;
1601         int mask, surfacemask = 0;
1602         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1603                 return 0;
1604         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1605         tend = firsttriangle + numtris;
1606         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1607         {
1608                 // surface box entirely inside light box, no box cull
1609                 if (projectdirection)
1610                 {
1611                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1612                         {
1613                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1614                                 TriangleNormal(v[0], v[1], v[2], normal);
1615                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1616                                 {
1617                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1618                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1619                                         surfacemask |= mask;
1620                                         if(totals)
1621                                         {
1622                                                 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;
1623                                                 shadowsides[numshadowsides] = mask;
1624                                                 shadowsideslist[numshadowsides++] = t;
1625                                         }
1626                                 }
1627                         }
1628                 }
1629                 else
1630                 {
1631                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1632                         {
1633                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1634                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1635                                 {
1636                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1637                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1638                                         surfacemask |= mask;
1639                                         if(totals)
1640                                         {
1641                                                 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;
1642                                                 shadowsides[numshadowsides] = mask;
1643                                                 shadowsideslist[numshadowsides++] = t;
1644                                         }
1645                                 }
1646                         }
1647                 }
1648         }
1649         else
1650         {
1651                 // surface box not entirely inside light box, cull each triangle
1652                 if (projectdirection)
1653                 {
1654                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1655                         {
1656                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1657                                 TriangleNormal(v[0], v[1], v[2], normal);
1658                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1659                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1660                                 {
1661                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1662                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1663                                         surfacemask |= mask;
1664                                         if(totals)
1665                                         {
1666                                                 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;
1667                                                 shadowsides[numshadowsides] = mask;
1668                                                 shadowsideslist[numshadowsides++] = t;
1669                                         }
1670                                 }
1671                         }
1672                 }
1673                 else
1674                 {
1675                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1676                         {
1677                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1678                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1679                                  && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1680                                 {
1681                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1682                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1683                                         surfacemask |= mask;
1684                                         if(totals)
1685                                         {
1686                                                 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;
1687                                                 shadowsides[numshadowsides] = mask;
1688                                                 shadowsideslist[numshadowsides++] = t;
1689                                         }
1690                                 }
1691                         }
1692                 }
1693         }
1694         return surfacemask;
1695 }
1696
1697 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)
1698 {
1699         int i, j, outtriangles = 0;
1700         int *outelement3i[6];
1701         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1702                 return;
1703         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1704         // make sure shadowelements is big enough for this mesh
1705         if (maxshadowtriangles < outtriangles)
1706                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1707
1708         // compute the offset and size of the separate index lists for each cubemap side
1709         outtriangles = 0;
1710         for (i = 0;i < 6;i++)
1711         {
1712                 outelement3i[i] = shadowelements + outtriangles * 3;
1713                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1714                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1715                 outtriangles += sidetotals[i];
1716         }
1717
1718         // gather up the (sparse) triangles into separate index lists for each cubemap side
1719         for (i = 0;i < numsidetris;i++)
1720         {
1721                 const int *element = elements + sidetris[i] * 3;
1722                 for (j = 0;j < 6;j++)
1723                 {
1724                         if (sides[i] & (1 << j))
1725                         {
1726                                 outelement3i[j][0] = element[0];
1727                                 outelement3i[j][1] = element[1];
1728                                 outelement3i[j][2] = element[2];
1729                                 outelement3i[j] += 3;
1730                         }
1731                 }
1732         }
1733                         
1734         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1735 }
1736
1737 static void R_Shadow_MakeTextures_MakeCorona(void)
1738 {
1739         float dx, dy;
1740         int x, y, a;
1741         unsigned char pixels[32][32][4];
1742         for (y = 0;y < 32;y++)
1743         {
1744                 dy = (y - 15.5f) * (1.0f / 16.0f);
1745                 for (x = 0;x < 32;x++)
1746                 {
1747                         dx = (x - 15.5f) * (1.0f / 16.0f);
1748                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1749                         a = bound(0, a, 255);
1750                         pixels[y][x][0] = a;
1751                         pixels[y][x][1] = a;
1752                         pixels[y][x][2] = a;
1753                         pixels[y][x][3] = 255;
1754                 }
1755         }
1756         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1757 }
1758
1759 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1760 {
1761         float dist = sqrt(x*x+y*y+z*z);
1762         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1763         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1764         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1765 }
1766
1767 static void R_Shadow_MakeTextures(void)
1768 {
1769         int x, y, z;
1770         float intensity, dist;
1771         unsigned int *data;
1772         R_Shadow_FreeShadowMaps();
1773         R_FreeTexturePool(&r_shadow_texturepool);
1774         r_shadow_texturepool = R_AllocTexturePool();
1775         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1776         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1777         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1778         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1779         for (x = 0;x <= ATTENTABLESIZE;x++)
1780         {
1781                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1782                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1783                 r_shadow_attentable[x] = bound(0, intensity, 1);
1784         }
1785         // 1D gradient texture
1786         for (x = 0;x < ATTEN1DSIZE;x++)
1787                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1788         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1789         // 2D circle texture
1790         for (y = 0;y < ATTEN2DSIZE;y++)
1791                 for (x = 0;x < ATTEN2DSIZE;x++)
1792                         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);
1793         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1794         // 3D sphere texture
1795         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1796         {
1797                 for (z = 0;z < ATTEN3DSIZE;z++)
1798                         for (y = 0;y < ATTEN3DSIZE;y++)
1799                                 for (x = 0;x < ATTEN3DSIZE;x++)
1800                                         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));
1801                 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);
1802         }
1803         else
1804                 r_shadow_attenuation3dtexture = NULL;
1805         Mem_Free(data);
1806
1807         R_Shadow_MakeTextures_MakeCorona();
1808
1809         // Editor light sprites
1810         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1811         "................"
1812         ".3............3."
1813         "..5...2332...5.."
1814         "...7.3....3.7..."
1815         "....7......7...."
1816         "...3.7....7.3..."
1817         "..2...7..7...2.."
1818         "..3..........3.."
1819         "..3..........3.."
1820         "..2...7..7...2.."
1821         "...3.7....7.3..."
1822         "....7......7...."
1823         "...7.3....3.7..."
1824         "..5...2332...5.."
1825         ".3............3."
1826         "................"
1827         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1828         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1829         "................"
1830         "................"
1831         "......1111......"
1832         "....11233211...."
1833         "...1234554321..."
1834         "...1356776531..."
1835         "..124677776421.."
1836         "..135777777531.."
1837         "..135777777531.."
1838         "..124677776421.."
1839         "...1356776531..."
1840         "...1234554321..."
1841         "....11233211...."
1842         "......1111......"
1843         "................"
1844         "................"
1845         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1846         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1847         "................"
1848         "................"
1849         "......1111......"
1850         "....11233211...."
1851         "...1234554321..."
1852         "...1356226531..."
1853         "..12462..26421.."
1854         "..1352....2531.."
1855         "..1352....2531.."
1856         "..12462..26421.."
1857         "...1356226531..."
1858         "...1234554321..."
1859         "....11233211...."
1860         "......1111......"
1861         "................"
1862         "................"
1863         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1864         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1865         "................"
1866         "................"
1867         "......2772......"
1868         "....27755772...."
1869         "..277533335772.."
1870         "..753333333357.."
1871         "..777533335777.."
1872         "..735775577537.."
1873         "..733357753337.."
1874         "..733337733337.."
1875         "..753337733357.."
1876         "..277537735772.."
1877         "....27777772...."
1878         "......2772......"
1879         "................"
1880         "................"
1881         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1882         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1883         "................"
1884         "................"
1885         "......2772......"
1886         "....27722772...."
1887         "..2772....2772.."
1888         "..72........27.."
1889         "..7772....2777.."
1890         "..7.27722772.7.."
1891         "..7...2772...7.."
1892         "..7....77....7.."
1893         "..72...77...27.."
1894         "..2772.77.2772.."
1895         "....27777772...."
1896         "......2772......"
1897         "................"
1898         "................"
1899         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1900         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1901         "................"
1902         ".777752..257777."
1903         ".742........247."
1904         ".72..........27."
1905         ".7............7."
1906         ".5............5."
1907         ".2............2."
1908         "................"
1909         "................"
1910         ".2............2."
1911         ".5............5."
1912         ".7............7."
1913         ".72..........27."
1914         ".742........247."
1915         ".777752..257777."
1916         "................"
1917         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1918 }
1919
1920 void R_Shadow_ValidateCvars(void)
1921 {
1922         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1923                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1924         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1925                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1926         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1927                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1928 }
1929
1930 void R_Shadow_RenderMode_Begin(void)
1931 {
1932 #if 0
1933         GLint drawbuffer;
1934         GLint readbuffer;
1935 #endif
1936         R_Shadow_ValidateCvars();
1937
1938         if (!r_shadow_attenuation2dtexture
1939          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1940          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1941          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1942                 R_Shadow_MakeTextures();
1943
1944         CHECKGLERROR
1945         R_Mesh_ResetTextureState();
1946         GL_BlendFunc(GL_ONE, GL_ZERO);
1947         GL_DepthRange(0, 1);
1948         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1949         GL_DepthTest(true);
1950         GL_DepthMask(false);
1951         GL_Color(0, 0, 0, 1);
1952         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1953
1954         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1955
1956         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1957         {
1958                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1959                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1960         }
1961         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1962         {
1963                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1964                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1965         }
1966         else
1967         {
1968                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1969                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1970         }
1971
1972         switch(vid.renderpath)
1973         {
1974         case RENDERPATH_GL20:
1975         case RENDERPATH_D3D9:
1976         case RENDERPATH_D3D10:
1977         case RENDERPATH_D3D11:
1978         case RENDERPATH_SOFT:
1979         case RENDERPATH_GLES2:
1980                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1981                 break;
1982         case RENDERPATH_GL13:
1983         case RENDERPATH_GL11:
1984                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1985                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1986                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1987                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1988                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1989                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1990                 else
1991                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1992                 break;
1993         }
1994
1995         CHECKGLERROR
1996 #if 0
1997         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1998         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1999         r_shadow_drawbuffer = drawbuffer;
2000         r_shadow_readbuffer = readbuffer;
2001 #endif
2002         r_shadow_cullface_front = r_refdef.view.cullface_front;
2003         r_shadow_cullface_back = r_refdef.view.cullface_back;
2004 }
2005
2006 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2007 {
2008         rsurface.rtlight = rtlight;
2009 }
2010
2011 void R_Shadow_RenderMode_Reset(void)
2012 {
2013         R_Mesh_ResetRenderTargets();
2014         R_SetViewport(&r_refdef.view.viewport);
2015         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2016         R_Mesh_ResetTextureState();
2017         GL_DepthRange(0, 1);
2018         GL_DepthTest(true);
2019         GL_DepthMask(false);
2020         GL_DepthFunc(GL_LEQUAL);
2021         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2022         r_refdef.view.cullface_front = r_shadow_cullface_front;
2023         r_refdef.view.cullface_back = r_shadow_cullface_back;
2024         GL_CullFace(r_refdef.view.cullface_back);
2025         GL_Color(1, 1, 1, 1);
2026         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2027         GL_BlendFunc(GL_ONE, GL_ZERO);
2028         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2029         r_shadow_usingshadowmap2d = false;
2030         r_shadow_usingshadowmaportho = false;
2031         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2032 }
2033
2034 void R_Shadow_ClearStencil(void)
2035 {
2036         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2037         r_refdef.stats.lights_clears++;
2038 }
2039
2040 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2041 {
2042         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2043         if (r_shadow_rendermode == mode)
2044                 return;
2045         R_Shadow_RenderMode_Reset();
2046         GL_DepthFunc(GL_LESS);
2047         GL_ColorMask(0, 0, 0, 0);
2048         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2049         GL_CullFace(GL_NONE);
2050         R_SetupShader_DepthOrShadow();
2051         r_shadow_rendermode = mode;
2052         switch(mode)
2053         {
2054         default:
2055                 break;
2056         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2057         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2058                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2059                 break;
2060         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2061         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2062                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2063                 break;
2064         }
2065 }
2066
2067 static void R_Shadow_MakeVSDCT(void)
2068 {
2069         // maps to a 2x3 texture rectangle with normalized coordinates
2070         // +-
2071         // XX
2072         // YY
2073         // ZZ
2074         // stores abs(dir.xy), offset.xy/2.5
2075         unsigned char data[4*6] =
2076         {
2077                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2078                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2079                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2080                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2081                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2082                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2083         };
2084         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2085 }
2086
2087 static void R_Shadow_MakeShadowMap(int side, int size)
2088 {
2089         switch (r_shadow_shadowmode)
2090         {
2091         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2092                 if (r_shadow_shadowmap2dtexture) return;
2093                 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);
2094                 r_shadow_shadowmap2dcolortexture = NULL;
2095                 switch(vid.renderpath)
2096                 {
2097 #ifdef SUPPORTD3D
2098                 case RENDERPATH_D3D9:
2099                         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);
2100                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2101                         break;
2102 #endif
2103                 default:
2104                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2105                         break;
2106                 }
2107                 break;
2108         default:
2109                 return;
2110         }
2111
2112         // render depth into the fbo, do not render color at all
2113         // validate the fbo now
2114         if (qglDrawBuffer)
2115         {
2116                 int status;
2117                 qglDrawBuffer(GL_NONE);CHECKGLERROR
2118                 qglReadBuffer(GL_NONE);CHECKGLERROR
2119                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2120                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2121                 {
2122                         Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2123                         Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2124                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
2125                 }
2126         }
2127 }
2128
2129 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2130 {
2131         float nearclip, farclip, bias;
2132         r_viewport_t viewport;
2133         int flipped;
2134         GLuint fbo = 0;
2135         float clearcolor[4];
2136         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2137         farclip = 1.0f;
2138         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2139         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2140         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2141         r_shadow_shadowmapside = side;
2142         r_shadow_shadowmapsize = size;
2143
2144         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2145         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2146         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2147         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2148
2149         // complex unrolled cube approach (more flexible)
2150         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2151                 R_Shadow_MakeVSDCT();
2152         if (!r_shadow_shadowmap2dtexture)
2153                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2154         if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2155         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2156         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2157         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2158
2159         R_Mesh_ResetTextureState();
2160         R_Mesh_ResetRenderTargets();
2161         R_Shadow_RenderMode_Reset();
2162         if (fbo)
2163         {
2164                 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2165                 R_SetupShader_DepthOrShadow();
2166         }
2167         else
2168                 R_SetupShader_ShowDepth();
2169         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2170         GL_DepthMask(true);
2171         GL_DepthTest(true);
2172
2173 init_done:
2174         R_SetViewport(&viewport);
2175         flipped = (side & 1) ^ (side >> 2);
2176         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2177         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2178         switch(vid.renderpath)
2179         {
2180         case RENDERPATH_GL11:
2181         case RENDERPATH_GL13:
2182         case RENDERPATH_GL20:
2183         case RENDERPATH_SOFT:
2184         case RENDERPATH_GLES2:
2185                 GL_CullFace(r_refdef.view.cullface_back);
2186                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2187                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2188                 {
2189                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2190                         int x1 = clear & 0x15 ? 0 : size;
2191                         int x2 = clear & 0x2A ? 2 * size : size;
2192                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2193                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2194                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2195                         GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2196                 }
2197                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2198                 break;
2199         case RENDERPATH_D3D9:
2200         case RENDERPATH_D3D10:
2201         case RENDERPATH_D3D11:
2202                 Vector4Set(clearcolor, 1,1,1,1);
2203                 // completely different meaning than in OpenGL path
2204                 r_shadow_shadowmap_parameters[1] = 0;
2205                 r_shadow_shadowmap_parameters[3] = -bias;
2206                 // we invert the cull mode because we flip the projection matrix
2207                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2208                 GL_CullFace(r_refdef.view.cullface_front);
2209                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2210                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2211                 if (r_shadow_shadowmapsampler)
2212                 {
2213                         GL_ColorMask(0,0,0,0);
2214                         if (clear)
2215                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2216                 }
2217                 else
2218                 {
2219                         GL_ColorMask(1,1,1,1);
2220                         if (clear)
2221                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2222                 }
2223                 break;
2224         }
2225 }
2226
2227 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2228 {
2229         R_Mesh_ResetTextureState();
2230         R_Mesh_ResetRenderTargets();
2231         if (transparent)
2232         {
2233                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2234                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2235                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2236                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2237         }
2238         R_Shadow_RenderMode_Reset();
2239         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2240         if (!transparent)
2241                 GL_DepthFunc(GL_EQUAL);
2242         // do global setup needed for the chosen lighting mode
2243         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2244                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2245         r_shadow_usingshadowmap2d = shadowmapping;
2246         r_shadow_rendermode = r_shadow_lightingrendermode;
2247         // only draw light where this geometry was already rendered AND the
2248         // stencil is 128 (values other than this mean shadow)
2249         if (stenciltest)
2250                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2251         else
2252                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2253 }
2254
2255 static const unsigned short bboxelements[36] =
2256 {
2257         5, 1, 3, 5, 3, 7,
2258         6, 2, 0, 6, 0, 4,
2259         7, 3, 2, 7, 2, 6,
2260         4, 0, 1, 4, 1, 5,
2261         4, 5, 7, 4, 7, 6,
2262         1, 0, 2, 1, 2, 3,
2263 };
2264
2265 static const float bboxpoints[8][3] =
2266 {
2267         {-1,-1,-1},
2268         { 1,-1,-1},
2269         {-1, 1,-1},
2270         { 1, 1,-1},
2271         {-1,-1, 1},
2272         { 1,-1, 1},
2273         {-1, 1, 1},
2274         { 1, 1, 1},
2275 };
2276
2277 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2278 {
2279         int i;
2280         float vertex3f[8*3];
2281         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2282 // do global setup needed for the chosen lighting mode
2283         R_Shadow_RenderMode_Reset();
2284         r_shadow_rendermode = r_shadow_lightingrendermode;
2285         R_EntityMatrix(&identitymatrix);
2286         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2287         // only draw light where this geometry was already rendered AND the
2288         // stencil is 128 (values other than this mean shadow)
2289         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2290         if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2291                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2292         else
2293                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2294
2295         r_shadow_usingshadowmap2d = shadowmapping;
2296
2297         // render the lighting
2298         R_SetupShader_DeferredLight(rsurface.rtlight);
2299         for (i = 0;i < 8;i++)
2300                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2301         GL_ColorMask(1,1,1,1);
2302         GL_DepthMask(false);
2303         GL_DepthRange(0, 1);
2304         GL_PolygonOffset(0, 0);
2305         GL_DepthTest(true);
2306         GL_DepthFunc(GL_GREATER);
2307         GL_CullFace(r_refdef.view.cullface_back);
2308         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2309         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2310 }
2311
2312 static void R_Shadow_UpdateBounceGridTexture(void)
2313 {
2314 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2315         dlight_t *light;
2316         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2317         int bouncecount;
2318         int hitsupercontentsmask;
2319         int maxbounce;
2320         int numpixels;
2321         int resolution[3];
2322         int shootparticles;
2323         int shotparticles;
2324         int photoncount;
2325         int tex[3];
2326         trace_t cliptrace;
2327         //trace_t cliptrace2;
2328         //trace_t cliptrace3;
2329         unsigned char *pixel;
2330         unsigned char *pixels;
2331         float *highpixel;
2332         float *highpixels;
2333         unsigned int lightindex;
2334         unsigned int range;
2335         unsigned int range1;
2336         unsigned int range2;
2337         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2338         vec3_t shotcolor;
2339         vec3_t baseshotcolor;
2340         vec3_t surfcolor;
2341         vec3_t clipend;
2342         vec3_t clipstart;
2343         vec3_t clipdiff;
2344         vec3_t ispacing;
2345         vec3_t maxs;
2346         vec3_t mins;
2347         vec3_t size;
2348         vec3_t spacing;
2349         vec3_t lightcolor;
2350         vec_t radius;
2351         vec_t s;
2352         vec_t lightintensity;
2353         vec_t photonscaling;
2354         vec_t photonresidual;
2355         float m[16];
2356         float texlerp[2][3];
2357         float splatcolor[16];
2358         float pixelweight[8];
2359         float w;
2360         int c[4];
2361         int pixelindex[8];
2362         int corner;
2363         int x, y, z, d;
2364         rtlight_t *rtlight;
2365         r_shadow_bouncegrid_settings_t settings;
2366         qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2367         qboolean allowdirectionalshading = false;
2368         switch(vid.renderpath)
2369         {
2370         case RENDERPATH_GL20:
2371                 allowdirectionalshading = true;
2372                 if (!vid.support.ext_texture_3d)
2373                         return;
2374                 break;
2375         case RENDERPATH_GLES2:
2376                 // for performance reasons, do not use directional shading on GLES devices
2377                 if (!vid.support.ext_texture_3d)
2378                         return;
2379                 break;
2380                 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2381         case RENDERPATH_GL11:
2382         case RENDERPATH_GL13:
2383         case RENDERPATH_SOFT:
2384         case RENDERPATH_D3D9:
2385         case RENDERPATH_D3D10:
2386         case RENDERPATH_D3D11:
2387                 return;
2388         }
2389
2390         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2391
2392         // see if there are really any lights to render...
2393         if (enable && r_shadow_bouncegrid_static.integer)
2394         {
2395                 enable = false;
2396                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2397                 for (lightindex = 0;lightindex < range;lightindex++)
2398                 {
2399                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2400                         if (!light || !(light->flags & flag))
2401                                 continue;
2402                         rtlight = &light->rtlight;
2403                         // when static, we skip styled lights because they tend to change...
2404                         if (rtlight->style > 0)
2405                                 continue;
2406                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2407                         if (!VectorLength2(lightcolor))
2408                                 continue;
2409                         enable = true;
2410                         break;
2411                 }
2412         }
2413
2414         if (!enable)
2415         {
2416                 if (r_shadow_bouncegridtexture)
2417                 {
2418                         R_FreeTexture(r_shadow_bouncegridtexture);
2419                         r_shadow_bouncegridtexture = NULL;
2420                 }
2421                 if (r_shadow_bouncegridpixels)
2422                         Mem_Free(r_shadow_bouncegridpixels);
2423                 r_shadow_bouncegridpixels = NULL;
2424                 if (r_shadow_bouncegridhighpixels)
2425                         Mem_Free(r_shadow_bouncegridhighpixels);
2426                 r_shadow_bouncegridhighpixels = NULL;
2427                 r_shadow_bouncegridnumpixels = 0;
2428                 r_shadow_bouncegriddirectional = false;
2429                 return;
2430         }
2431
2432         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2433         memset(&settings, 0, sizeof(settings));
2434         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2435         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2436         settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2437         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2438         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2439         settings.lightradiusscale              = r_shadow_bouncegrid_lightradiusscale.value;
2440         settings.maxbounce                     = r_shadow_bouncegrid_maxbounce.integer;
2441         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2442         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value;
2443         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2444         settings.spacing[0]                    = r_shadow_bouncegrid_spacingx.value;
2445         settings.spacing[1]                    = r_shadow_bouncegrid_spacingy.value;
2446         settings.spacing[2]                    = r_shadow_bouncegrid_spacingz.value;
2447         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2448
2449         // bound the values for sanity
2450         settings.photons = bound(1, settings.photons, 1048576);
2451         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2452         settings.maxbounce = bound(1, settings.maxbounce, 16);
2453         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2454         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2455         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2456
2457         // get the spacing values
2458         spacing[0] = settings.spacing[0];
2459         spacing[1] = settings.spacing[1];
2460         spacing[2] = settings.spacing[2];
2461         ispacing[0] = 1.0f / spacing[0];
2462         ispacing[1] = 1.0f / spacing[1];
2463         ispacing[2] = 1.0f / spacing[2];
2464
2465         // calculate texture size enclosing entire world bounds at the spacing
2466         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2467         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2468         VectorSubtract(maxs, mins, size);
2469         // now we can calculate the resolution we want
2470         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2471         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2472         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2473         // figure out the exact texture size (honoring power of 2 if required)
2474         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2475         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2476         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2477         if (vid.support.arb_texture_non_power_of_two)
2478         {
2479                 resolution[0] = c[0];
2480                 resolution[1] = c[1];
2481                 resolution[2] = c[2];
2482         }
2483         else
2484         {
2485                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2486                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2487                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2488         }
2489         size[0] = spacing[0] * resolution[0];
2490         size[1] = spacing[1] * resolution[1];
2491         size[2] = spacing[2] * resolution[2];
2492
2493         // if dynamic we may or may not want to use the world bounds
2494         // if the dynamic size is smaller than the world bounds, use it instead
2495         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2496         {
2497                 // we know the resolution we want
2498                 c[0] = r_shadow_bouncegrid_x.integer;
2499                 c[1] = r_shadow_bouncegrid_y.integer;
2500                 c[2] = r_shadow_bouncegrid_z.integer;
2501                 // now we can calculate the texture size (power of 2 if required)
2502                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2503                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2504                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2505                 if (vid.support.arb_texture_non_power_of_two)
2506                 {
2507                         resolution[0] = c[0];
2508                         resolution[1] = c[1];
2509                         resolution[2] = c[2];
2510                 }
2511                 else
2512                 {
2513                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2514                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2515                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2516                 }
2517                 size[0] = spacing[0] * resolution[0];
2518                 size[1] = spacing[1] * resolution[1];
2519                 size[2] = spacing[2] * resolution[2];
2520                 // center the rendering on the view
2521                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2522                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2523                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2524         }
2525
2526         // recalculate the maxs in case the resolution was not satisfactory
2527         VectorAdd(mins, size, maxs);
2528
2529         // if all the settings seem identical to the previous update, return
2530         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2531                 return;
2532
2533         // store the new settings
2534         r_shadow_bouncegridsettings = settings;
2535
2536         // we're going to update the bouncegrid, update the matrix...
2537         memset(m, 0, sizeof(m));
2538         m[0] = 1.0f / size[0];
2539         m[3] = -mins[0] * m[0];
2540         m[5] = 1.0f / size[1];
2541         m[7] = -mins[1] * m[5];
2542         m[10] = 1.0f / size[2];
2543         m[11] = -mins[2] * m[10];
2544         m[15] = 1.0f;
2545         if (settings.directionalshading)
2546         {
2547                 m[10] *= 0.25f;
2548                 m[11] *= 0.25f;
2549         }
2550         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2551         numpixels = resolution[0]*resolution[1]*resolution[2];
2552         if (settings.directionalshading)
2553                 numpixels *= 4;
2554         r_shadow_bouncegriddirectional = settings.directionalshading;
2555         // reallocate pixels for this update if needed...
2556         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2557         {
2558                 if (r_shadow_bouncegridtexture)
2559                 {
2560                         R_FreeTexture(r_shadow_bouncegridtexture);
2561                         r_shadow_bouncegridtexture = NULL;
2562                 }
2563                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2564                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2565         }
2566         r_shadow_bouncegridnumpixels = numpixels;
2567         pixels = r_shadow_bouncegridpixels;
2568         highpixels = r_shadow_bouncegridhighpixels;
2569         if (settings.directionalshading)
2570                 memset(pixels, 128, numpixels * sizeof(unsigned char[4]));
2571         else
2572                 memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
2573         memset(highpixels, 0, numpixels * sizeof(float[4]));
2574         // figure out what we want to interact with
2575         if (settings.hitmodels)
2576                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
2577         else
2578                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
2579         maxbounce = settings.maxbounce;
2580         // clear variables that produce warnings otherwise
2581         memset(splatcolor, 0, sizeof(splatcolor));
2582         // iterate world rtlights
2583         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2584         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2585         range2 = range + range1;
2586         photoncount = 0;
2587         for (lightindex = 0;lightindex < range2;lightindex++)
2588         {
2589                 if (settings.staticmode)
2590                 {
2591                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2592                         if (!light || !(light->flags & flag))
2593                                 continue;
2594                         rtlight = &light->rtlight;
2595                         // when static, we skip styled lights because they tend to change...
2596                         if (rtlight->style > 0)
2597                                 continue;
2598                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2599                 }
2600                 else
2601                 {
2602                         if (lightindex < range)
2603                         {
2604                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2605                                 rtlight = &light->rtlight;
2606                         }
2607                         else
2608                                 rtlight = r_refdef.scene.lights[lightindex - range];
2609                         // draw only visible lights (major speedup)
2610                         if (!rtlight->draw)
2611                                 continue;
2612                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2613                 }
2614                 if (!VectorLength2(lightcolor))
2615                         continue;
2616                 // shoot particles from this light
2617                 // use a calculation for the number of particles that will not
2618                 // vary with lightstyle, otherwise we get randomized particle
2619                 // distribution, the seeded random is only consistent for a
2620                 // consistent number of particles on this light...
2621                 radius = rtlight->radius * settings.lightradiusscale;
2622                 s = rtlight->radius;
2623                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2624                 if (lightindex >= range)
2625                         lightintensity *= settings.dlightparticlemultiplier;
2626                 photoncount += max(0.0f, lightintensity * s * s);
2627         }
2628         photonscaling = (float)settings.photons / max(1, photoncount);
2629         photonresidual = 0.0f;
2630         for (lightindex = 0;lightindex < range2;lightindex++)
2631         {
2632                 if (settings.staticmode)
2633                 {
2634                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2635                         if (!light || !(light->flags & flag))
2636                                 continue;
2637                         rtlight = &light->rtlight;
2638                         // when static, we skip styled lights because they tend to change...
2639                         if (rtlight->style > 0)
2640                                 continue;
2641                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2642                 }
2643                 else
2644                 {
2645                         if (lightindex < range)
2646                         {
2647                                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2648                                 rtlight = &light->rtlight;
2649                         }
2650                         else
2651                                 rtlight = r_refdef.scene.lights[lightindex - range];
2652                         // draw only visible lights (major speedup)
2653                         if (!rtlight->draw)
2654                                 continue;
2655                         VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2656                 }
2657                 if (!VectorLength2(lightcolor))
2658                         continue;
2659                 // shoot particles from this light
2660                 // use a calculation for the number of particles that will not
2661                 // vary with lightstyle, otherwise we get randomized particle
2662                 // distribution, the seeded random is only consistent for a
2663                 // consistent number of particles on this light...
2664                 radius = rtlight->radius * settings.lightradiusscale;
2665                 s = rtlight->radius;
2666                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2667                 if (lightindex >= range)
2668                         lightintensity *= settings.dlightparticlemultiplier;
2669                 photonresidual += lightintensity * s * s * photonscaling;
2670                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2671                 if (!shootparticles)
2672                         continue;
2673                 photonresidual -= shootparticles;
2674                 s = settings.particleintensity / shootparticles;
2675                 VectorScale(lightcolor, s, baseshotcolor);
2676                 if (VectorLength2(baseshotcolor) == 0.0f)
2677                         break;
2678                 r_refdef.stats.bouncegrid_lights++;
2679                 r_refdef.stats.bouncegrid_particles += shootparticles;
2680                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2681                 {
2682                         if (settings.stablerandom > 0)
2683                                 seed = lightindex * 11937 + shotparticles;
2684                         VectorCopy(baseshotcolor, shotcolor);
2685                         VectorCopy(rtlight->shadoworigin, clipstart);
2686                         if (settings.stablerandom < 0)
2687                                 VectorRandom(clipend);
2688                         else
2689                                 VectorCheeseRandom(clipend);
2690                         VectorMA(clipstart, radius, clipend, clipend);
2691                         for (bouncecount = 0;;bouncecount++)
2692                         {
2693                                 r_refdef.stats.bouncegrid_traces++;
2694                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2695                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2696                                 if (settings.staticmode)
2697                                         Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
2698                                 else
2699                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2700                                 if (cliptrace.fraction >= 1.0f)
2701                                         break;
2702                                 r_refdef.stats.bouncegrid_hits++;
2703                                 if (bouncecount > 0)
2704                                 {
2705                                         r_refdef.stats.bouncegrid_splats++;
2706                                         // figure out which texture pixel this is in
2707                                         texlerp[1][0] = ((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
2708                                         texlerp[1][1] = ((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
2709                                         texlerp[1][2] = ((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
2710                                         tex[0] = (int)floor(texlerp[1][0]);
2711                                         tex[1] = (int)floor(texlerp[1][1]);
2712                                         tex[2] = (int)floor(texlerp[1][2]);
2713                                         if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
2714                                         {
2715                                                 // it is within bounds...  do the real work now
2716                                                 // calculate first order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2717                                                 if (settings.directionalshading)
2718                                                 {
2719                                                         VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2720                                                         VectorNormalize(clipdiff);
2721                                                         splatcolor[ 0] = shotcolor[0] * clipdiff[2];
2722                                                         splatcolor[ 1] = shotcolor[0] * clipdiff[1];
2723                                                         splatcolor[ 2] = shotcolor[0] * clipdiff[0];
2724                                                         splatcolor[ 3] = shotcolor[0];
2725                                                         splatcolor[ 4] = shotcolor[1] * clipdiff[2];
2726                                                         splatcolor[ 5] = shotcolor[1] * clipdiff[1];
2727                                                         splatcolor[ 6] = shotcolor[1] * clipdiff[0];
2728                                                         splatcolor[ 7] = shotcolor[1];
2729                                                         splatcolor[ 8] = shotcolor[2] * clipdiff[2];
2730                                                         splatcolor[ 9] = shotcolor[2] * clipdiff[1];
2731                                                         splatcolor[10] = shotcolor[2] * clipdiff[0];
2732                                                         splatcolor[11] = shotcolor[2];
2733                                                         w = VectorLength(shotcolor);
2734                                                         splatcolor[12] = clipdiff[2] * w;
2735                                                         splatcolor[13] = clipdiff[1] * w;
2736                                                         splatcolor[14] = clipdiff[0] * w;
2737                                                         splatcolor[15] = 1.0f;
2738                                                 }
2739                                                 else
2740                                                 {
2741                                                         splatcolor[ 0] = shotcolor[2];
2742                                                         splatcolor[ 1] = shotcolor[1];
2743                                                         splatcolor[ 2] = shotcolor[0];
2744                                                         splatcolor[ 3] = 1.0f;
2745                                                 }
2746                                                 // calculate the lerp factors
2747                                                 texlerp[1][0] -= tex[0];
2748                                                 texlerp[1][1] -= tex[1];
2749                                                 texlerp[1][2] -= tex[2];
2750                                                 texlerp[0][0] = 1.0f - texlerp[1][0];
2751                                                 texlerp[0][1] = 1.0f - texlerp[1][1];
2752                                                 texlerp[0][2] = 1.0f - texlerp[1][2];
2753                                                 // calculate individual pixel indexes and weights
2754                                                 pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2755                                                 pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2756                                                 pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2757                                                 pixelindex[3] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
2758                                                 pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2759                                                 pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
2760                                                 pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
2761                                                 pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
2762                                                 // update the 8 pixels...
2763                                                 for (corner = 0;corner < 8;corner++)
2764                                                 {
2765                                                         // calculate address for first set of coefficients
2766                                                         w = pixelweight[corner];
2767                                                         pixel = pixels + 4 * pixelindex[corner];
2768                                                         highpixel = highpixels + 4 * pixelindex[corner];
2769                                                         // add to the high precision pixel color
2770                                                         highpixel[0] += (splatcolor[ 0]*w);
2771                                                         highpixel[1] += (splatcolor[ 1]*w);
2772                                                         highpixel[2] += (splatcolor[ 2]*w);
2773                                                         highpixel[3] += (splatcolor[ 3]*w);
2774                                                         // flag the low precision pixel as needing to be updated
2775                                                         pixel[3] = 255;
2776                                                         if (settings.directionalshading)
2777                                                         {
2778                                                                 // advance to second set of coefficients
2779                                                                 pixel += numpixels;
2780                                                                 highpixel += numpixels;
2781                                                                 // add to the high precision pixel color
2782                                                                 highpixel[0] += (splatcolor[ 4]*w);
2783                                                                 highpixel[1] += (splatcolor[ 5]*w);
2784                                                                 highpixel[2] += (splatcolor[ 6]*w);
2785                                                                 highpixel[3] += (splatcolor[ 7]*w);
2786                                                                 // flag the low precision pixel as needing to be updated
2787                                                                 pixel[3] = 255;
2788                                                                 // advance to third set of coefficients
2789                                                                 pixel += numpixels;
2790                                                                 highpixel += numpixels;
2791                                                                 // add to the high precision pixel color
2792                                                                 highpixel[0] += (splatcolor[ 8]*w);
2793                                                                 highpixel[1] += (splatcolor[ 9]*w);
2794                                                                 highpixel[2] += (splatcolor[10]*w);
2795                                                                 highpixel[3] += (splatcolor[11]*w);
2796                                                                 // flag the low precision pixel as needing to be updated
2797                                                                 pixel[3] = 255;
2798                                                                 // advance to fourth set of coefficients
2799                                                                 pixel += numpixels;
2800                                                                 highpixel += numpixels;
2801                                                                 // add to the high precision pixel color
2802                                                                 highpixel[0] += (splatcolor[12]*w);
2803                                                                 highpixel[1] += (splatcolor[13]*w);
2804                                                                 highpixel[2] += (splatcolor[14]*w);
2805                                                                 highpixel[3] += (splatcolor[15]*w);
2806                                                                 // flag the low precision pixel as needing to be updated
2807                                                                 pixel[3] = 255;
2808                                                         }
2809                                                 }
2810                                         }
2811                                 }
2812                                 if (bouncecount >= maxbounce)
2813                                         break;
2814                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2815                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2816                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2817                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2818                                 else
2819                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2820                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2821                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2822                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2823                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2824                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2825                                 if (VectorLength2(baseshotcolor) == 0.0f)
2826                                         break;
2827                                 r_refdef.stats.bouncegrid_bounces++;
2828                                 if (settings.bounceanglediffuse)
2829                                 {
2830                                         // random direction, primarily along plane normal
2831                                         s = VectorDistance(cliptrace.endpos, clipend);
2832                                         if (settings.stablerandom < 0)
2833                                                 VectorRandom(clipend);
2834                                         else
2835                                                 VectorCheeseRandom(clipend);
2836                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2837                                         VectorNormalize(clipend);
2838                                         VectorScale(clipend, s, clipend);
2839                                 }
2840                                 else
2841                                 {
2842                                         // reflect the remaining portion of the line across plane normal
2843                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2844                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2845                                 }
2846                                 // calculate the new line start and end
2847                                 VectorCopy(cliptrace.endpos, clipstart);
2848                                 VectorAdd(clipstart, clipend, clipend);
2849                         }
2850                 }
2851         }
2852         // generate pixels array from highpixels array
2853         // skip first and last columns, rows, and layers as these are blank
2854         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2855         for (d = 0;d < 4;d++)
2856         {
2857                 for (z = 1;z < resolution[2]-1;z++)
2858                 {
2859                         for (y = 1;y < resolution[1]-1;y++)
2860                         {
2861                                 for (x = 1, pixelindex[0] = ((d*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
2862                                 {
2863                                         // only convert pixels that were hit by photons
2864                                         if (pixel[3] == 255)
2865                                         {
2866                                                 // normalize the bentnormal...
2867                                                 if (settings.directionalshading)
2868                                                 {
2869                                                         if (d == 3)
2870                                                                 VectorNormalize(highpixel);
2871                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2872                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2873                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2874                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2875                                                 }
2876                                                 else
2877                                                 {
2878                                                         c[0] = (int)(highpixel[0]*256.0f);
2879                                                         c[1] = (int)(highpixel[1]*256.0f);
2880                                                         c[2] = (int)(highpixel[2]*256.0f);
2881                                                         c[3] = (int)(highpixel[3]*256.0f);
2882                                                 }
2883                                                 pixel[0] = (unsigned char)bound(0, c[0], 255);
2884                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2885                                                 pixel[2] = (unsigned char)bound(0, c[2], 255);
2886                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2887                                         }
2888                                 }
2889                         }
2890                 }
2891                 if (!settings.directionalshading)
2892                         break;
2893         }
2894         if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
2895                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1));
2896         else
2897         {
2898                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2899                 if (r_shadow_bouncegridtexture)
2900                         R_FreeTexture(r_shadow_bouncegridtexture);
2901                 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1), pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2902         }
2903         r_shadow_bouncegridtime = realtime;
2904 }
2905
2906 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2907 {
2908         R_Shadow_RenderMode_Reset();
2909         GL_BlendFunc(GL_ONE, GL_ONE);
2910         GL_DepthRange(0, 1);
2911         GL_DepthTest(r_showshadowvolumes.integer < 2);
2912         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2913         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2914         GL_CullFace(GL_NONE);
2915         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2916 }
2917
2918 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2919 {
2920         R_Shadow_RenderMode_Reset();
2921         GL_BlendFunc(GL_ONE, GL_ONE);
2922         GL_DepthRange(0, 1);
2923         GL_DepthTest(r_showlighting.integer < 2);
2924         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2925         if (!transparent)
2926                 GL_DepthFunc(GL_EQUAL);
2927         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2928         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2929 }
2930
2931 void R_Shadow_RenderMode_End(void)
2932 {
2933         R_Shadow_RenderMode_Reset();
2934         R_Shadow_RenderMode_ActiveLight(NULL);
2935         GL_DepthMask(true);
2936         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2937         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2938 }
2939
2940 int bboxedges[12][2] =
2941 {
2942         // top
2943         {0, 1}, // +X
2944         {0, 2}, // +Y
2945         {1, 3}, // Y, +X
2946         {2, 3}, // X, +Y
2947         // bottom
2948         {4, 5}, // +X
2949         {4, 6}, // +Y
2950         {5, 7}, // Y, +X
2951         {6, 7}, // X, +Y
2952         // verticals
2953         {0, 4}, // +Z
2954         {1, 5}, // X, +Z
2955         {2, 6}, // Y, +Z
2956         {3, 7}, // XY, +Z
2957 };
2958
2959 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2960 {
2961         if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
2962         {
2963                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2964                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2965                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2966                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2967                 return false;
2968         }
2969         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2970                 return true; // invisible
2971         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2972         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2973         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2974         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2975                 r_refdef.stats.lights_scissored++;
2976         return false;
2977 }
2978
2979 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2980 {
2981         int i;
2982         const float *vertex3f;
2983         const float *normal3f;
2984         float *color4f;
2985         float dist, dot, distintensity, shadeintensity, v[3], n[3];
2986         switch (r_shadow_rendermode)
2987         {
2988         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2989         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2990                 if (VectorLength2(diffusecolor) > 0)
2991                 {
2992                         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)
2993                         {
2994                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2995                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2996                                 if ((dot = DotProduct(n, v)) < 0)
2997                                 {
2998                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2999                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3000                                 }
3001                                 else
3002                                         VectorCopy(ambientcolor, color4f);
3003                                 if (r_refdef.fogenabled)
3004                                 {
3005                                         float f;
3006                                         f = RSurf_FogVertex(vertex3f);
3007                                         VectorScale(color4f, f, color4f);
3008                                 }
3009                                 color4f[3] = 1;
3010                         }
3011                 }
3012                 else
3013                 {
3014                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3015                         {
3016                                 VectorCopy(ambientcolor, color4f);
3017                                 if (r_refdef.fogenabled)
3018                                 {
3019                                         float f;
3020                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3021                                         f = RSurf_FogVertex(vertex3f);
3022                                         VectorScale(color4f + 4*i, f, color4f);
3023                                 }
3024                                 color4f[3] = 1;
3025                         }
3026                 }
3027                 break;
3028         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3029                 if (VectorLength2(diffusecolor) > 0)
3030                 {
3031                         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)
3032                         {
3033                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3034                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3035                                 {
3036                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3037                                         if ((dot = DotProduct(n, v)) < 0)
3038                                         {
3039                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3040                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3041                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3042                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3043                                         }
3044                                         else
3045                                         {
3046                                                 color4f[0] = ambientcolor[0] * distintensity;
3047                                                 color4f[1] = ambientcolor[1] * distintensity;
3048                                                 color4f[2] = ambientcolor[2] * distintensity;
3049                                         }
3050                                         if (r_refdef.fogenabled)
3051                                         {
3052                                                 float f;
3053                                                 f = RSurf_FogVertex(vertex3f);
3054                                                 VectorScale(color4f, f, color4f);
3055                                         }
3056                                 }
3057                                 else
3058                                         VectorClear(color4f);
3059                                 color4f[3] = 1;
3060                         }
3061                 }
3062                 else
3063                 {
3064                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3065                         {
3066                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3067                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3068                                 {
3069                                         color4f[0] = ambientcolor[0] * distintensity;
3070                                         color4f[1] = ambientcolor[1] * distintensity;
3071                                         color4f[2] = ambientcolor[2] * distintensity;
3072                                         if (r_refdef.fogenabled)
3073                                         {
3074                                                 float f;
3075                                                 f = RSurf_FogVertex(vertex3f);
3076                                                 VectorScale(color4f, f, color4f);
3077                                         }
3078                                 }
3079                                 else
3080                                         VectorClear(color4f);
3081                                 color4f[3] = 1;
3082                         }
3083                 }
3084                 break;
3085         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3086                 if (VectorLength2(diffusecolor) > 0)
3087                 {
3088                         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)
3089                         {
3090                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3091                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3092                                 {
3093                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3094                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3095                                         if ((dot = DotProduct(n, v)) < 0)
3096                                         {
3097                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3098                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3099                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3100                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3101                                         }
3102                                         else
3103                                         {
3104                                                 color4f[0] = ambientcolor[0] * distintensity;
3105                                                 color4f[1] = ambientcolor[1] * distintensity;
3106                                                 color4f[2] = ambientcolor[2] * distintensity;
3107                                         }
3108                                         if (r_refdef.fogenabled)
3109                                         {
3110                                                 float f;
3111                                                 f = RSurf_FogVertex(vertex3f);
3112                                                 VectorScale(color4f, f, color4f);
3113                                         }
3114                                 }
3115                                 else
3116                                         VectorClear(color4f);
3117                                 color4f[3] = 1;
3118                         }
3119                 }
3120                 else
3121                 {
3122                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3123                         {
3124                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3125                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3126                                 {
3127                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3128                                         color4f[0] = ambientcolor[0] * distintensity;
3129                                         color4f[1] = ambientcolor[1] * distintensity;
3130                                         color4f[2] = ambientcolor[2] * distintensity;
3131                                         if (r_refdef.fogenabled)
3132                                         {
3133                                                 float f;
3134                                                 f = RSurf_FogVertex(vertex3f);
3135                                                 VectorScale(color4f, f, color4f);
3136                                         }
3137                                 }
3138                                 else
3139                                         VectorClear(color4f);
3140                                 color4f[3] = 1;
3141                         }
3142                 }
3143                 break;
3144         default:
3145                 break;
3146         }
3147 }
3148
3149 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3150 {
3151         // used to display how many times a surface is lit for level design purposes
3152         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3153         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3154         RSurf_DrawBatch();
3155 }
3156
3157 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3158 {
3159         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3160         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
3161         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3162                 GL_DepthFunc(GL_EQUAL);
3163         RSurf_DrawBatch();
3164         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3165                 GL_DepthFunc(GL_LEQUAL);
3166 }
3167
3168 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3169 {
3170         int renders;
3171         int i;
3172         int stop;
3173         int newfirstvertex;
3174         int newlastvertex;
3175         int newnumtriangles;
3176         int *newe;
3177         const int *e;
3178         float *c;
3179         int maxtriangles = 4096;
3180         static int newelements[4096*3];
3181         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3182         for (renders = 0;renders < 4;renders++)
3183         {
3184                 stop = true;
3185                 newfirstvertex = 0;
3186                 newlastvertex = 0;
3187                 newnumtriangles = 0;
3188                 newe = newelements;
3189                 // due to low fillrate on the cards this vertex lighting path is
3190                 // designed for, we manually cull all triangles that do not
3191                 // contain a lit vertex
3192                 // this builds batches of triangles from multiple surfaces and
3193                 // renders them at once
3194                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3195                 {
3196                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3197                         {
3198                                 if (newnumtriangles)
3199                                 {
3200                                         newfirstvertex = min(newfirstvertex, e[0]);
3201                                         newlastvertex  = max(newlastvertex, e[0]);
3202                                 }
3203                                 else
3204                                 {
3205                                         newfirstvertex = e[0];
3206                                         newlastvertex = e[0];
3207                                 }
3208                                 newfirstvertex = min(newfirstvertex, e[1]);
3209                                 newlastvertex  = max(newlastvertex, e[1]);
3210                                 newfirstvertex = min(newfirstvertex, e[2]);
3211                                 newlastvertex  = max(newlastvertex, e[2]);
3212                                 newe[0] = e[0];
3213                                 newe[1] = e[1];
3214                                 newe[2] = e[2];
3215                                 newnumtriangles++;
3216                                 newe += 3;
3217                                 if (newnumtriangles >= maxtriangles)
3218                                 {
3219                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3220                                         newnumtriangles = 0;
3221                                         newe = newelements;
3222                                         stop = false;
3223                                 }
3224                         }
3225                 }
3226                 if (newnumtriangles >= 1)
3227                 {
3228                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3229                         stop = false;
3230                 }
3231                 // if we couldn't find any lit triangles, exit early
3232                 if (stop)
3233                         break;
3234                 // now reduce the intensity for the next overbright pass
3235                 // we have to clamp to 0 here incase the drivers have improper
3236                 // handling of negative colors
3237                 // (some old drivers even have improper handling of >1 color)
3238                 stop = true;
3239                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3240                 {
3241                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3242                         {
3243                                 c[0] = max(0, c[0] - 1);
3244                                 c[1] = max(0, c[1] - 1);
3245                                 c[2] = max(0, c[2] - 1);
3246                                 stop = false;
3247                         }
3248                         else
3249                                 VectorClear(c);
3250                 }
3251                 // another check...
3252                 if (stop)
3253                         break;
3254         }
3255 }
3256
3257 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3258 {
3259         // OpenGL 1.1 path (anything)
3260         float ambientcolorbase[3], diffusecolorbase[3];
3261         float ambientcolorpants[3], diffusecolorpants[3];
3262         float ambientcolorshirt[3], diffusecolorshirt[3];
3263         const float *surfacecolor = rsurface.texture->dlightcolor;
3264         const float *surfacepants = rsurface.colormap_pantscolor;
3265         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3266         rtexture_t *basetexture = rsurface.texture->basetexture;
3267         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3268         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3269         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3270         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3271         ambientscale *= 2 * r_refdef.view.colorscale;
3272         diffusescale *= 2 * r_refdef.view.colorscale;
3273         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3274         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3275         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3276         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3277         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3278         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3279         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3280         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3281         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3282         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3283         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3284         R_Mesh_TexBind(0, basetexture);
3285         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3286         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3287         switch(r_shadow_rendermode)
3288         {
3289         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3290                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3291                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3292                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3293                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3294                 break;
3295         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3296                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3297                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3298                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3299                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3300                 // fall through
3301         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3302                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3303                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3304                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3305                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3306                 break;
3307         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3308                 break;
3309         default:
3310                 break;
3311         }
3312         //R_Mesh_TexBind(0, basetexture);
3313         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3314         if (dopants)
3315         {
3316                 R_Mesh_TexBind(0, pantstexture);
3317                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3318         }
3319         if (doshirt)
3320         {
3321                 R_Mesh_TexBind(0, shirttexture);
3322                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3323         }
3324 }
3325
3326 extern cvar_t gl_lightmaps;
3327 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3328 {
3329         float ambientscale, diffusescale, specularscale;
3330         qboolean negated;
3331         float lightcolor[3];
3332         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3333         ambientscale = rsurface.rtlight->ambientscale;
3334         diffusescale = rsurface.rtlight->diffusescale;
3335         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3336         if (!r_shadow_usenormalmap.integer)
3337         {
3338                 ambientscale += 1.0f * diffusescale;
3339                 diffusescale = 0;
3340                 specularscale = 0;
3341         }
3342         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3343                 return;
3344         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3345         if(negated)
3346         {
3347                 VectorNegate(lightcolor, lightcolor);
3348                 switch(vid.renderpath)
3349                 {
3350                 case RENDERPATH_GL11:
3351                 case RENDERPATH_GL13:
3352                 case RENDERPATH_GL20:
3353                 case RENDERPATH_GLES2:
3354                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3355                         break;
3356                 case RENDERPATH_D3D9:
3357 #ifdef SUPPORTD3D
3358                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3359 #endif
3360                         break;
3361                 case RENDERPATH_D3D10:
3362                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3363                         break;
3364                 case RENDERPATH_D3D11:
3365                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3366                         break;
3367                 case RENDERPATH_SOFT:
3368                         DPSOFTRAST_BlendSubtract(true);
3369                         break;
3370                 }
3371         }
3372         RSurf_SetupDepthAndCulling();
3373         switch (r_shadow_rendermode)
3374         {
3375         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3376                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3377                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3378                 break;
3379         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3380                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3381                 break;
3382         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3383         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3384         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3385         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3386                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3387                 break;
3388         default:
3389                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3390                 break;
3391         }
3392         if(negated)
3393         {
3394                 switch(vid.renderpath)
3395                 {
3396                 case RENDERPATH_GL11:
3397                 case RENDERPATH_GL13:
3398                 case RENDERPATH_GL20:
3399                 case RENDERPATH_GLES2:
3400                         qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3401                         break;
3402                 case RENDERPATH_D3D9:
3403 #ifdef SUPPORTD3D
3404                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3405 #endif
3406                         break;
3407                 case RENDERPATH_D3D10:
3408                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3409                         break;
3410                 case RENDERPATH_D3D11:
3411                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3412                         break;
3413                 case RENDERPATH_SOFT:
3414                         DPSOFTRAST_BlendSubtract(false);
3415                         break;
3416                 }
3417         }
3418 }
3419
3420 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)
3421 {
3422         matrix4x4_t tempmatrix = *matrix;
3423         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3424
3425         // if this light has been compiled before, free the associated data
3426         R_RTLight_Uncompile(rtlight);
3427
3428         // clear it completely to avoid any lingering data
3429         memset(rtlight, 0, sizeof(*rtlight));
3430
3431         // copy the properties
3432         rtlight->matrix_lighttoworld = tempmatrix;
3433         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3434         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3435         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3436         VectorCopy(color, rtlight->color);
3437         rtlight->cubemapname[0] = 0;
3438         if (cubemapname && cubemapname[0])
3439                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3440         rtlight->shadow = shadow;
3441         rtlight->corona = corona;
3442         rtlight->style = style;
3443         rtlight->isstatic = isstatic;
3444         rtlight->coronasizescale = coronasizescale;
3445         rtlight->ambientscale = ambientscale;
3446         rtlight->diffusescale = diffusescale;
3447         rtlight->specularscale = specularscale;
3448         rtlight->flags = flags;
3449
3450         // compute derived data
3451         //rtlight->cullradius = rtlight->radius;
3452         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3453         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3454         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3455         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3456         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3457         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3458         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3459 }
3460
3461 // compiles rtlight geometry
3462 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3463 void R_RTLight_Compile(rtlight_t *rtlight)
3464 {
3465         int i;
3466         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3467         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3468         entity_render_t *ent = r_refdef.scene.worldentity;
3469         dp_model_t *model = r_refdef.scene.worldmodel;
3470         unsigned char *data;
3471         shadowmesh_t *mesh;
3472
3473         // compile the light
3474         rtlight->compiled = true;
3475         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3476         rtlight->static_numleafs = 0;
3477         rtlight->static_numleafpvsbytes = 0;
3478         rtlight->static_leaflist = NULL;
3479         rtlight->static_leafpvs = NULL;
3480         rtlight->static_numsurfaces = 0;
3481         rtlight->static_surfacelist = NULL;
3482         rtlight->static_shadowmap_receivers = 0x3F;
3483         rtlight->static_shadowmap_casters = 0x3F;
3484         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3485         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3486         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3487         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3488         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3489         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3490
3491         if (model && model->GetLightInfo)
3492         {
3493                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3494                 r_shadow_compilingrtlight = rtlight;
3495                 R_FrameData_SetMark();
3496                 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);
3497                 R_FrameData_ReturnToMark();
3498                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3499                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3500                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3501                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3502                 rtlight->static_numsurfaces = numsurfaces;
3503                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3504                 rtlight->static_numleafs = numleafs;
3505                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3506                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3507                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3508                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3509                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3510                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3511                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3512                 if (rtlight->static_numsurfaces)
3513                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3514                 if (rtlight->static_numleafs)
3515                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3516                 if (rtlight->static_numleafpvsbytes)
3517                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3518                 if (rtlight->static_numshadowtrispvsbytes)
3519                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3520                 if (rtlight->static_numlighttrispvsbytes)
3521                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3522                 R_FrameData_SetMark();
3523                 switch (rtlight->shadowmode)
3524                 {
3525                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3526                         if (model->CompileShadowMap && rtlight->shadow)
3527                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3528                         break;
3529                 default:
3530                         if (model->CompileShadowVolume && rtlight->shadow)
3531                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3532                         break;
3533                 }
3534                 R_FrameData_ReturnToMark();
3535                 // now we're done compiling the rtlight
3536                 r_shadow_compilingrtlight = NULL;
3537         }
3538
3539
3540         // use smallest available cullradius - box radius or light radius
3541         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3542         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3543
3544         shadowzpasstris = 0;
3545         if (rtlight->static_meshchain_shadow_zpass)
3546                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3547                         shadowzpasstris += mesh->numtriangles;
3548
3549         shadowzfailtris = 0;
3550         if (rtlight->static_meshchain_shadow_zfail)
3551                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3552                         shadowzfailtris += mesh->numtriangles;
3553
3554         lighttris = 0;
3555         if (rtlight->static_numlighttrispvsbytes)
3556                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3557                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3558                                 lighttris++;
3559
3560         shadowtris = 0;
3561         if (rtlight->static_numlighttrispvsbytes)
3562                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3563                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3564                                 shadowtris++;
3565
3566         if (developer_extra.integer)
3567                 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);
3568 }
3569
3570 void R_RTLight_Uncompile(rtlight_t *rtlight)
3571 {
3572         if (rtlight->compiled)
3573         {
3574                 if (rtlight->static_meshchain_shadow_zpass)
3575                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3576                 rtlight->static_meshchain_shadow_zpass = NULL;
3577                 if (rtlight->static_meshchain_shadow_zfail)
3578                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3579                 rtlight->static_meshchain_shadow_zfail = NULL;
3580                 if (rtlight->static_meshchain_shadow_shadowmap)
3581                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3582                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3583                 // these allocations are grouped
3584                 if (rtlight->static_surfacelist)
3585                         Mem_Free(rtlight->static_surfacelist);
3586                 rtlight->static_numleafs = 0;
3587                 rtlight->static_numleafpvsbytes = 0;
3588                 rtlight->static_leaflist = NULL;
3589                 rtlight->static_leafpvs = NULL;
3590                 rtlight->static_numsurfaces = 0;
3591                 rtlight->static_surfacelist = NULL;
3592                 rtlight->static_numshadowtrispvsbytes = 0;
3593                 rtlight->static_shadowtrispvs = NULL;
3594                 rtlight->static_numlighttrispvsbytes = 0;
3595                 rtlight->static_lighttrispvs = NULL;
3596                 rtlight->compiled = false;
3597         }
3598 }
3599
3600 void R_Shadow_UncompileWorldLights(void)
3601 {
3602         size_t lightindex;
3603         dlight_t *light;
3604         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3605         for (lightindex = 0;lightindex < range;lightindex++)
3606         {
3607                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3608                 if (!light)
3609                         continue;
3610                 R_RTLight_Uncompile(&light->rtlight);
3611         }
3612 }
3613
3614 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3615 {
3616         int i, j;
3617         mplane_t plane;
3618         // reset the count of frustum planes
3619         // see rtlight->cached_frustumplanes definition for how much this array
3620         // can hold
3621         rtlight->cached_numfrustumplanes = 0;
3622
3623         // haven't implemented a culling path for ortho rendering
3624         if (!r_refdef.view.useperspective)
3625         {
3626                 // check if the light is on screen and copy the 4 planes if it is
3627                 for (i = 0;i < 4;i++)
3628                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3629                                 break;
3630                 if (i == 4)
3631                         for (i = 0;i < 4;i++)
3632                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3633                 return;
3634         }
3635
3636 #if 1
3637         // generate a deformed frustum that includes the light origin, this is
3638         // used to cull shadow casting surfaces that can not possibly cast a
3639         // shadow onto the visible light-receiving surfaces, which can be a
3640         // performance gain
3641         //
3642         // if the light origin is onscreen the result will be 4 planes exactly
3643         // if the light origin is offscreen on only one axis the result will
3644         // be exactly 5 planes (split-side case)
3645         // if the light origin is offscreen on two axes the result will be
3646         // exactly 4 planes (stretched corner case)
3647         for (i = 0;i < 4;i++)
3648         {
3649                 // quickly reject standard frustum planes that put the light
3650                 // origin outside the frustum
3651                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3652                         continue;
3653                 // copy the plane
3654                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3655         }
3656         // if all the standard frustum planes were accepted, the light is onscreen
3657         // otherwise we need to generate some more planes below...
3658         if (rtlight->cached_numfrustumplanes < 4)
3659         {
3660                 // at least one of the stock frustum planes failed, so we need to
3661                 // create one or two custom planes to enclose the light origin
3662                 for (i = 0;i < 4;i++)
3663                 {
3664                         // create a plane using the view origin and light origin, and a
3665                         // single point from the frustum corner set
3666                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3667                         VectorNormalize(plane.normal);
3668                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3669                         // see if this plane is backwards and flip it if so
3670                         for (j = 0;j < 4;j++)
3671                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3672                                         break;
3673                         if (j < 4)
3674                         {
3675                                 VectorNegate(plane.normal, plane.normal);
3676                                 plane.dist *= -1;
3677                                 // flipped plane, test again to see if it is now valid
3678                                 for (j = 0;j < 4;j++)
3679                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3680                                                 break;
3681                                 // if the plane is still not valid, then it is dividing the
3682                                 // frustum and has to be rejected
3683                                 if (j < 4)
3684                                         continue;
3685                         }
3686                         // we have created a valid plane, compute extra info
3687                         PlaneClassify(&plane);
3688                         // copy the plane
3689                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3690 #if 1
3691                         // if we've found 5 frustum planes then we have constructed a
3692                         // proper split-side case and do not need to keep searching for
3693                         // planes to enclose the light origin
3694                         if (rtlight->cached_numfrustumplanes == 5)
3695                                 break;
3696 #endif
3697                 }
3698         }
3699 #endif
3700
3701 #if 0
3702         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3703         {
3704                 plane = rtlight->cached_frustumplanes[i];
3705                 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));
3706         }
3707 #endif
3708
3709 #if 0
3710         // now add the light-space box planes if the light box is rotated, as any
3711         // caster outside the oriented light box is irrelevant (even if it passed
3712         // the worldspace light box, which is axial)
3713         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3714         {
3715                 for (i = 0;i < 6;i++)
3716                 {
3717                         vec3_t v;
3718                         VectorClear(v);
3719                         v[i >> 1] = (i & 1) ? -1 : 1;
3720                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3721                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3722                         plane.dist = VectorNormalizeLength(plane.normal);
3723                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3724                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3725                 }
3726         }
3727 #endif
3728
3729 #if 0
3730         // add the world-space reduced box planes
3731         for (i = 0;i < 6;i++)
3732         {
3733                 VectorClear(plane.normal);
3734                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3735                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3736                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3737         }
3738 #endif
3739
3740 #if 0
3741         {
3742         int j, oldnum;
3743         vec3_t points[8];
3744         vec_t bestdist;
3745         // reduce all plane distances to tightly fit the rtlight cull box, which
3746         // is in worldspace
3747         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3748         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3749         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3750         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3751         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3752         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3753         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3754         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3755         oldnum = rtlight->cached_numfrustumplanes;
3756         rtlight->cached_numfrustumplanes = 0;
3757         for (j = 0;j < oldnum;j++)
3758         {
3759                 // find the nearest point on the box to this plane
3760                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3761                 for (i = 1;i < 8;i++)
3762                 {
3763                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3764                         if (bestdist > dist)
3765                                 bestdist = dist;
3766                 }
3767                 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);
3768                 // if the nearest point is near or behind the plane, we want this
3769                 // plane, otherwise the plane is useless as it won't cull anything
3770                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3771                 {
3772                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3773                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3774                 }
3775         }
3776         }
3777 #endif
3778 }
3779
3780 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3781 {
3782         shadowmesh_t *mesh;
3783
3784         RSurf_ActiveWorldEntity();
3785
3786         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3787         {
3788                 CHECKGLERROR
3789                 GL_CullFace(GL_NONE);
3790                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3791                 for (;mesh;mesh = mesh->next)
3792                 {
3793                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3794                                 continue;
3795                         r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3796                         if (mesh->vertex3fbuffer)
3797                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3798                         else
3799                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3800                         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);
3801                 }
3802                 CHECKGLERROR
3803         }
3804         else if (r_refdef.scene.worldentity->model)
3805                 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);
3806
3807         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3808 }
3809
3810 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3811 {
3812         qboolean zpass = false;
3813         shadowmesh_t *mesh;
3814         int t, tend;
3815         int surfacelistindex;
3816         msurface_t *surface;
3817
3818         // if triangle neighbors are disabled, shadowvolumes are disabled
3819         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3820                 return;
3821
3822         RSurf_ActiveWorldEntity();
3823
3824         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3825         {
3826                 CHECKGLERROR
3827                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3828                 {
3829                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3830                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3831                 }
3832                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3833                 for (;mesh;mesh = mesh->next)
3834                 {
3835                         r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3836                         if (mesh->vertex3fbuffer)
3837                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3838                         else
3839                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3840                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3841                         {
3842                                 // increment stencil if frontface is infront of depthbuffer
3843                                 GL_CullFace(r_refdef.view.cullface_back);
3844                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3845                                 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);
3846                                 // decrement stencil if backface is infront of depthbuffer
3847                                 GL_CullFace(r_refdef.view.cullface_front);
3848                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3849                         }
3850                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3851                         {
3852                                 // decrement stencil if backface is behind depthbuffer
3853                                 GL_CullFace(r_refdef.view.cullface_front);
3854                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3855                                 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);
3856                                 // increment stencil if frontface is behind depthbuffer
3857                                 GL_CullFace(r_refdef.view.cullface_back);
3858                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3859                         }
3860                         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);
3861                 }
3862                 CHECKGLERROR
3863         }
3864         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3865         {
3866                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3867                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3868                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3869                 {
3870                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3871                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3872                                 if (CHECKPVSBIT(trispvs, t))
3873                                         shadowmarklist[numshadowmark++] = t;
3874                 }
3875                 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);
3876         }
3877         else if (numsurfaces)
3878         {
3879                 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);
3880         }
3881
3882         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3883 }
3884
3885 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3886 {
3887         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3888         vec_t relativeshadowradius;
3889         RSurf_ActiveModelEntity(ent, false, false, false);
3890         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3891         // we need to re-init the shader for each entity because the matrix changed
3892         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3893         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3894         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3895         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3896         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3897         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3898         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3899         switch (r_shadow_rendermode)
3900         {
3901         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3902                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3903                 break;
3904         default:
3905                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3906                 break;
3907         }
3908         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3909 }
3910
3911 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3912 {
3913         // set up properties for rendering light onto this entity
3914         RSurf_ActiveModelEntity(ent, true, true, false);
3915         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3916         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3917         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3918         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3919 }
3920
3921 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3922 {
3923         if (!r_refdef.scene.worldmodel->DrawLight)
3924                 return;
3925
3926         // set up properties for rendering light onto this entity
3927         RSurf_ActiveWorldEntity();
3928         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3929         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3930         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3931         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3932
3933         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3934
3935         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3936 }
3937
3938 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3939 {
3940         dp_model_t *model = ent->model;
3941         if (!model->DrawLight)
3942                 return;
3943
3944         R_Shadow_SetupEntityLight(ent);
3945
3946         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3947
3948         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3949 }
3950
3951 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3952 {
3953         int i;
3954         float f;
3955         int numleafs, numsurfaces;
3956         int *leaflist, *surfacelist;
3957         unsigned char *leafpvs;
3958         unsigned char *shadowtrispvs;
3959         unsigned char *lighttrispvs;
3960         //unsigned char *surfacesides;
3961         int numlightentities;
3962         int numlightentities_noselfshadow;
3963         int numshadowentities;
3964         int numshadowentities_noselfshadow;
3965         static entity_render_t *lightentities[MAX_EDICTS];
3966         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3967         static entity_render_t *shadowentities[MAX_EDICTS];
3968         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3969         qboolean nolight;
3970
3971         rtlight->draw = false;
3972
3973         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3974         // skip lights that are basically invisible (color 0 0 0)
3975         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3976
3977         // loading is done before visibility checks because loading should happen
3978         // all at once at the start of a level, not when it stalls gameplay.
3979         // (especially important to benchmarks)
3980         // compile light
3981         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3982         {
3983                 if (rtlight->compiled)
3984                         R_RTLight_Uncompile(rtlight);
3985                 R_RTLight_Compile(rtlight);
3986         }
3987
3988         // load cubemap
3989         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3990
3991         // look up the light style value at this time
3992         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3993         VectorScale(rtlight->color, f, rtlight->currentcolor);
3994         /*
3995         if (rtlight->selected)
3996         {
3997                 f = 2 + sin(realtime * M_PI * 4.0);
3998                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3999         }
4000         */
4001
4002         // if lightstyle is currently off, don't draw the light
4003         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
4004                 return;
4005
4006         // skip processing on corona-only lights
4007         if (nolight)
4008                 return;
4009
4010         // if the light box is offscreen, skip it
4011         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
4012                 return;
4013
4014         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
4015         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4016
4017         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4018
4019         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4020         {
4021                 // compiled light, world available and can receive realtime lighting
4022                 // retrieve leaf information
4023                 numleafs = rtlight->static_numleafs;
4024                 leaflist = rtlight->static_leaflist;
4025                 leafpvs = rtlight->static_leafpvs;
4026                 numsurfaces = rtlight->static_numsurfaces;
4027                 surfacelist = rtlight->static_surfacelist;
4028                 //surfacesides = NULL;
4029                 shadowtrispvs = rtlight->static_shadowtrispvs;
4030                 lighttrispvs = rtlight->static_lighttrispvs;
4031         }
4032         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4033         {
4034                 // dynamic light, world available and can receive realtime lighting
4035                 // calculate lit surfaces and leafs
4036                 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);
4037                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4038                 leaflist = r_shadow_buffer_leaflist;
4039                 leafpvs = r_shadow_buffer_leafpvs;
4040                 surfacelist = r_shadow_buffer_surfacelist;
4041                 //surfacesides = r_shadow_buffer_surfacesides;
4042                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4043                 lighttrispvs = r_shadow_buffer_lighttrispvs;
4044                 // if the reduced leaf bounds are offscreen, skip it
4045                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4046                         return;
4047         }
4048         else
4049         {
4050                 // no world
4051                 numleafs = 0;
4052                 leaflist = NULL;
4053                 leafpvs = NULL;
4054                 numsurfaces = 0;
4055                 surfacelist = NULL;
4056                 //surfacesides = NULL;
4057                 shadowtrispvs = NULL;
4058                 lighttrispvs = NULL;
4059         }
4060         // check if light is illuminating any visible leafs
4061         if (numleafs)
4062         {
4063                 for (i = 0;i < numleafs;i++)
4064                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4065                                 break;
4066                 if (i == numleafs)
4067                         return;
4068         }
4069
4070         // make a list of lit entities and shadow casting entities
4071         numlightentities = 0;
4072         numlightentities_noselfshadow = 0;
4073         numshadowentities = 0;
4074         numshadowentities_noselfshadow = 0;
4075
4076         // add dynamic entities that are lit by the light
4077         for (i = 0;i < r_refdef.scene.numentities;i++)
4078         {
4079                 dp_model_t *model;
4080                 entity_render_t *ent = r_refdef.scene.entities[i];
4081                 vec3_t org;
4082                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4083                         continue;
4084                 // skip the object entirely if it is not within the valid
4085                 // shadow-casting region (which includes the lit region)
4086                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4087                         continue;
4088                 if (!(model = ent->model))
4089                         continue;
4090                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4091                 {
4092                         // this entity wants to receive light, is visible, and is
4093                         // inside the light box
4094                         // TODO: check if the surfaces in the model can receive light
4095                         // so now check if it's in a leaf seen by the light
4096                         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))
4097                                 continue;
4098                         if (ent->flags & RENDER_NOSELFSHADOW)
4099                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4100                         else
4101                                 lightentities[numlightentities++] = ent;
4102                         // since it is lit, it probably also casts a shadow...
4103                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4104                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4105                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4106                         {
4107                                 // note: exterior models without the RENDER_NOSELFSHADOW
4108                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4109                                 // are lit normally, this means that they are
4110                                 // self-shadowing but do not shadow other
4111                                 // RENDER_NOSELFSHADOW entities such as the gun
4112                                 // (very weird, but keeps the player shadow off the gun)
4113                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4114                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4115                                 else
4116                                         shadowentities[numshadowentities++] = ent;
4117                         }
4118                 }
4119                 else if (ent->flags & RENDER_SHADOW)
4120                 {
4121                         // this entity is not receiving light, but may still need to
4122                         // cast a shadow...
4123                         // TODO: check if the surfaces in the model can cast shadow
4124                         // now check if it is in a leaf seen by the light
4125                         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))
4126                                 continue;
4127                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4128                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4129                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4130                         {
4131                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4132                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4133                                 else
4134                                         shadowentities[numshadowentities++] = ent;
4135                         }
4136                 }
4137         }
4138
4139         // return if there's nothing at all to light
4140         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4141                 return;
4142
4143         // count this light in the r_speeds
4144         r_refdef.stats.lights++;
4145
4146         // flag it as worth drawing later
4147         rtlight->draw = true;
4148
4149         // cache all the animated entities that cast a shadow but are not visible
4150         for (i = 0;i < numshadowentities;i++)
4151                 if (!shadowentities[i]->animcache_vertex3f)
4152                         R_AnimCache_GetEntity(shadowentities[i], false, false);
4153         for (i = 0;i < numshadowentities_noselfshadow;i++)
4154                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4155                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4156
4157         // allocate some temporary memory for rendering this light later in the frame
4158         // reusable buffers need to be copied, static data can be used as-is
4159         rtlight->cached_numlightentities               = numlightentities;
4160         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4161         rtlight->cached_numshadowentities              = numshadowentities;
4162         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4163         rtlight->cached_numsurfaces                    = numsurfaces;
4164         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4165         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4166         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4167         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4168         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4169         {
4170                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4171                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4172                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4173                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4174                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4175         }
4176         else
4177         {
4178                 // compiled light data
4179                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4180                 rtlight->cached_lighttrispvs = lighttrispvs;
4181                 rtlight->cached_surfacelist = surfacelist;
4182         }
4183 }
4184
4185 void R_Shadow_DrawLight(rtlight_t *rtlight)
4186 {
4187         int i;
4188         int numsurfaces;
4189         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4190         int numlightentities;
4191         int numlightentities_noselfshadow;
4192         int numshadowentities;
4193         int numshadowentities_noselfshadow;
4194         entity_render_t **lightentities;
4195         entity_render_t **lightentities_noselfshadow;
4196         entity_render_t **shadowentities;
4197         entity_render_t **shadowentities_noselfshadow;
4198         int *surfacelist;
4199         static unsigned char entitysides[MAX_EDICTS];
4200         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4201         vec3_t nearestpoint;
4202         vec_t distance;
4203         qboolean castshadows;
4204         int lodlinear;
4205
4206         // check if we cached this light this frame (meaning it is worth drawing)
4207         if (!rtlight->draw)
4208                 return;
4209
4210         numlightentities = rtlight->cached_numlightentities;
4211         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4212         numshadowentities = rtlight->cached_numshadowentities;
4213         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4214         numsurfaces = rtlight->cached_numsurfaces;
4215         lightentities = rtlight->cached_lightentities;
4216         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4217         shadowentities = rtlight->cached_shadowentities;
4218         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4219         shadowtrispvs = rtlight->cached_shadowtrispvs;
4220         lighttrispvs = rtlight->cached_lighttrispvs;
4221         surfacelist = rtlight->cached_surfacelist;
4222
4223         // set up a scissor rectangle for this light
4224         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4225                 return;
4226
4227         // don't let sound skip if going slow
4228         if (r_refdef.scene.extraupdate)
4229                 S_ExtraUpdate ();
4230
4231         // make this the active rtlight for rendering purposes
4232         R_Shadow_RenderMode_ActiveLight(rtlight);
4233
4234         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4235         {
4236                 // optionally draw visible shape of the shadow volumes
4237                 // for performance analysis by level designers
4238                 R_Shadow_RenderMode_VisibleShadowVolumes();
4239                 if (numsurfaces)
4240                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4241                 for (i = 0;i < numshadowentities;i++)
4242                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4243                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4244                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4245                 R_Shadow_RenderMode_VisibleLighting(false, false);
4246         }
4247
4248         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4249         {
4250                 // optionally draw the illuminated areas
4251                 // for performance analysis by level designers
4252                 R_Shadow_RenderMode_VisibleLighting(false, false);
4253                 if (numsurfaces)
4254                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4255                 for (i = 0;i < numlightentities;i++)
4256                         R_Shadow_DrawEntityLight(lightentities[i]);
4257                 for (i = 0;i < numlightentities_noselfshadow;i++)
4258                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4259         }
4260
4261         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4262
4263         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4264         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4265         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4266         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4267
4268         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4269         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4270         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4271
4272         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4273         {
4274                 float borderbias;
4275                 int side;
4276                 int size;
4277                 int castermask = 0;
4278                 int receivermask = 0;
4279                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4280                 Matrix4x4_Abs(&radiustolight);
4281
4282                 r_shadow_shadowmaplod = 0;
4283                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4284                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4285                                 r_shadow_shadowmaplod = i;
4286
4287                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4288                         
4289                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4290
4291                 surfacesides = NULL;
4292                 if (numsurfaces)
4293                 {
4294                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4295                         {
4296                                 castermask = rtlight->static_shadowmap_casters;
4297                                 receivermask = rtlight->static_shadowmap_receivers;
4298                         }
4299                         else
4300                         {
4301                                 surfacesides = r_shadow_buffer_surfacesides;
4302                                 for(i = 0;i < numsurfaces;i++)
4303                                 {
4304                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4305                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4306                                         castermask |= surfacesides[i];
4307                                         receivermask |= surfacesides[i];
4308                                 }
4309                         }
4310                 }
4311                 if (receivermask < 0x3F) 
4312                 {
4313                         for (i = 0;i < numlightentities;i++)
4314                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4315                         if (receivermask < 0x3F)
4316                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4317                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4318                 }
4319
4320                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4321
4322                 if (receivermask)
4323                 {
4324                         for (i = 0;i < numshadowentities;i++)
4325                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4326                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4327                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4328                 }
4329
4330                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4331
4332                 // render shadow casters into 6 sided depth texture
4333                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4334                 {
4335                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4336                         if (! (castermask & (1 << side))) continue;
4337                         if (numsurfaces)
4338                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4339                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4340                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4341                 }
4342
4343                 if (numlightentities_noselfshadow)
4344                 {
4345                         // render lighting using the depth texture as shadowmap
4346                         // draw lighting in the unmasked areas
4347                         R_Shadow_RenderMode_Lighting(false, false, true);
4348                         for (i = 0;i < numlightentities_noselfshadow;i++)
4349                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4350                 }
4351
4352                 // render shadow casters into 6 sided depth texture
4353                 if (numshadowentities_noselfshadow)
4354                 {
4355                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4356                         {
4357                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4358                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4359                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4360                         }
4361                 }
4362
4363                 // render lighting using the depth texture as shadowmap
4364                 // draw lighting in the unmasked areas
4365                 R_Shadow_RenderMode_Lighting(false, false, true);
4366                 // draw lighting in the unmasked areas
4367                 if (numsurfaces)
4368                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4369                 for (i = 0;i < numlightentities;i++)
4370                         R_Shadow_DrawEntityLight(lightentities[i]);
4371         }
4372         else if (castshadows && vid.stencil)
4373         {
4374                 // draw stencil shadow volumes to mask off pixels that are in shadow
4375                 // so that they won't receive lighting
4376                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4377                 R_Shadow_ClearStencil();
4378
4379                 if (numsurfaces)
4380                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4381                 for (i = 0;i < numshadowentities;i++)
4382                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4383
4384                 // draw lighting in the unmasked areas
4385                 R_Shadow_RenderMode_Lighting(true, false, false);
4386                 for (i = 0;i < numlightentities_noselfshadow;i++)
4387                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4388
4389                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4390                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4391
4392                 // draw lighting in the unmasked areas
4393                 R_Shadow_RenderMode_Lighting(true, false, false);
4394                 if (numsurfaces)
4395                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4396                 for (i = 0;i < numlightentities;i++)
4397                         R_Shadow_DrawEntityLight(lightentities[i]);
4398         }
4399         else
4400         {
4401                 // draw lighting in the unmasked areas
4402                 R_Shadow_RenderMode_Lighting(false, false, false);
4403                 if (numsurfaces)
4404                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4405                 for (i = 0;i < numlightentities;i++)
4406                         R_Shadow_DrawEntityLight(lightentities[i]);
4407                 for (i = 0;i < numlightentities_noselfshadow;i++)
4408                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4409         }
4410
4411         if (r_shadow_usingdeferredprepass)
4412         {
4413                 // when rendering deferred lighting, we simply rasterize the box
4414                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4415                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4416                 else if (castshadows && vid.stencil)
4417                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4418                 else
4419                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4420         }
4421 }
4422
4423 static void R_Shadow_FreeDeferred(void)
4424 {
4425         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4426         r_shadow_prepassgeometryfbo = 0;
4427
4428         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4429         r_shadow_prepasslightingdiffusespecularfbo = 0;
4430
4431         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4432         r_shadow_prepasslightingdiffusefbo = 0;
4433
4434         if (r_shadow_prepassgeometrydepthtexture)
4435                 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4436         r_shadow_prepassgeometrydepthtexture = NULL;
4437
4438         if (r_shadow_prepassgeometrydepthcolortexture)
4439                 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4440         r_shadow_prepassgeometrydepthcolortexture = NULL;
4441
4442         if (r_shadow_prepassgeometrynormalmaptexture)
4443                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4444         r_shadow_prepassgeometrynormalmaptexture = NULL;
4445
4446         if (r_shadow_prepasslightingdiffusetexture)
4447                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4448         r_shadow_prepasslightingdiffusetexture = NULL;
4449
4450         if (r_shadow_prepasslightingspeculartexture)
4451                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4452         r_shadow_prepasslightingspeculartexture = NULL;
4453 }
4454
4455 void R_Shadow_DrawPrepass(void)
4456 {
4457         int i;
4458         int flag;
4459         int lnum;
4460         size_t lightindex;
4461         dlight_t *light;
4462         size_t range;
4463         entity_render_t *ent;
4464         float clearcolor[4];
4465
4466         R_Mesh_ResetTextureState();
4467         GL_DepthMask(true);
4468         GL_ColorMask(1,1,1,1);
4469         GL_BlendFunc(GL_ONE, GL_ZERO);
4470         GL_Color(1,1,1,1);
4471         GL_DepthTest(true);
4472         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4473         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4474         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4475         if (r_timereport_active)
4476                 R_TimeReport("prepasscleargeom");
4477
4478         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4479                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4480         if (r_timereport_active)
4481                 R_TimeReport("prepassworld");
4482
4483         for (i = 0;i < r_refdef.scene.numentities;i++)
4484         {
4485                 if (!r_refdef.viewcache.entityvisible[i])
4486                         continue;
4487                 ent = r_refdef.scene.entities[i];
4488                 if (ent->model && ent->model->DrawPrepass != NULL)
4489                         ent->model->DrawPrepass(ent);
4490         }
4491
4492         if (r_timereport_active)
4493                 R_TimeReport("prepassmodels");
4494
4495         GL_DepthMask(false);
4496         GL_ColorMask(1,1,1,1);
4497         GL_Color(1,1,1,1);
4498         GL_DepthTest(true);
4499         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4500         Vector4Set(clearcolor, 0, 0, 0, 0);
4501         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4502         if (r_timereport_active)
4503                 R_TimeReport("prepassclearlit");
4504
4505         R_Shadow_RenderMode_Begin();
4506
4507         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4508         if (r_shadow_debuglight.integer >= 0)
4509         {
4510                 lightindex = r_shadow_debuglight.integer;
4511                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4512                 if (light && (light->flags & flag) && light->rtlight.draw)
4513                         R_Shadow_DrawLight(&light->rtlight);
4514         }
4515         else
4516         {
4517                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4518                 for (lightindex = 0;lightindex < range;lightindex++)
4519                 {
4520                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4521                         if (light && (light->flags & flag) && light->rtlight.draw)
4522                                 R_Shadow_DrawLight(&light->rtlight);
4523                 }
4524         }
4525         if (r_refdef.scene.rtdlight)
4526                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4527                         if (r_refdef.scene.lights[lnum]->draw)
4528                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4529
4530         R_Mesh_ResetRenderTargets();
4531
4532         R_Shadow_RenderMode_End();
4533
4534         if (r_timereport_active)
4535                 R_TimeReport("prepasslights");
4536 }
4537
4538 void R_Shadow_DrawLightSprites(void);
4539 void R_Shadow_PrepareLights(void)
4540 {
4541         int flag;
4542         int lnum;
4543         size_t lightindex;
4544         dlight_t *light;
4545         size_t range;
4546         float f;
4547         GLenum status;
4548
4549         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4550                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4551                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4552                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4553                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4554                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4555                 R_Shadow_FreeShadowMaps();
4556
4557         r_shadow_usingshadowmaportho = false;
4558
4559         switch (vid.renderpath)
4560         {
4561         case RENDERPATH_GL20:
4562         case RENDERPATH_D3D9:
4563         case RENDERPATH_D3D10:
4564         case RENDERPATH_D3D11:
4565         case RENDERPATH_SOFT:
4566         case RENDERPATH_GLES2:
4567                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4568                 {
4569                         r_shadow_usingdeferredprepass = false;
4570                         if (r_shadow_prepass_width)
4571                                 R_Shadow_FreeDeferred();
4572                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4573                         break;
4574                 }
4575
4576                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4577                 {
4578                         R_Shadow_FreeDeferred();
4579
4580                         r_shadow_usingdeferredprepass = true;
4581                         r_shadow_prepass_width = vid.width;
4582                         r_shadow_prepass_height = vid.height;
4583                         r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4584                         switch (vid.renderpath)
4585                         {
4586                         case RENDERPATH_D3D9:
4587                                 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);
4588                                 break;
4589                         default:
4590                                 break;
4591                         }
4592                         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);
4593                         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);
4594                         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);
4595
4596                         // set up the geometry pass fbo (depth + normalmap)
4597                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4598                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4599                         // render depth into one texture and normalmap into the other
4600                         if (qglDrawBuffersARB)
4601                         {
4602                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4603                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4604                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4605                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4606                                 {
4607                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4608                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4609                                         r_shadow_usingdeferredprepass = false;
4610                                 }
4611                         }
4612
4613                         // set up the lighting pass fbo (diffuse + specular)
4614                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4615                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4616                         // render diffuse into one texture and specular into another,
4617                         // with depth and normalmap bound as textures,
4618                         // with depth bound as attachment as well
4619                         if (qglDrawBuffersARB)
4620                         {
4621                                 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4622                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4623                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4624                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4625                                 {
4626                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4627                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4628                                         r_shadow_usingdeferredprepass = false;
4629                                 }
4630                         }
4631
4632                         // set up the lighting pass fbo (diffuse)
4633                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4634                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4635                         // render diffuse into one texture,
4636                         // with depth and normalmap bound as textures,
4637                         // with depth bound as attachment as well
4638                         if (qglDrawBuffersARB)
4639                         {
4640                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4641                                 qglReadBuffer(GL_NONE);CHECKGLERROR
4642                                 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4643                                 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4644                                 {
4645                                         Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4646                                         Cvar_SetValueQuick(&r_shadow_deferred, 0);
4647                                         r_shadow_usingdeferredprepass = false;
4648                                 }
4649                         }
4650                 }
4651                 break;
4652         case RENDERPATH_GL13:
4653         case RENDERPATH_GL11:
4654                 r_shadow_usingdeferredprepass = false;
4655                 break;
4656         }
4657
4658         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);
4659
4660         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4661         if (r_shadow_debuglight.integer >= 0)
4662         {
4663                 lightindex = r_shadow_debuglight.integer;
4664                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4665                 if (light && (light->flags & flag))
4666                         R_Shadow_PrepareLight(&light->rtlight);
4667         }
4668         else
4669         {
4670                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4671                 for (lightindex = 0;lightindex < range;lightindex++)
4672                 {
4673                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4674                         if (light && (light->flags & flag))
4675                                 R_Shadow_PrepareLight(&light->rtlight);
4676                 }
4677         }
4678         if (r_refdef.scene.rtdlight)
4679         {
4680                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4681                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4682         }
4683         else if(gl_flashblend.integer)
4684         {
4685                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4686                 {
4687                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4688                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4689                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4690                 }
4691         }
4692
4693         if (r_editlights.integer)
4694                 R_Shadow_DrawLightSprites();
4695
4696         R_Shadow_UpdateBounceGridTexture();
4697 }
4698
4699 void R_Shadow_DrawLights(void)
4700 {
4701         int flag;
4702         int lnum;
4703         size_t lightindex;
4704         dlight_t *light;
4705         size_t range;
4706
4707         R_Shadow_RenderMode_Begin();
4708
4709         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4710         if (r_shadow_debuglight.integer >= 0)
4711         {
4712                 lightindex = r_shadow_debuglight.integer;
4713                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4714                 if (light && (light->flags & flag))
4715                         R_Shadow_DrawLight(&light->rtlight);
4716         }
4717         else
4718         {
4719                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4720                 for (lightindex = 0;lightindex < range;lightindex++)
4721                 {
4722                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4723                         if (light && (light->flags & flag))
4724                                 R_Shadow_DrawLight(&light->rtlight);
4725                 }
4726         }
4727         if (r_refdef.scene.rtdlight)
4728                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4729                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4730
4731         R_Shadow_RenderMode_End();
4732 }
4733
4734 extern const float r_screenvertex3f[12];
4735 extern void R_SetupView(qboolean allowwaterclippingplane);
4736 extern void R_ResetViewRendering3D(void);
4737 extern void R_ResetViewRendering2D(void);
4738 extern cvar_t r_shadows;
4739 extern cvar_t r_shadows_darken;
4740 extern cvar_t r_shadows_drawafterrtlighting;
4741 extern cvar_t r_shadows_castfrombmodels;
4742 extern cvar_t r_shadows_throwdistance;
4743 extern cvar_t r_shadows_throwdirection;
4744 extern cvar_t r_shadows_focus;
4745 extern cvar_t r_shadows_shadowmapscale;
4746
4747 void R_Shadow_PrepareModelShadows(void)
4748 {
4749         int i;
4750         float scale, size, radius, dot1, dot2;
4751         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4752         entity_render_t *ent;
4753
4754         if (!r_refdef.scene.numentities)
4755                 return;
4756
4757         switch (r_shadow_shadowmode)
4758         {
4759         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4760                 if (r_shadows.integer >= 2) 
4761                         break;
4762                 // fall through
4763         case R_SHADOW_SHADOWMODE_STENCIL:
4764                 for (i = 0;i < r_refdef.scene.numentities;i++)
4765                 {
4766                         ent = r_refdef.scene.entities[i];
4767                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4768                                 R_AnimCache_GetEntity(ent, false, false);
4769                 }
4770                 return;
4771         default:
4772                 return;
4773         }
4774
4775         size = 2*r_shadow_shadowmapmaxsize;
4776         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4777         radius = 0.5f * size / scale;
4778
4779         Math_atov(r_shadows_throwdirection.string, shadowdir);
4780         VectorNormalize(shadowdir);
4781         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4782         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4783         if (fabs(dot1) <= fabs(dot2))
4784                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4785         else
4786                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4787         VectorNormalize(shadowforward);
4788         CrossProduct(shadowdir, shadowforward, shadowright);
4789         Math_atov(r_shadows_focus.string, shadowfocus);
4790         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4791         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4792         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4793         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4794         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4795                 dot1 = 1;
4796         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4797
4798         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4799         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4800         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4801         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4802         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4803         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4804
4805         for (i = 0;i < r_refdef.scene.numentities;i++)
4806         {
4807                 ent = r_refdef.scene.entities[i];
4808                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4809                         continue;
4810                 // cast shadows from anything of the map (submodels are optional)
4811                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4812                         R_AnimCache_GetEntity(ent, false, false);
4813         }
4814 }
4815
4816 void R_DrawModelShadowMaps(void)
4817 {
4818         int i;
4819         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4820         entity_render_t *ent;
4821         vec3_t relativelightorigin;
4822         vec3_t relativelightdirection, relativeforward, relativeright;
4823         vec3_t relativeshadowmins, relativeshadowmaxs;
4824         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4825         float m[12];
4826         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4827         r_viewport_t viewport;
4828         GLuint fbo = 0;
4829         float clearcolor[4];
4830
4831         if (!r_refdef.scene.numentities)
4832                 return;
4833
4834         switch (r_shadow_shadowmode)
4835         {
4836         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4837                 break;
4838         default:
4839                 return;
4840         }
4841
4842         R_ResetViewRendering3D();
4843         R_Shadow_RenderMode_Begin();
4844         R_Shadow_RenderMode_ActiveLight(NULL);
4845
4846         switch (r_shadow_shadowmode)
4847         {
4848         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4849                 if (!r_shadow_shadowmap2dtexture)
4850                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4851                 fbo = r_shadow_fbo2d;
4852                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4853                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4854                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4855                 break;
4856         default:
4857                 break;
4858         }
4859
4860         size = 2*r_shadow_shadowmapmaxsize;
4861         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4862         radius = 0.5f / scale;
4863         nearclip = -r_shadows_throwdistance.value;
4864         farclip = r_shadows_throwdistance.value;
4865         bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4866
4867         r_shadow_shadowmap_parameters[0] = size;
4868         r_shadow_shadowmap_parameters[1] = size;
4869         r_shadow_shadowmap_parameters[2] = 1.0;
4870         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4871
4872         Math_atov(r_shadows_throwdirection.string, shadowdir);
4873         VectorNormalize(shadowdir);
4874         Math_atov(r_shadows_focus.string, shadowfocus);
4875         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4876         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4877         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4878         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4879         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4880         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4881         if (fabs(dot1) <= fabs(dot2)) 
4882                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4883         else
4884                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4885         VectorNormalize(shadowforward);
4886         VectorM(scale, shadowforward, &m[0]);
4887         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4888                 dot1 = 1;
4889         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4890         CrossProduct(shadowdir, shadowforward, shadowright);
4891         VectorM(scale, shadowright, &m[4]);
4892         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4893         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4894         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4895         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4896         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4897         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4898
4899         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4900
4901         R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4902         R_SetupShader_DepthOrShadow();
4903         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4904         GL_DepthMask(true);
4905         GL_DepthTest(true);
4906         R_SetViewport(&viewport);
4907         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4908         Vector4Set(clearcolor, 1,1,1,1);
4909         // in D3D9 we have to render to a color texture shadowmap
4910         // in GL we render directly to a depth texture only
4911         if (r_shadow_shadowmap2dtexture)
4912                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4913         else
4914                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4915         // render into a slightly restricted region so that the borders of the
4916         // shadowmap area fade away, rather than streaking across everything
4917         // outside the usable area
4918         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4919
4920 #if 0
4921         // debugging
4922         R_Mesh_ResetRenderTargets();
4923         R_SetupShader_ShowDepth();
4924         GL_ColorMask(1,1,1,1);
4925         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4926 #endif
4927
4928         for (i = 0;i < r_refdef.scene.numentities;i++)
4929         {
4930                 ent = r_refdef.scene.entities[i];
4931
4932                 // cast shadows from anything of the map (submodels are optional)
4933                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4934                 {
4935                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4936                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4937                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4938                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4939                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4940                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4941                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4942                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4943                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4944                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4945                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4946                         RSurf_ActiveModelEntity(ent, false, false, false);
4947                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4948                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4949                 }
4950         }
4951
4952 #if 0
4953         if (r_test.integer)
4954         {
4955                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4956                 CHECKGLERROR
4957                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4958                 CHECKGLERROR
4959                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4960                 Cvar_SetValueQuick(&r_test, 0);
4961                 Z_Free(rawpixels);
4962         }
4963 #endif
4964
4965         R_Shadow_RenderMode_End();
4966
4967         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4968         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4969         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4970         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4971         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4972         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4973
4974         switch (vid.renderpath)
4975         {
4976         case RENDERPATH_GL11:
4977         case RENDERPATH_GL13:
4978         case RENDERPATH_GL20:
4979         case RENDERPATH_SOFT:
4980         case RENDERPATH_GLES2:
4981                 break;
4982         case RENDERPATH_D3D9:
4983         case RENDERPATH_D3D10:
4984         case RENDERPATH_D3D11:
4985 #ifdef OPENGL_ORIENTATION
4986                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4987                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4988                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4989                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4990 #else
4991                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4992                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4993                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4994                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4995 #endif
4996                 break;
4997         }
4998
4999         r_shadow_usingshadowmaportho = true;
5000         switch (r_shadow_shadowmode)
5001         {
5002         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
5003                 r_shadow_usingshadowmap2d = true;
5004                 break;
5005         default:
5006                 break;
5007         }
5008 }
5009
5010 void R_DrawModelShadows(void)
5011 {
5012         int i;
5013         float relativethrowdistance;
5014         entity_render_t *ent;
5015         vec3_t relativelightorigin;
5016         vec3_t relativelightdirection;
5017         vec3_t relativeshadowmins, relativeshadowmaxs;
5018         vec3_t tmp, shadowdir;
5019
5020         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
5021                 return;
5022
5023         R_ResetViewRendering3D();
5024         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5025         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5026         R_Shadow_RenderMode_Begin();
5027         R_Shadow_RenderMode_ActiveLight(NULL);
5028         r_shadow_lightscissor[0] = r_refdef.view.x;
5029         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
5030         r_shadow_lightscissor[2] = r_refdef.view.width;
5031         r_shadow_lightscissor[3] = r_refdef.view.height;
5032         R_Shadow_RenderMode_StencilShadowVolumes(false);
5033
5034         // get shadow dir
5035         if (r_shadows.integer == 2)
5036         {
5037                 Math_atov(r_shadows_throwdirection.string, shadowdir);
5038                 VectorNormalize(shadowdir);
5039         }
5040
5041         R_Shadow_ClearStencil();
5042
5043         for (i = 0;i < r_refdef.scene.numentities;i++)
5044         {
5045                 ent = r_refdef.scene.entities[i];
5046
5047                 // cast shadows from anything of the map (submodels are optional)
5048                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
5049                 {
5050                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
5051                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
5052                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
5053                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
5054                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
5055                         else
5056                         {
5057                                 if(ent->entitynumber != 0)
5058                                 {
5059                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5060                                         {
5061                                                 // FIXME handle this
5062                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5063                                         }
5064                                         else
5065                                         {
5066                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5067                                                 int entnum, entnum2, recursion;
5068                                                 entnum = entnum2 = ent->entitynumber;
5069                                                 for(recursion = 32; recursion > 0; --recursion)
5070                                                 {
5071                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
5072                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5073                                                                 entnum = entnum2;
5074                                                         else
5075                                                                 break;
5076                                                 }
5077                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5078                                                 {
5079                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5080                                                         // transform into modelspace of OUR entity
5081                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5082                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5083                                                 }
5084                                                 else
5085                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5086                                         }
5087                                 }
5088                                 else
5089                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5090                         }
5091
5092                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5093                         RSurf_ActiveModelEntity(ent, false, false, false);
5094                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5095                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5096                 }
5097         }
5098
5099         // not really the right mode, but this will disable any silly stencil features
5100         R_Shadow_RenderMode_End();
5101
5102         // set up ortho view for rendering this pass
5103         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5104         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5105         //GL_ScissorTest(true);
5106         //R_EntityMatrix(&identitymatrix);
5107         //R_Mesh_ResetTextureState();
5108         R_ResetViewRendering2D();
5109
5110         // set up a darkening blend on shadowed areas
5111         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5112         //GL_DepthRange(0, 1);
5113         //GL_DepthTest(false);
5114         //GL_DepthMask(false);
5115         //GL_PolygonOffset(0, 0);CHECKGLERROR
5116         GL_Color(0, 0, 0, r_shadows_darken.value);
5117         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5118         //GL_DepthFunc(GL_ALWAYS);
5119         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5120
5121         // apply the blend to the shadowed areas
5122         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5123         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5124         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5125
5126         // restore the viewport
5127         R_SetViewport(&r_refdef.view.viewport);
5128
5129         // restore other state to normal
5130         //R_Shadow_RenderMode_End();
5131 }
5132
5133 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5134 {
5135         float zdist;
5136         vec3_t centerorigin;
5137         float vertex3f[12];
5138         // if it's too close, skip it
5139         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5140                 return;
5141         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5142         if (zdist < 32)
5143                 return;
5144         if (usequery && r_numqueries + 2 <= r_maxqueries)
5145         {
5146                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5147                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5148                 // 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
5149                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5150
5151                 switch(vid.renderpath)
5152                 {
5153                 case RENDERPATH_GL20:
5154                 case RENDERPATH_GL13:
5155                 case RENDERPATH_GL11:
5156                 case RENDERPATH_GLES2:
5157                         CHECKGLERROR
5158                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5159                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5160                         GL_DepthFunc(GL_ALWAYS);
5161                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5162                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5163                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5164                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5165                         GL_DepthFunc(GL_LEQUAL);
5166                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5167                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5168                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5169                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5170                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5171                         CHECKGLERROR
5172                         break;
5173                 case RENDERPATH_D3D9:
5174                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5175                         break;
5176                 case RENDERPATH_D3D10:
5177                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5178                         break;
5179                 case RENDERPATH_D3D11:
5180                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5181                         break;
5182                 case RENDERPATH_SOFT:
5183                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5184                         break;
5185                 }
5186         }
5187         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5188 }
5189
5190 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5191
5192 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5193 {
5194         vec3_t color;
5195         GLint allpixels = 0, visiblepixels = 0;
5196         // now we have to check the query result
5197         if (rtlight->corona_queryindex_visiblepixels)
5198         {
5199                 switch(vid.renderpath)
5200                 {
5201                 case RENDERPATH_GL20:
5202                 case RENDERPATH_GL13:
5203                 case RENDERPATH_GL11:
5204                 case RENDERPATH_GLES2:
5205                         CHECKGLERROR
5206                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5207                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5208                         CHECKGLERROR
5209                         break;
5210                 case RENDERPATH_D3D9:
5211                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5212                         break;
5213                 case RENDERPATH_D3D10:
5214                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5215                         break;
5216                 case RENDERPATH_D3D11:
5217                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5218                         break;
5219                 case RENDERPATH_SOFT:
5220                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5221                         break;
5222                 }
5223                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5224                 if (visiblepixels < 1 || allpixels < 1)
5225                         return;
5226                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5227                 cscale *= rtlight->corona_visibility;
5228         }
5229         else
5230         {
5231                 // FIXME: these traces should scan all render entities instead of cl.world
5232                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5233                         return;
5234         }
5235         VectorScale(rtlight->currentcolor, cscale, color);
5236         if (VectorLength(color) > (1.0f / 256.0f))
5237         {
5238                 float vertex3f[12];
5239                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5240                 if(negated)
5241                 {
5242                         VectorNegate(color, color);
5243                         switch(vid.renderpath)
5244                         {
5245                         case RENDERPATH_GL11:
5246                         case RENDERPATH_GL13:
5247                         case RENDERPATH_GL20:
5248                         case RENDERPATH_GLES2:
5249                                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
5250                                 break;
5251                         case RENDERPATH_D3D9:
5252 #ifdef SUPPORTD3D
5253                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
5254 #endif
5255                                 break;
5256                         case RENDERPATH_D3D10:
5257                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5258                                 break;
5259                         case RENDERPATH_D3D11:
5260                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5261                                 break;
5262                         case RENDERPATH_SOFT:
5263                                 DPSOFTRAST_BlendSubtract(true);
5264                                 break;
5265                         }
5266                 }
5267                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5268                 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);
5269                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5270                 if(negated)
5271                 {
5272                         switch(vid.renderpath)
5273                         {
5274                         case RENDERPATH_GL11:
5275                         case RENDERPATH_GL13:
5276                         case RENDERPATH_GL20:
5277                         case RENDERPATH_GLES2:
5278                                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
5279                                 break;
5280                         case RENDERPATH_D3D9:
5281 #ifdef SUPPORTD3D
5282                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
5283 #endif
5284                                 break;
5285                         case RENDERPATH_D3D10:
5286                                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5287                                 break;
5288                         case RENDERPATH_D3D11:
5289                                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5290                                 break;
5291                         case RENDERPATH_SOFT:
5292                                 DPSOFTRAST_BlendSubtract(false);
5293                                 break;
5294                         }
5295                 }
5296         }
5297 }
5298
5299 void R_Shadow_DrawCoronas(void)
5300 {
5301         int i, flag;
5302         qboolean usequery = false;
5303         size_t lightindex;
5304         dlight_t *light;
5305         rtlight_t *rtlight;
5306         size_t range;
5307         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5308                 return;
5309         if (r_waterstate.renderingscene)
5310                 return;
5311         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5312         R_EntityMatrix(&identitymatrix);
5313
5314         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5315
5316         // check occlusion of coronas
5317         // use GL_ARB_occlusion_query if available
5318         // otherwise use raytraces
5319         r_numqueries = 0;
5320         switch (vid.renderpath)
5321         {
5322         case RENDERPATH_GL11:
5323         case RENDERPATH_GL13:
5324         case RENDERPATH_GL20:
5325         case RENDERPATH_GLES2:
5326                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5327                 if (usequery)
5328                 {
5329                         GL_ColorMask(0,0,0,0);
5330                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5331                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5332                         {
5333                                 i = r_maxqueries;
5334                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5335                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5336                                 CHECKGLERROR
5337                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5338                                 CHECKGLERROR
5339                         }
5340                         RSurf_ActiveWorldEntity();
5341                         GL_BlendFunc(GL_ONE, GL_ZERO);
5342                         GL_CullFace(GL_NONE);
5343                         GL_DepthMask(false);
5344                         GL_DepthRange(0, 1);
5345                         GL_PolygonOffset(0, 0);
5346                         GL_DepthTest(true);
5347                         R_Mesh_ResetTextureState();
5348                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5349                 }
5350                 break;
5351         case RENDERPATH_D3D9:
5352                 usequery = false;
5353                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5354                 break;
5355         case RENDERPATH_D3D10:
5356                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5357                 break;
5358         case RENDERPATH_D3D11:
5359                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5360                 break;
5361         case RENDERPATH_SOFT:
5362                 usequery = false;
5363                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5364                 break;
5365         }
5366         for (lightindex = 0;lightindex < range;lightindex++)
5367         {
5368                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5369                 if (!light)
5370                         continue;
5371                 rtlight = &light->rtlight;
5372                 rtlight->corona_visibility = 0;
5373                 rtlight->corona_queryindex_visiblepixels = 0;
5374                 rtlight->corona_queryindex_allpixels = 0;
5375                 if (!(rtlight->flags & flag))
5376                         continue;
5377                 if (rtlight->corona <= 0)
5378                         continue;
5379                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5380                         continue;
5381                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5382         }
5383         for (i = 0;i < r_refdef.scene.numlights;i++)
5384         {
5385                 rtlight = r_refdef.scene.lights[i];
5386                 rtlight->corona_visibility = 0;
5387                 rtlight->corona_queryindex_visiblepixels = 0;
5388                 rtlight->corona_queryindex_allpixels = 0;
5389                 if (!(rtlight->flags & flag))
5390                         continue;
5391                 if (rtlight->corona <= 0)
5392                         continue;
5393                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5394         }
5395         if (usequery)
5396                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5397
5398         // now draw the coronas using the query data for intensity info
5399         for (lightindex = 0;lightindex < range;lightindex++)
5400         {
5401                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5402                 if (!light)
5403                         continue;
5404                 rtlight = &light->rtlight;
5405                 if (rtlight->corona_visibility <= 0)
5406                         continue;
5407                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5408         }
5409         for (i = 0;i < r_refdef.scene.numlights;i++)
5410         {
5411                 rtlight = r_refdef.scene.lights[i];
5412                 if (rtlight->corona_visibility <= 0)
5413                         continue;
5414                 if (gl_flashblend.integer)
5415                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5416                 else
5417                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5418         }
5419 }
5420
5421
5422
5423 dlight_t *R_Shadow_NewWorldLight(void)
5424 {
5425         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5426 }
5427
5428 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)
5429 {
5430         matrix4x4_t matrix;
5431         // validate parameters
5432         if (style < 0 || style >= MAX_LIGHTSTYLES)
5433         {
5434                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5435                 style = 0;
5436         }
5437         if (!cubemapname)
5438                 cubemapname = "";
5439
5440         // copy to light properties
5441         VectorCopy(origin, light->origin);
5442         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5443         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5444         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5445         /*
5446         light->color[0] = max(color[0], 0);
5447         light->color[1] = max(color[1], 0);
5448         light->color[2] = max(color[2], 0);
5449         */
5450         light->color[0] = color[0];
5451         light->color[1] = color[1];
5452         light->color[2] = color[2];
5453         light->radius = max(radius, 0);
5454         light->style = style;
5455         light->shadow = shadowenable;
5456         light->corona = corona;
5457         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5458         light->coronasizescale = coronasizescale;
5459         light->ambientscale = ambientscale;
5460         light->diffusescale = diffusescale;
5461         light->specularscale = specularscale;
5462         light->flags = flags;
5463
5464         // update renderable light data
5465         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5466         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);
5467 }
5468
5469 void R_Shadow_FreeWorldLight(dlight_t *light)
5470 {
5471         if (r_shadow_selectedlight == light)
5472                 r_shadow_selectedlight = NULL;
5473         R_RTLight_Uncompile(&light->rtlight);
5474         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5475 }
5476
5477 void R_Shadow_ClearWorldLights(void)
5478 {
5479         size_t lightindex;
5480         dlight_t *light;
5481         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5482         for (lightindex = 0;lightindex < range;lightindex++)
5483         {
5484                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5485                 if (light)
5486                         R_Shadow_FreeWorldLight(light);
5487         }
5488         r_shadow_selectedlight = NULL;
5489 }
5490
5491 void R_Shadow_SelectLight(dlight_t *light)
5492 {
5493         if (r_shadow_selectedlight)
5494                 r_shadow_selectedlight->selected = false;
5495         r_shadow_selectedlight = light;
5496         if (r_shadow_selectedlight)
5497                 r_shadow_selectedlight->selected = true;
5498 }
5499
5500 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5501 {
5502         // this is never batched (there can be only one)
5503         float vertex3f[12];
5504         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5505         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5506         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5507 }
5508
5509 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5510 {
5511         float intensity;
5512         float s;
5513         vec3_t spritecolor;
5514         skinframe_t *skinframe;
5515         float vertex3f[12];
5516
5517         // this is never batched (due to the ent parameter changing every time)
5518         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5519         const dlight_t *light = (dlight_t *)ent;
5520         s = EDLIGHTSPRSIZE;
5521
5522         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5523
5524         intensity = 0.5f;
5525         VectorScale(light->color, intensity, spritecolor);
5526         if (VectorLength(spritecolor) < 0.1732f)
5527                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5528         if (VectorLength(spritecolor) > 1.0f)
5529                 VectorNormalize(spritecolor);
5530
5531         // draw light sprite
5532         if (light->cubemapname[0] && !light->shadow)
5533                 skinframe = r_editlights_sprcubemapnoshadowlight;
5534         else if (light->cubemapname[0])
5535                 skinframe = r_editlights_sprcubemaplight;
5536         else if (!light->shadow)
5537                 skinframe = r_editlights_sprnoshadowlight;
5538         else
5539                 skinframe = r_editlights_sprlight;
5540
5541         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);
5542         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5543
5544         // draw selection sprite if light is selected
5545         if (light->selected)
5546         {
5547                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5548                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5549                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5550         }
5551 }
5552
5553 void R_Shadow_DrawLightSprites(void)
5554 {
5555         size_t lightindex;
5556         dlight_t *light;
5557         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5558         for (lightindex = 0;lightindex < range;lightindex++)
5559         {
5560                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5561                 if (light)
5562                         R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5563         }
5564         if (!r_editlights_lockcursor)
5565                 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5566 }
5567
5568 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5569 {
5570         unsigned int range;
5571         dlight_t *light;
5572         rtlight_t *rtlight;
5573         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5574         if (lightindex >= range)
5575                 return -1;
5576         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5577         if (!light)
5578                 return 0;
5579         rtlight = &light->rtlight;
5580         //if (!(rtlight->flags & flag))
5581         //      return 0;
5582         VectorCopy(rtlight->shadoworigin, origin);
5583         *radius = rtlight->radius;
5584         VectorCopy(rtlight->color, color);
5585         return 1;
5586 }
5587
5588 void R_Shadow_SelectLightInView(void)
5589 {
5590         float bestrating, rating, temp[3];
5591         dlight_t *best;
5592         size_t lightindex;
5593         dlight_t *light;
5594         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5595         best = NULL;
5596         bestrating = 0;
5597
5598         if (r_editlights_lockcursor)
5599                 return;
5600         for (lightindex = 0;lightindex < range;lightindex++)
5601         {
5602                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5603                 if (!light)
5604                         continue;
5605                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5606                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5607                 if (rating >= 0.95)
5608                 {
5609                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5610                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5611                         {
5612                                 bestrating = rating;
5613                                 best = light;
5614                         }
5615                 }
5616         }
5617         R_Shadow_SelectLight(best);
5618 }
5619
5620 void R_Shadow_LoadWorldLights(void)
5621 {
5622         int n, a, style, shadow, flags;
5623         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5624         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5625         if (cl.worldmodel == NULL)
5626         {
5627                 Con_Print("No map loaded.\n");
5628                 return;
5629         }
5630         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5631         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5632         if (lightsstring)
5633         {
5634                 s = lightsstring;
5635                 n = 0;
5636                 while (*s)
5637                 {
5638                         t = s;
5639                         /*
5640                         shadow = true;
5641                         for (;COM_Parse(t, true) && strcmp(
5642                         if (COM_Parse(t, true))
5643                         {
5644                                 if (com_token[0] == '!')
5645                                 {
5646                                         shadow = false;
5647                                         origin[0] = atof(com_token+1);
5648                                 }
5649                                 else
5650                                         origin[0] = atof(com_token);
5651                                 if (Com_Parse(t
5652                         }
5653                         */
5654                         t = s;
5655                         while (*s && *s != '\n' && *s != '\r')
5656                                 s++;
5657                         if (!*s)
5658                                 break;
5659                         tempchar = *s;
5660                         shadow = true;
5661                         // check for modifier flags
5662                         if (*t == '!')
5663                         {
5664                                 shadow = false;
5665                                 t++;
5666                         }
5667                         *s = 0;
5668 #if _MSC_VER >= 1400
5669 #define sscanf sscanf_s
5670 #endif
5671                         cubemapname[sizeof(cubemapname)-1] = 0;
5672 #if MAX_QPATH != 128
5673 #error update this code if MAX_QPATH changes
5674 #endif
5675                         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
5676 #if _MSC_VER >= 1400
5677 , sizeof(cubemapname)
5678 #endif
5679 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5680                         *s = tempchar;
5681                         if (a < 18)
5682                                 flags = LIGHTFLAG_REALTIMEMODE;
5683                         if (a < 17)
5684                                 specularscale = 1;
5685                         if (a < 16)
5686                                 diffusescale = 1;
5687                         if (a < 15)
5688                                 ambientscale = 0;
5689                         if (a < 14)
5690                                 coronasizescale = 0.25f;
5691                         if (a < 13)
5692                                 VectorClear(angles);
5693                         if (a < 10)
5694                                 corona = 0;
5695                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5696                                 cubemapname[0] = 0;
5697                         // remove quotes on cubemapname
5698                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5699                         {
5700                                 size_t namelen;
5701                                 namelen = strlen(cubemapname) - 2;
5702                                 memmove(cubemapname, cubemapname + 1, namelen);
5703                                 cubemapname[namelen] = '\0';
5704                         }
5705                         if (a < 8)
5706                         {
5707                                 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);
5708                                 break;
5709                         }
5710                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5711                         if (*s == '\r')
5712                                 s++;
5713                         if (*s == '\n')
5714                                 s++;
5715                         n++;
5716                 }
5717                 if (*s)
5718                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5719                 Mem_Free(lightsstring);
5720         }
5721 }
5722
5723 void R_Shadow_SaveWorldLights(void)
5724 {
5725         size_t lightindex;
5726         dlight_t *light;
5727         size_t bufchars, bufmaxchars;
5728         char *buf, *oldbuf;
5729         char name[MAX_QPATH];
5730         char line[MAX_INPUTLINE];
5731         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5732         // I hate lines which are 3 times my screen size :( --blub
5733         if (!range)
5734                 return;
5735         if (cl.worldmodel == NULL)
5736         {
5737                 Con_Print("No map loaded.\n");
5738                 return;
5739         }
5740         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5741         bufchars = bufmaxchars = 0;
5742         buf = NULL;
5743         for (lightindex = 0;lightindex < range;lightindex++)
5744         {
5745                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5746                 if (!light)
5747                         continue;
5748                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5749                         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);
5750                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5751                         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]);
5752                 else
5753                         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);
5754                 if (bufchars + strlen(line) > bufmaxchars)
5755                 {
5756                         bufmaxchars = bufchars + strlen(line) + 2048;
5757                         oldbuf = buf;
5758                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5759                         if (oldbuf)
5760                         {
5761                                 if (bufchars)
5762                                         memcpy(buf, oldbuf, bufchars);
5763                                 Mem_Free(oldbuf);
5764                         }
5765                 }
5766                 if (strlen(line))
5767                 {
5768                         memcpy(buf + bufchars, line, strlen(line));
5769                         bufchars += strlen(line);
5770                 }
5771         }
5772         if (bufchars)
5773                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5774         if (buf)
5775                 Mem_Free(buf);
5776 }
5777
5778 void R_Shadow_LoadLightsFile(void)
5779 {
5780         int n, a, style;
5781         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5782         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5783         if (cl.worldmodel == NULL)
5784         {
5785                 Con_Print("No map loaded.\n");
5786                 return;
5787         }
5788         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5789         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5790         if (lightsstring)
5791         {
5792                 s = lightsstring;
5793                 n = 0;
5794                 while (*s)
5795                 {
5796                         t = s;
5797                         while (*s && *s != '\n' && *s != '\r')
5798                                 s++;
5799                         if (!*s)
5800                                 break;
5801                         tempchar = *s;
5802                         *s = 0;
5803                         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);
5804                         *s = tempchar;
5805                         if (a < 14)
5806                         {
5807                                 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);
5808                                 break;
5809                         }
5810                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5811                         radius = bound(15, radius, 4096);
5812                         VectorScale(color, (2.0f / (8388608.0f)), color);
5813                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5814                         if (*s == '\r')
5815                                 s++;
5816                         if (*s == '\n')
5817                                 s++;
5818                         n++;
5819                 }
5820                 if (*s)
5821                         Con_Printf("invalid lights file \"%s\"\n", name);
5822                 Mem_Free(lightsstring);
5823         }
5824 }
5825
5826 // tyrlite/hmap2 light types in the delay field
5827 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5828
5829 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5830 {
5831         int entnum;
5832         int style;
5833         int islight;
5834         int skin;
5835         int pflags;
5836         //int effects;
5837         int type;
5838         int n;
5839         char *entfiledata;
5840         const char *data;
5841         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5842         char key[256], value[MAX_INPUTLINE];
5843
5844         if (cl.worldmodel == NULL)
5845         {
5846                 Con_Print("No map loaded.\n");
5847                 return;
5848         }
5849         // try to load a .ent file first
5850         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5851         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5852         // and if that is not found, fall back to the bsp file entity string
5853         if (!data)
5854                 data = cl.worldmodel->brush.entities;
5855         if (!data)
5856                 return;
5857         for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5858         {
5859                 type = LIGHTTYPE_MINUSX;
5860                 origin[0] = origin[1] = origin[2] = 0;
5861                 originhack[0] = originhack[1] = originhack[2] = 0;
5862                 angles[0] = angles[1] = angles[2] = 0;
5863                 color[0] = color[1] = color[2] = 1;
5864                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5865                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5866                 fadescale = 1;
5867                 lightscale = 1;
5868                 style = 0;
5869                 skin = 0;
5870                 pflags = 0;
5871                 //effects = 0;
5872                 islight = false;
5873                 while (1)
5874                 {
5875                         if (!COM_ParseToken_Simple(&data, false, false))
5876                                 break; // error
5877                         if (com_token[0] == '}')
5878                                 break; // end of entity
5879                         if (com_token[0] == '_')
5880                                 strlcpy(key, com_token + 1, sizeof(key));
5881                         else
5882                                 strlcpy(key, com_token, sizeof(key));
5883                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5884                                 key[strlen(key)-1] = 0;
5885                         if (!COM_ParseToken_Simple(&data, false, false))
5886                                 break; // error
5887                         strlcpy(value, com_token, sizeof(value));
5888
5889                         // now that we have the key pair worked out...
5890                         if (!strcmp("light", key))
5891                         {
5892                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5893                                 if (n == 1)
5894                                 {
5895                                         // quake
5896                                         light[0] = vec[0] * (1.0f / 256.0f);
5897                                         light[1] = vec[0] * (1.0f / 256.0f);
5898                                         light[2] = vec[0] * (1.0f / 256.0f);
5899                                         light[3] = vec[0];
5900                                 }
5901                                 else if (n == 4)
5902                                 {
5903                                         // halflife
5904                                         light[0] = vec[0] * (1.0f / 255.0f);
5905                                         light[1] = vec[1] * (1.0f / 255.0f);
5906                                         light[2] = vec[2] * (1.0f / 255.0f);
5907                                         light[3] = vec[3];
5908                                 }
5909                         }
5910                         else if (!strcmp("delay", key))
5911                                 type = atoi(value);
5912                         else if (!strcmp("origin", key))
5913                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5914                         else if (!strcmp("angle", key))
5915                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5916                         else if (!strcmp("angles", key))
5917                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5918                         else if (!strcmp("color", key))
5919                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5920                         else if (!strcmp("wait", key))
5921                                 fadescale = atof(value);
5922                         else if (!strcmp("classname", key))
5923                         {
5924                                 if (!strncmp(value, "light", 5))
5925                                 {
5926                                         islight = true;
5927                                         if (!strcmp(value, "light_fluoro"))
5928                                         {
5929                                                 originhack[0] = 0;
5930                                                 originhack[1] = 0;
5931                                                 originhack[2] = 0;
5932                                                 overridecolor[0] = 1;
5933                                                 overridecolor[1] = 1;
5934                                                 overridecolor[2] = 1;
5935                                         }
5936                                         if (!strcmp(value, "light_fluorospark"))
5937                                         {
5938                                                 originhack[0] = 0;
5939                                                 originhack[1] = 0;
5940                                                 originhack[2] = 0;
5941                                                 overridecolor[0] = 1;
5942                                                 overridecolor[1] = 1;
5943                                                 overridecolor[2] = 1;
5944                                         }
5945                                         if (!strcmp(value, "light_globe"))
5946                                         {
5947                                                 originhack[0] = 0;
5948                                                 originhack[1] = 0;
5949                                                 originhack[2] = 0;
5950                                                 overridecolor[0] = 1;
5951                                                 overridecolor[1] = 0.8;
5952                                                 overridecolor[2] = 0.4;
5953                                         }
5954                                         if (!strcmp(value, "light_flame_large_yellow"))
5955                                         {
5956                                                 originhack[0] = 0;
5957                                                 originhack[1] = 0;
5958                                                 originhack[2] = 0;
5959                                                 overridecolor[0] = 1;
5960                                                 overridecolor[1] = 0.5;
5961                                                 overridecolor[2] = 0.1;
5962                                         }
5963                                         if (!strcmp(value, "light_flame_small_yellow"))
5964                                         {
5965                                                 originhack[0] = 0;
5966                                                 originhack[1] = 0;
5967                                                 originhack[2] = 0;
5968                                                 overridecolor[0] = 1;
5969                                                 overridecolor[1] = 0.5;
5970                                                 overridecolor[2] = 0.1;
5971                                         }
5972                                         if (!strcmp(value, "light_torch_small_white"))
5973                                         {
5974                                                 originhack[0] = 0;
5975                                                 originhack[1] = 0;
5976                                                 originhack[2] = 0;
5977                                                 overridecolor[0] = 1;
5978                                                 overridecolor[1] = 0.5;
5979                                                 overridecolor[2] = 0.1;
5980                                         }
5981                                         if (!strcmp(value, "light_torch_small_walltorch"))
5982                                         {
5983                                                 originhack[0] = 0;
5984                                                 originhack[1] = 0;
5985                                                 originhack[2] = 0;
5986                                                 overridecolor[0] = 1;
5987                                                 overridecolor[1] = 0.5;
5988                                                 overridecolor[2] = 0.1;
5989                                         }
5990                                 }
5991                         }
5992                         else if (!strcmp("style", key))
5993                                 style = atoi(value);
5994                         else if (!strcmp("skin", key))
5995                                 skin = (int)atof(value);
5996                         else if (!strcmp("pflags", key))
5997                                 pflags = (int)atof(value);
5998                         //else if (!strcmp("effects", key))
5999                         //      effects = (int)atof(value);
6000                         else if (cl.worldmodel->type == mod_brushq3)
6001                         {
6002                                 if (!strcmp("scale", key))
6003                                         lightscale = atof(value);
6004                                 if (!strcmp("fade", key))
6005                                         fadescale = atof(value);
6006                         }
6007                 }
6008                 if (!islight)
6009                         continue;
6010                 if (lightscale <= 0)
6011                         lightscale = 1;
6012                 if (fadescale <= 0)
6013                         fadescale = 1;
6014                 if (color[0] == color[1] && color[0] == color[2])
6015                 {
6016                         color[0] *= overridecolor[0];
6017                         color[1] *= overridecolor[1];
6018                         color[2] *= overridecolor[2];
6019                 }
6020                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
6021                 color[0] = color[0] * light[0];
6022                 color[1] = color[1] * light[1];
6023                 color[2] = color[2] * light[2];
6024                 switch (type)
6025                 {
6026                 case LIGHTTYPE_MINUSX:
6027                         break;
6028                 case LIGHTTYPE_RECIPX:
6029                         radius *= 2;
6030                         VectorScale(color, (1.0f / 16.0f), color);
6031                         break;
6032                 case LIGHTTYPE_RECIPXX:
6033                         radius *= 2;
6034                         VectorScale(color, (1.0f / 16.0f), color);
6035                         break;
6036                 default:
6037                 case LIGHTTYPE_NONE:
6038                         break;
6039                 case LIGHTTYPE_SUN:
6040                         break;
6041                 case LIGHTTYPE_MINUSXX:
6042                         break;
6043                 }
6044                 VectorAdd(origin, originhack, origin);
6045                 if (radius >= 1)
6046                         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);
6047         }
6048         if (entfiledata)
6049                 Mem_Free(entfiledata);
6050 }
6051
6052
6053 void R_Shadow_SetCursorLocationForView(void)
6054 {
6055         vec_t dist, push;
6056         vec3_t dest, endpos;
6057         trace_t trace;
6058         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
6059         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
6060         if (trace.fraction < 1)
6061         {
6062                 dist = trace.fraction * r_editlights_cursordistance.value;
6063                 push = r_editlights_cursorpushback.value;
6064                 if (push > dist)
6065                         push = dist;
6066                 push = -push;
6067                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
6068                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
6069         }
6070         else
6071         {
6072                 VectorClear( endpos );
6073         }
6074         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6075         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6076         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
6077 }
6078
6079 void R_Shadow_UpdateWorldLightSelection(void)
6080 {
6081         if (r_editlights.integer)
6082         {
6083                 R_Shadow_SetCursorLocationForView();
6084                 R_Shadow_SelectLightInView();
6085         }
6086         else
6087                 R_Shadow_SelectLight(NULL);
6088 }
6089
6090 void R_Shadow_EditLights_Clear_f(void)
6091 {
6092         R_Shadow_ClearWorldLights();
6093 }
6094
6095 void R_Shadow_EditLights_Reload_f(void)
6096 {
6097         if (!cl.worldmodel)
6098                 return;
6099         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6100         R_Shadow_ClearWorldLights();
6101         R_Shadow_LoadWorldLights();
6102         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6103         {
6104                 R_Shadow_LoadLightsFile();
6105                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6106                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6107         }
6108 }
6109
6110 void R_Shadow_EditLights_Save_f(void)
6111 {
6112         if (!cl.worldmodel)
6113                 return;
6114         R_Shadow_SaveWorldLights();
6115 }
6116
6117 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6118 {
6119         R_Shadow_ClearWorldLights();
6120         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6121 }
6122
6123 void R_Shadow_EditLights_ImportLightsFile_f(void)
6124 {
6125         R_Shadow_ClearWorldLights();
6126         R_Shadow_LoadLightsFile();
6127 }
6128
6129 void R_Shadow_EditLights_Spawn_f(void)
6130 {
6131         vec3_t color;
6132         if (!r_editlights.integer)
6133         {
6134                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6135                 return;
6136         }
6137         if (Cmd_Argc() != 1)
6138         {
6139                 Con_Print("r_editlights_spawn does not take parameters\n");
6140                 return;
6141         }
6142         color[0] = color[1] = color[2] = 1;
6143         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6144 }
6145
6146 void R_Shadow_EditLights_Edit_f(void)
6147 {
6148         vec3_t origin, angles, color;
6149         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6150         int style, shadows, flags, normalmode, realtimemode;
6151         char cubemapname[MAX_INPUTLINE];
6152         if (!r_editlights.integer)
6153         {
6154                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6155                 return;
6156         }
6157         if (!r_shadow_selectedlight)
6158         {
6159                 Con_Print("No selected light.\n");
6160                 return;
6161         }
6162         VectorCopy(r_shadow_selectedlight->origin, origin);
6163         VectorCopy(r_shadow_selectedlight->angles, angles);
6164         VectorCopy(r_shadow_selectedlight->color, color);
6165         radius = r_shadow_selectedlight->radius;
6166         style = r_shadow_selectedlight->style;
6167         if (r_shadow_selectedlight->cubemapname)
6168                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6169         else
6170                 cubemapname[0] = 0;
6171         shadows = r_shadow_selectedlight->shadow;
6172         corona = r_shadow_selectedlight->corona;
6173         coronasizescale = r_shadow_selectedlight->coronasizescale;
6174         ambientscale = r_shadow_selectedlight->ambientscale;
6175         diffusescale = r_shadow_selectedlight->diffusescale;
6176         specularscale = r_shadow_selectedlight->specularscale;
6177         flags = r_shadow_selectedlight->flags;
6178         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6179         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6180         if (!strcmp(Cmd_Argv(1), "origin"))
6181         {
6182                 if (Cmd_Argc() != 5)
6183                 {
6184                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6185                         return;
6186                 }
6187                 origin[0] = atof(Cmd_Argv(2));
6188                 origin[1] = atof(Cmd_Argv(3));
6189                 origin[2] = atof(Cmd_Argv(4));
6190         }
6191         else if (!strcmp(Cmd_Argv(1), "originscale"))
6192         {
6193                 if (Cmd_Argc() != 5)
6194                 {
6195                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6196                         return;
6197                 }
6198                 origin[0] *= atof(Cmd_Argv(2));
6199                 origin[1] *= atof(Cmd_Argv(3));
6200                 origin[2] *= atof(Cmd_Argv(4));
6201         }
6202         else if (!strcmp(Cmd_Argv(1), "originx"))
6203         {
6204                 if (Cmd_Argc() != 3)
6205                 {
6206                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6207                         return;
6208                 }
6209                 origin[0] = atof(Cmd_Argv(2));
6210         }
6211         else if (!strcmp(Cmd_Argv(1), "originy"))
6212         {
6213                 if (Cmd_Argc() != 3)
6214                 {
6215                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6216                         return;
6217                 }
6218                 origin[1] = atof(Cmd_Argv(2));
6219         }
6220         else if (!strcmp(Cmd_Argv(1), "originz"))
6221         {
6222                 if (Cmd_Argc() != 3)
6223                 {
6224                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6225                         return;
6226                 }
6227                 origin[2] = atof(Cmd_Argv(2));
6228         }
6229         else if (!strcmp(Cmd_Argv(1), "move"))
6230         {
6231                 if (Cmd_Argc() != 5)
6232                 {
6233                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6234                         return;
6235                 }
6236                 origin[0] += atof(Cmd_Argv(2));
6237                 origin[1] += atof(Cmd_Argv(3));
6238                 origin[2] += atof(Cmd_Argv(4));
6239         }
6240         else if (!strcmp(Cmd_Argv(1), "movex"))
6241         {
6242                 if (Cmd_Argc() != 3)
6243                 {
6244                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6245                         return;
6246                 }
6247                 origin[0] += atof(Cmd_Argv(2));
6248         }
6249         else if (!strcmp(Cmd_Argv(1), "movey"))
6250         {
6251                 if (Cmd_Argc() != 3)
6252                 {
6253                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6254                         return;
6255                 }
6256                 origin[1] += atof(Cmd_Argv(2));
6257         }
6258         else if (!strcmp(Cmd_Argv(1), "movez"))
6259         {
6260                 if (Cmd_Argc() != 3)
6261                 {
6262                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6263                         return;
6264                 }
6265                 origin[2] += atof(Cmd_Argv(2));
6266         }
6267         else if (!strcmp(Cmd_Argv(1), "angles"))
6268         {
6269                 if (Cmd_Argc() != 5)
6270                 {
6271                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6272                         return;
6273                 }
6274                 angles[0] = atof(Cmd_Argv(2));
6275                 angles[1] = atof(Cmd_Argv(3));
6276                 angles[2] = atof(Cmd_Argv(4));
6277         }
6278         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6279         {
6280                 if (Cmd_Argc() != 3)
6281                 {
6282                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6283                         return;
6284                 }
6285                 angles[0] = atof(Cmd_Argv(2));
6286         }
6287         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6288         {
6289                 if (Cmd_Argc() != 3)
6290                 {
6291                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6292                         return;
6293                 }
6294                 angles[1] = atof(Cmd_Argv(2));
6295         }
6296         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6297         {
6298                 if (Cmd_Argc() != 3)
6299                 {
6300                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6301                         return;
6302                 }
6303                 angles[2] = atof(Cmd_Argv(2));
6304         }
6305         else if (!strcmp(Cmd_Argv(1), "color"))
6306         {
6307                 if (Cmd_Argc() != 5)
6308                 {
6309                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6310                         return;
6311                 }
6312                 color[0] = atof(Cmd_Argv(2));
6313                 color[1] = atof(Cmd_Argv(3));
6314                 color[2] = atof(Cmd_Argv(4));
6315         }
6316         else if (!strcmp(Cmd_Argv(1), "radius"))
6317         {
6318                 if (Cmd_Argc() != 3)
6319                 {
6320                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6321                         return;
6322                 }
6323                 radius = atof(Cmd_Argv(2));
6324         }
6325         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6326         {
6327                 if (Cmd_Argc() == 3)
6328                 {
6329                         double scale = atof(Cmd_Argv(2));
6330                         color[0] *= scale;
6331                         color[1] *= scale;
6332                         color[2] *= scale;
6333                 }
6334                 else
6335                 {
6336                         if (Cmd_Argc() != 5)
6337                         {
6338                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6339                                 return;
6340                         }
6341                         color[0] *= atof(Cmd_Argv(2));
6342                         color[1] *= atof(Cmd_Argv(3));
6343                         color[2] *= atof(Cmd_Argv(4));
6344                 }
6345         }
6346         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6347         {
6348                 if (Cmd_Argc() != 3)
6349                 {
6350                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6351                         return;
6352                 }
6353                 radius *= atof(Cmd_Argv(2));
6354         }
6355         else if (!strcmp(Cmd_Argv(1), "style"))
6356         {
6357                 if (Cmd_Argc() != 3)
6358                 {
6359                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6360                         return;
6361                 }
6362                 style = atoi(Cmd_Argv(2));
6363         }
6364         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6365         {
6366                 if (Cmd_Argc() > 3)
6367                 {
6368                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6369                         return;
6370                 }
6371                 if (Cmd_Argc() == 3)
6372                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6373                 else
6374                         cubemapname[0] = 0;
6375         }
6376         else if (!strcmp(Cmd_Argv(1), "shadows"))
6377         {
6378                 if (Cmd_Argc() != 3)
6379                 {
6380                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6381                         return;
6382                 }
6383                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6384         }
6385         else if (!strcmp(Cmd_Argv(1), "corona"))
6386         {
6387                 if (Cmd_Argc() != 3)
6388                 {
6389                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6390                         return;
6391                 }
6392                 corona = atof(Cmd_Argv(2));
6393         }
6394         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6395         {
6396                 if (Cmd_Argc() != 3)
6397                 {
6398                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6399                         return;
6400                 }
6401                 coronasizescale = atof(Cmd_Argv(2));
6402         }
6403         else if (!strcmp(Cmd_Argv(1), "ambient"))
6404         {
6405                 if (Cmd_Argc() != 3)
6406                 {
6407                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6408                         return;
6409                 }
6410                 ambientscale = atof(Cmd_Argv(2));
6411         }
6412         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6413         {
6414                 if (Cmd_Argc() != 3)
6415                 {
6416                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6417                         return;
6418                 }
6419                 diffusescale = atof(Cmd_Argv(2));
6420         }
6421         else if (!strcmp(Cmd_Argv(1), "specular"))
6422         {
6423                 if (Cmd_Argc() != 3)
6424                 {
6425                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6426                         return;
6427                 }
6428                 specularscale = atof(Cmd_Argv(2));
6429         }
6430         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6431         {
6432                 if (Cmd_Argc() != 3)
6433                 {
6434                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6435                         return;
6436                 }
6437                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6438         }
6439         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6440         {
6441                 if (Cmd_Argc() != 3)
6442                 {
6443                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6444                         return;
6445                 }
6446                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6447         }
6448         else
6449         {
6450                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6451                 Con_Print("Selected light's properties:\n");
6452                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6453                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6454                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6455                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6456                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6457                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6458                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6459                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6460                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6461                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6462                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6463                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6464                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6465                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6466                 return;
6467         }
6468         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6469         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6470 }
6471
6472 void R_Shadow_EditLights_EditAll_f(void)
6473 {
6474         size_t lightindex;
6475         dlight_t *light, *oldselected;
6476         size_t range;
6477
6478         if (!r_editlights.integer)
6479         {
6480                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6481                 return;
6482         }
6483
6484         oldselected = r_shadow_selectedlight;
6485         // EditLights doesn't seem to have a "remove" command or something so:
6486         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6487         for (lightindex = 0;lightindex < range;lightindex++)
6488         {
6489                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6490                 if (!light)
6491                         continue;
6492                 R_Shadow_SelectLight(light);
6493                 R_Shadow_EditLights_Edit_f();
6494         }
6495         // return to old selected (to not mess editing once selection is locked)
6496         R_Shadow_SelectLight(oldselected);
6497 }
6498
6499 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6500 {
6501         int lightnumber, lightcount;
6502         size_t lightindex, range;
6503         dlight_t *light;
6504         float x, y;
6505         char temp[256];
6506         if (!r_editlights.integer)
6507                 return;
6508         x = vid_conwidth.value - 240;
6509         y = 5;
6510         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6511         lightnumber = -1;
6512         lightcount = 0;
6513         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6514         for (lightindex = 0;lightindex < range;lightindex++)
6515         {
6516                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6517                 if (!light)
6518                         continue;
6519                 if (light == r_shadow_selectedlight)
6520                         lightnumber = lightindex;
6521                 lightcount++;
6522         }
6523         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;
6524         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;
6525         y += 8;
6526         if (r_shadow_selectedlight == NULL)
6527                 return;
6528         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;
6529         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;
6530         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;
6531         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;
6532         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;
6533         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;
6534         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;
6535         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;
6536         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;
6537         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;
6538         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;
6539         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;
6540         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;
6541         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;
6542         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;
6543 }
6544
6545 void R_Shadow_EditLights_ToggleShadow_f(void)
6546 {
6547         if (!r_editlights.integer)
6548         {
6549                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6550                 return;
6551         }
6552         if (!r_shadow_selectedlight)
6553         {
6554                 Con_Print("No selected light.\n");
6555                 return;
6556         }
6557         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);
6558 }
6559
6560 void R_Shadow_EditLights_ToggleCorona_f(void)
6561 {
6562         if (!r_editlights.integer)
6563         {
6564                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6565                 return;
6566         }
6567         if (!r_shadow_selectedlight)
6568         {
6569                 Con_Print("No selected light.\n");
6570                 return;
6571         }
6572         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);
6573 }
6574
6575 void R_Shadow_EditLights_Remove_f(void)
6576 {
6577         if (!r_editlights.integer)
6578         {
6579                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6580                 return;
6581         }
6582         if (!r_shadow_selectedlight)
6583         {
6584                 Con_Print("No selected light.\n");
6585                 return;
6586         }
6587         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6588         r_shadow_selectedlight = NULL;
6589 }
6590
6591 void R_Shadow_EditLights_Help_f(void)
6592 {
6593         Con_Print(
6594 "Documentation on r_editlights system:\n"
6595 "Settings:\n"
6596 "r_editlights : enable/disable editing mode\n"
6597 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6598 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6599 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6600 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6601 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6602 "Commands:\n"
6603 "r_editlights_help : this help\n"
6604 "r_editlights_clear : remove all lights\n"
6605 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6606 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6607 "r_editlights_save : save to .rtlights file\n"
6608 "r_editlights_spawn : create a light with default settings\n"
6609 "r_editlights_edit command : edit selected light - more documentation below\n"
6610 "r_editlights_remove : remove selected light\n"
6611 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6612 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6613 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6614 "Edit commands:\n"
6615 "origin x y z : set light location\n"
6616 "originx x: set x component of light location\n"
6617 "originy y: set y component of light location\n"
6618 "originz z: set z component of light location\n"
6619 "move x y z : adjust light location\n"
6620 "movex x: adjust x component of light location\n"
6621 "movey y: adjust y component of light location\n"
6622 "movez z: adjust z component of light location\n"
6623 "angles x y z : set light angles\n"
6624 "anglesx x: set x component of light angles\n"
6625 "anglesy y: set y component of light angles\n"
6626 "anglesz z: set z component of light angles\n"
6627 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6628 "radius radius : set radius (size) of light\n"
6629 "colorscale grey : multiply color of light (1 does nothing)\n"
6630 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6631 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6632 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6633 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6634 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6635 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6636 "shadows 1/0 : turn on/off shadows\n"
6637 "corona n : set corona intensity\n"
6638 "coronasize n : set corona size (0-1)\n"
6639 "ambient n : set ambient intensity (0-1)\n"
6640 "diffuse n : set diffuse intensity (0-1)\n"
6641 "specular n : set specular intensity (0-1)\n"
6642 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6643 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6644 "<nothing> : print light properties to console\n"
6645         );
6646 }
6647
6648 void R_Shadow_EditLights_CopyInfo_f(void)
6649 {
6650         if (!r_editlights.integer)
6651         {
6652                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6653                 return;
6654         }
6655         if (!r_shadow_selectedlight)
6656         {
6657                 Con_Print("No selected light.\n");
6658                 return;
6659         }
6660         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6661         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6662         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6663         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6664         if (r_shadow_selectedlight->cubemapname)
6665                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6666         else
6667                 r_shadow_bufferlight.cubemapname[0] = 0;
6668         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6669         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6670         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6671         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6672         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6673         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6674         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6675 }
6676
6677 void R_Shadow_EditLights_PasteInfo_f(void)
6678 {
6679         if (!r_editlights.integer)
6680         {
6681                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6682                 return;
6683         }
6684         if (!r_shadow_selectedlight)
6685         {
6686                 Con_Print("No selected light.\n");
6687                 return;
6688         }
6689         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);
6690 }
6691
6692 void R_Shadow_EditLights_Lock_f(void)
6693 {
6694         if (!r_editlights.integer)
6695         {
6696                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6697                 return;
6698         }
6699         if (r_editlights_lockcursor)
6700         {
6701                 r_editlights_lockcursor = false;
6702                 return;
6703         }
6704         if (!r_shadow_selectedlight)
6705         {
6706                 Con_Print("No selected light to lock on.\n");
6707                 return;
6708         }
6709         r_editlights_lockcursor = true;
6710 }
6711
6712 void R_Shadow_EditLights_Init(void)
6713 {
6714         Cvar_RegisterVariable(&r_editlights);
6715         Cvar_RegisterVariable(&r_editlights_cursordistance);
6716         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6717         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6718         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6719         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6720         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6721         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6722         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)");
6723         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6724         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6725         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6726         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)");
6727         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6728         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6729         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6730         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6731         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6732         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6733         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)");
6734         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6735 }
6736
6737
6738
6739 /*
6740 =============================================================================
6741
6742 LIGHT SAMPLING
6743
6744 =============================================================================
6745 */
6746
6747 void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
6748 {
6749         int i, numlights, flag;
6750         float f, relativepoint[3], dist, dist2, lightradius2;
6751         vec3_t diffuse, n;
6752         rtlight_t *light;
6753         dlight_t *dlight;
6754
6755         VectorClear(color);
6756
6757         if (r_fullbright.integer)
6758         {
6759                 VectorSet(color, 1, 1, 1);
6760                 return;
6761         }
6762
6763         if (flags & LP_LIGHTMAP)
6764         {
6765                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6766                 {
6767                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6768                         color[0] += r_refdef.scene.ambient + diffuse[0];
6769                         color[1] += r_refdef.scene.ambient + diffuse[1];
6770                         color[2] += r_refdef.scene.ambient + diffuse[2];
6771                 }
6772                 else
6773                         VectorSet(color, 1, 1, 1);
6774         }
6775         if (flags & LP_RTWORLD)
6776         {
6777                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6778                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6779                 for (i = 0; i < numlights; i++)
6780                 {
6781                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6782                         if (!dlight)
6783                                 continue;
6784                         light = &dlight->rtlight;
6785                         if (!(light->flags & flag))
6786                                 continue;
6787                         // sample
6788                         lightradius2 = light->radius * light->radius;
6789                         VectorSubtract(light->shadoworigin, p, relativepoint);
6790                         dist2 = VectorLength2(relativepoint);
6791                         if (dist2 >= lightradius2)
6792                                 continue;
6793                         dist = sqrt(dist2) / light->radius;
6794                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6795                         if (f <= 0)
6796                                 continue;
6797                         // todo: add to both ambient and diffuse
6798                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6799                                 VectorMA(color, f, light->currentcolor, color);
6800                 }
6801         }
6802         if (flags & LP_DYNLIGHT)
6803         {
6804                 // sample dlights
6805                 for (i = 0;i < r_refdef.scene.numlights;i++)
6806                 {
6807                         light = r_refdef.scene.lights[i];
6808                         // sample
6809                         lightradius2 = light->radius * light->radius;
6810                         VectorSubtract(light->shadoworigin, p, relativepoint);
6811                         dist2 = VectorLength2(relativepoint);
6812                         if (dist2 >= lightradius2)
6813                                 continue;
6814                         dist = sqrt(dist2) / light->radius;
6815                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6816                         if (f <= 0)
6817                                 continue;
6818                         // todo: add to both ambient and diffuse
6819                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6820                                 VectorMA(color, f, light->color, color);
6821                 }
6822         }
6823 }
6824
6825 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6826 {
6827         int i, numlights, flag;
6828         rtlight_t *light;
6829         dlight_t *dlight;
6830         float relativepoint[3];
6831         float color[3];
6832         float dir[3];
6833         float dist;
6834         float dist2;
6835         float intensity;
6836         float sample[5*3];
6837         float lightradius2;
6838
6839         if (r_fullbright.integer)
6840         {
6841                 VectorSet(ambient, 1, 1, 1);
6842                 VectorClear(diffuse);
6843                 VectorClear(lightdir);
6844                 return;
6845         }
6846
6847         if (flags == LP_LIGHTMAP)
6848         {
6849                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6850                 VectorClear(diffuse);
6851                 VectorClear(lightdir);
6852                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6853                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6854                 return;
6855         }
6856
6857         memset(sample, 0, sizeof(sample));
6858         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6859
6860         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6861         {
6862                 vec3_t tempambient;
6863                 VectorClear(tempambient);
6864                 VectorClear(color);
6865                 VectorClear(relativepoint);
6866                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6867                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6868                 VectorScale(color, r_refdef.lightmapintensity, color);
6869                 VectorAdd(sample, tempambient, sample);
6870                 VectorMA(sample    , 0.5f            , color, sample    );
6871                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6872                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6873                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6874                 // calculate a weighted average light direction as well
6875                 intensity = VectorLength(color);
6876                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6877         }
6878
6879         if (flags & LP_RTWORLD)
6880         {
6881                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6882                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6883                 for (i = 0; i < numlights; i++)
6884                 {
6885                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6886                         if (!dlight)
6887                                 continue;
6888                         light = &dlight->rtlight;
6889                         if (!(light->flags & flag))
6890                                 continue;
6891                         // sample
6892                         lightradius2 = light->radius * light->radius;
6893                         VectorSubtract(light->shadoworigin, p, relativepoint);
6894                         dist2 = VectorLength2(relativepoint);
6895                         if (dist2 >= lightradius2)
6896                                 continue;
6897                         dist = sqrt(dist2) / light->radius;
6898                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6899                         if (intensity <= 0.0f)
6900                                 continue;
6901                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6902                                 continue;
6903                         // scale down intensity to add to both ambient and diffuse
6904                         //intensity *= 0.5f;
6905                         VectorNormalize(relativepoint);
6906                         VectorScale(light->currentcolor, intensity, color);
6907                         VectorMA(sample    , 0.5f            , color, sample    );
6908                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6909                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6910                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6911                         // calculate a weighted average light direction as well
6912                         intensity *= VectorLength(color);
6913                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6914                 }
6915         }
6916
6917         if (flags & LP_DYNLIGHT)
6918         {
6919                 // sample dlights
6920                 for (i = 0;i < r_refdef.scene.numlights;i++)
6921                 {
6922                         light = r_refdef.scene.lights[i];
6923                         // sample
6924                         lightradius2 = light->radius * light->radius;
6925                         VectorSubtract(light->shadoworigin, p, relativepoint);
6926                         dist2 = VectorLength2(relativepoint);
6927                         if (dist2 >= lightradius2)
6928                                 continue;
6929                         dist = sqrt(dist2) / light->radius;
6930                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6931                         if (intensity <= 0.0f)
6932                                 continue;
6933                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6934                                 continue;
6935                         // scale down intensity to add to both ambient and diffuse
6936                         //intensity *= 0.5f;
6937                         VectorNormalize(relativepoint);
6938                         VectorScale(light->currentcolor, intensity, color);
6939                         VectorMA(sample    , 0.5f            , color, sample    );
6940                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6941                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6942                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6943                         // calculate a weighted average light direction as well
6944                         intensity *= VectorLength(color);
6945                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6946                 }
6947         }
6948
6949         // calculate the direction we'll use to reduce the sample to a directional light source
6950         VectorCopy(sample + 12, dir);
6951         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6952         VectorNormalize(dir);
6953         // extract the diffuse color along the chosen direction and scale it
6954         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6955         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6956         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6957         // subtract some of diffuse from ambient
6958         VectorMA(sample, -0.333f, diffuse, ambient);
6959         // store the normalized lightdir
6960         VectorCopy(dir, lightdir);
6961 }