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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 static 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 qboolean r_shadow_shadowmapshadowsampler;
200 int r_shadow_shadowmappcf;
201 int r_shadow_shadowmapborder;
202 matrix4x4_t r_shadow_shadowmapmatrix;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
205 qboolean r_shadow_shadowmapdepthtexture;
206 int maxshadowtriangles;
207 int *shadowelements;
208
209 int maxshadowvertices;
210 float *shadowvertex3f;
211
212 int maxshadowmark;
213 int numshadowmark;
214 int *shadowmark;
215 int *shadowmarklist;
216 int shadowmarkcount;
217
218 int maxshadowsides;
219 int numshadowsides;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
222
223 int maxvertexupdate;
224 int *vertexupdate;
225 int *vertexremap;
226 int vertexupdatenum;
227
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
232
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
237
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
242
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmap2ddepthbuffer;
249 rtexture_t *r_shadow_shadowmap2ddepthtexture;
250 rtexture_t *r_shadow_shadowmapvsdcttexture;
251 int r_shadow_shadowmapsize; // changes for each light based on distance
252 int r_shadow_shadowmaplod; // changes for each light based on distance
253
254 GLuint r_shadow_prepassgeometryfbo;
255 GLuint r_shadow_prepasslightingdiffusespecularfbo;
256 GLuint r_shadow_prepasslightingdiffusefbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthbuffer;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
263
264 // keep track of the provided framebuffer info
265 static int r_shadow_fb_fbo;
266 static rtexture_t *r_shadow_fb_depthtexture;
267 static rtexture_t *r_shadow_fb_colortexture;
268
269 // lights are reloaded when this changes
270 char r_shadow_mapname[MAX_QPATH];
271
272 // used only for light filters (cubemaps)
273 rtexturepool_t *r_shadow_filters_texturepool;
274
275 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"};
276 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"};
277 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
278 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"};
279 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)"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 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)"};
282 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"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 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)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 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)"};
298 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"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 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"};
302 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)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 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)"};
305 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"};
306 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)"};
307 cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 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"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
321 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
322 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)"};
323 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)"};
324 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)"};
325 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"};
326 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
327 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"};
328 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
329 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
330 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
332 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
333 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "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"};
334 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
335 cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
336 cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
337 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
338 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
339 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
340 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
341 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
342 cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
343 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"};
344 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
345 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
346 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
347 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
348 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"};
349 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
350 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
351 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
352 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
353 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
354 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
355 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
356 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
357 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
358 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
359 cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
360 cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
361 cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
362 cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
363 cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
364 cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
365 cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
366 cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
367 cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
368 cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
369 cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
370 cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
371 cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
372 cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
373 cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
374
375
376 typedef struct r_shadow_bouncegrid_settings_s
377 {
378         qboolean staticmode;
379         qboolean bounceanglediffuse;
380         qboolean directionalshading;
381         qboolean includedirectlighting;
382         float dlightparticlemultiplier;
383         qboolean hitmodels;
384         float lightradiusscale;
385         int maxbounce;
386         float particlebounceintensity;
387         float particleintensity;
388         int photons;
389         float spacing[3];
390         int stablerandom;
391 }
392 r_shadow_bouncegrid_settings_t;
393
394 r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
395 rtexture_t *r_shadow_bouncegridtexture;
396 matrix4x4_t r_shadow_bouncegridmatrix;
397 vec_t r_shadow_bouncegridintensity;
398 qboolean r_shadow_bouncegriddirectional;
399 static double r_shadow_bouncegridtime;
400 static int r_shadow_bouncegridresolution[3];
401 static int r_shadow_bouncegridnumpixels;
402 static unsigned char *r_shadow_bouncegridpixels;
403 static float *r_shadow_bouncegridhighpixels;
404
405 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
406 #define ATTENTABLESIZE 256
407 // 1D gradient, 2D circle and 3D sphere attenuation textures
408 #define ATTEN1DSIZE 32
409 #define ATTEN2DSIZE 64
410 #define ATTEN3DSIZE 32
411
412 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
413 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
414 static float r_shadow_attentable[ATTENTABLESIZE+1];
415
416 rtlight_t *r_shadow_compilingrtlight;
417 static memexpandablearray_t r_shadow_worldlightsarray;
418 dlight_t *r_shadow_selectedlight;
419 dlight_t r_shadow_bufferlight;
420 vec3_t r_editlights_cursorlocation;
421 qboolean r_editlights_lockcursor;
422
423 extern int con_vislines;
424
425 void R_Shadow_UncompileWorldLights(void);
426 void R_Shadow_ClearWorldLights(void);
427 void R_Shadow_SaveWorldLights(void);
428 void R_Shadow_LoadWorldLights(void);
429 void R_Shadow_LoadLightsFile(void);
430 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
431 void R_Shadow_EditLights_Reload_f(void);
432 void R_Shadow_ValidateCvars(void);
433 static void R_Shadow_MakeTextures(void);
434
435 #define EDLIGHTSPRSIZE                  8
436 skinframe_t *r_editlights_sprcursor;
437 skinframe_t *r_editlights_sprlight;
438 skinframe_t *r_editlights_sprnoshadowlight;
439 skinframe_t *r_editlights_sprcubemaplight;
440 skinframe_t *r_editlights_sprcubemapnoshadowlight;
441 skinframe_t *r_editlights_sprselection;
442
443 static void R_Shadow_SetShadowMode(void)
444 {
445         r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
446         r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
447         r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
448         r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
449         r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
450         r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
451         r_shadow_shadowmaplod = -1;
452         r_shadow_shadowmapsize = 0;
453         r_shadow_shadowmapsampler = false;
454         r_shadow_shadowmappcf = 0;
455         r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
456         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
457         if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
458         {
459                 switch(vid.renderpath)
460                 {
461                 case RENDERPATH_GL20:
462                         if(r_shadow_shadowmapfilterquality < 0)
463                         {
464                                 if (!r_fb.usedepthtextures)
465                                         r_shadow_shadowmappcf = 1;
466                                 else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) 
467                                 {
468                                         r_shadow_shadowmapsampler = true;
469                                         r_shadow_shadowmappcf = 1;
470                                 }
471                                 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
472                                         r_shadow_shadowmappcf = 1;
473                                 else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) 
474                                         r_shadow_shadowmappcf = 1;
475                                 else 
476                                         r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
477                         }
478                         else 
479                         {
480                 r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
481                                 switch (r_shadow_shadowmapfilterquality)
482                                 {
483                                 case 1:
484                                         break;
485                                 case 2:
486                                         r_shadow_shadowmappcf = 1;
487                                         break;
488                                 case 3:
489                                         r_shadow_shadowmappcf = 1;
490                                         break;
491                                 case 4:
492                                         r_shadow_shadowmappcf = 2;
493                                         break;
494                                 }
495                         }
496                         if (!r_fb.usedepthtextures)
497                                 r_shadow_shadowmapsampler = false;
498                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
499                         break;
500                 case RENDERPATH_D3D9:
501                 case RENDERPATH_D3D10:
502                 case RENDERPATH_D3D11:
503                 case RENDERPATH_SOFT:
504                         r_shadow_shadowmapsampler = false;
505                         r_shadow_shadowmappcf = 1;
506                         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
507                         break;
508                 case RENDERPATH_GL11:
509                 case RENDERPATH_GL13:
510                 case RENDERPATH_GLES1:
511                 case RENDERPATH_GLES2:
512                         break;
513                 }
514         }
515
516         if(R_CompileShader_CheckStaticParms())
517                 R_GLSL_Restart_f();
518 }
519
520 qboolean R_Shadow_ShadowMappingEnabled(void)
521 {
522         switch (r_shadow_shadowmode)
523         {
524         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
525                 return true;
526         default:
527                 return false;
528         }
529 }
530
531 static void R_Shadow_FreeShadowMaps(void)
532 {
533         R_Shadow_SetShadowMode();
534
535         R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
536
537         r_shadow_fbo2d = 0;
538
539         if (r_shadow_shadowmap2ddepthtexture)
540                 R_FreeTexture(r_shadow_shadowmap2ddepthtexture);
541         r_shadow_shadowmap2ddepthtexture = NULL;
542
543         if (r_shadow_shadowmap2ddepthbuffer)
544                 R_FreeTexture(r_shadow_shadowmap2ddepthbuffer);
545         r_shadow_shadowmap2ddepthbuffer = NULL;
546
547         if (r_shadow_shadowmapvsdcttexture)
548                 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
549         r_shadow_shadowmapvsdcttexture = NULL;
550 }
551
552 static void r_shadow_start(void)
553 {
554         // allocate vertex processing arrays
555         r_shadow_bouncegridpixels = NULL;
556         r_shadow_bouncegridhighpixels = NULL;
557         r_shadow_bouncegridnumpixels = 0;
558         r_shadow_bouncegridtexture = NULL;
559         r_shadow_bouncegriddirectional = false;
560         r_shadow_attenuationgradienttexture = NULL;
561         r_shadow_attenuation2dtexture = NULL;
562         r_shadow_attenuation3dtexture = NULL;
563         r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
564         r_shadow_shadowmap2ddepthtexture = NULL;
565         r_shadow_shadowmap2ddepthbuffer = NULL;
566         r_shadow_shadowmapvsdcttexture = NULL;
567         r_shadow_shadowmapmaxsize = 0;
568         r_shadow_shadowmapsize = 0;
569         r_shadow_shadowmaplod = 0;
570         r_shadow_shadowmapfilterquality = -1;
571         r_shadow_shadowmapdepthbits = 0;
572         r_shadow_shadowmapvsdct = false;
573         r_shadow_shadowmapsampler = false;
574         r_shadow_shadowmappcf = 0;
575         r_shadow_fbo2d = 0;
576
577         R_Shadow_FreeShadowMaps();
578
579         r_shadow_texturepool = NULL;
580         r_shadow_filters_texturepool = NULL;
581         R_Shadow_ValidateCvars();
582         R_Shadow_MakeTextures();
583         maxshadowtriangles = 0;
584         shadowelements = NULL;
585         maxshadowvertices = 0;
586         shadowvertex3f = NULL;
587         maxvertexupdate = 0;
588         vertexupdate = NULL;
589         vertexremap = NULL;
590         vertexupdatenum = 0;
591         maxshadowmark = 0;
592         numshadowmark = 0;
593         shadowmark = NULL;
594         shadowmarklist = NULL;
595         shadowmarkcount = 0;
596         maxshadowsides = 0;
597         numshadowsides = 0;
598         shadowsides = NULL;
599         shadowsideslist = NULL;
600         r_shadow_buffer_numleafpvsbytes = 0;
601         r_shadow_buffer_visitingleafpvs = NULL;
602         r_shadow_buffer_leafpvs = NULL;
603         r_shadow_buffer_leaflist = NULL;
604         r_shadow_buffer_numsurfacepvsbytes = 0;
605         r_shadow_buffer_surfacepvs = NULL;
606         r_shadow_buffer_surfacelist = NULL;
607         r_shadow_buffer_surfacesides = NULL;
608         r_shadow_buffer_numshadowtrispvsbytes = 0;
609         r_shadow_buffer_shadowtrispvs = NULL;
610         r_shadow_buffer_numlighttrispvsbytes = 0;
611         r_shadow_buffer_lighttrispvs = NULL;
612
613         r_shadow_usingdeferredprepass = false;
614         r_shadow_prepass_width = r_shadow_prepass_height = 0;
615 }
616
617 static void R_Shadow_FreeDeferred(void);
618 static void r_shadow_shutdown(void)
619 {
620         CHECKGLERROR
621         R_Shadow_UncompileWorldLights();
622
623         R_Shadow_FreeShadowMaps();
624
625         r_shadow_usingdeferredprepass = false;
626         if (r_shadow_prepass_width)
627                 R_Shadow_FreeDeferred();
628         r_shadow_prepass_width = r_shadow_prepass_height = 0;
629
630         CHECKGLERROR
631         r_shadow_bouncegridtexture = NULL;
632         r_shadow_bouncegridpixels = NULL;
633         r_shadow_bouncegridhighpixels = NULL;
634         r_shadow_bouncegridnumpixels = 0;
635         r_shadow_bouncegriddirectional = false;
636         r_shadow_attenuationgradienttexture = NULL;
637         r_shadow_attenuation2dtexture = NULL;
638         r_shadow_attenuation3dtexture = NULL;
639         R_FreeTexturePool(&r_shadow_texturepool);
640         R_FreeTexturePool(&r_shadow_filters_texturepool);
641         maxshadowtriangles = 0;
642         if (shadowelements)
643                 Mem_Free(shadowelements);
644         shadowelements = NULL;
645         if (shadowvertex3f)
646                 Mem_Free(shadowvertex3f);
647         shadowvertex3f = NULL;
648         maxvertexupdate = 0;
649         if (vertexupdate)
650                 Mem_Free(vertexupdate);
651         vertexupdate = NULL;
652         if (vertexremap)
653                 Mem_Free(vertexremap);
654         vertexremap = NULL;
655         vertexupdatenum = 0;
656         maxshadowmark = 0;
657         numshadowmark = 0;
658         if (shadowmark)
659                 Mem_Free(shadowmark);
660         shadowmark = NULL;
661         if (shadowmarklist)
662                 Mem_Free(shadowmarklist);
663         shadowmarklist = NULL;
664         shadowmarkcount = 0;
665         maxshadowsides = 0;
666         numshadowsides = 0;
667         if (shadowsides)
668                 Mem_Free(shadowsides);
669         shadowsides = NULL;
670         if (shadowsideslist)
671                 Mem_Free(shadowsideslist);
672         shadowsideslist = NULL;
673         r_shadow_buffer_numleafpvsbytes = 0;
674         if (r_shadow_buffer_visitingleafpvs)
675                 Mem_Free(r_shadow_buffer_visitingleafpvs);
676         r_shadow_buffer_visitingleafpvs = NULL;
677         if (r_shadow_buffer_leafpvs)
678                 Mem_Free(r_shadow_buffer_leafpvs);
679         r_shadow_buffer_leafpvs = NULL;
680         if (r_shadow_buffer_leaflist)
681                 Mem_Free(r_shadow_buffer_leaflist);
682         r_shadow_buffer_leaflist = NULL;
683         r_shadow_buffer_numsurfacepvsbytes = 0;
684         if (r_shadow_buffer_surfacepvs)
685                 Mem_Free(r_shadow_buffer_surfacepvs);
686         r_shadow_buffer_surfacepvs = NULL;
687         if (r_shadow_buffer_surfacelist)
688                 Mem_Free(r_shadow_buffer_surfacelist);
689         r_shadow_buffer_surfacelist = NULL;
690         if (r_shadow_buffer_surfacesides)
691                 Mem_Free(r_shadow_buffer_surfacesides);
692         r_shadow_buffer_surfacesides = NULL;
693         r_shadow_buffer_numshadowtrispvsbytes = 0;
694         if (r_shadow_buffer_shadowtrispvs)
695                 Mem_Free(r_shadow_buffer_shadowtrispvs);
696         r_shadow_buffer_numlighttrispvsbytes = 0;
697         if (r_shadow_buffer_lighttrispvs)
698                 Mem_Free(r_shadow_buffer_lighttrispvs);
699 }
700
701 static void r_shadow_newmap(void)
702 {
703         if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
704         if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
705         if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
706         if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
707         if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
708         if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
709         if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
710         if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
711         if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
712                 R_Shadow_EditLights_Reload_f();
713 }
714
715 void R_Shadow_Init(void)
716 {
717         Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
718         Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
719         Cvar_RegisterVariable(&r_shadow_usebihculling);
720         Cvar_RegisterVariable(&r_shadow_usenormalmap);
721         Cvar_RegisterVariable(&r_shadow_debuglight);
722         Cvar_RegisterVariable(&r_shadow_deferred);
723         Cvar_RegisterVariable(&r_shadow_gloss);
724         Cvar_RegisterVariable(&r_shadow_gloss2intensity);
725         Cvar_RegisterVariable(&r_shadow_glossintensity);
726         Cvar_RegisterVariable(&r_shadow_glossexponent);
727         Cvar_RegisterVariable(&r_shadow_gloss2exponent);
728         Cvar_RegisterVariable(&r_shadow_glossexact);
729         Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
730         Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
731         Cvar_RegisterVariable(&r_shadow_lightintensityscale);
732         Cvar_RegisterVariable(&r_shadow_lightradiusscale);
733         Cvar_RegisterVariable(&r_shadow_projectdistance);
734         Cvar_RegisterVariable(&r_shadow_frontsidecasting);
735         Cvar_RegisterVariable(&r_shadow_realtime_dlight);
736         Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
737         Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
738         Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
739         Cvar_RegisterVariable(&r_shadow_realtime_world);
740         Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
741         Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
742         Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
743         Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
744         Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
745         Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
746         Cvar_RegisterVariable(&r_shadow_scissor);
747         Cvar_RegisterVariable(&r_shadow_shadowmapping);
748         Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
749         Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
750         Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler);
751         Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
752         Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
753         Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
754         Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
755 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
756 //      Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
757         Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
758         Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
759         Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
760         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
761         Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
762         Cvar_RegisterVariable(&r_shadow_sortsurfaces);
763         Cvar_RegisterVariable(&r_shadow_polygonfactor);
764         Cvar_RegisterVariable(&r_shadow_polygonoffset);
765         Cvar_RegisterVariable(&r_shadow_texture3d);
766         Cvar_RegisterVariable(&r_shadow_bouncegrid);
767         Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
768         Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
769         Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
770         Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
771         Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
772         Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
773         Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
774         Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
775         Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
776         Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
777         Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
778         Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
779         Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
780         Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
781         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
782         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
783         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
784         Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
785         Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
786         Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
787         Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
788         Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
789         Cvar_RegisterVariable(&r_coronas);
790         Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
791         Cvar_RegisterVariable(&r_coronas_occlusionquery);
792         Cvar_RegisterVariable(&gl_flashblend);
793         Cvar_RegisterVariable(&gl_ext_separatestencil);
794         Cvar_RegisterVariable(&gl_ext_stenciltwoside);
795         R_Shadow_EditLights_Init();
796         Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
797         maxshadowtriangles = 0;
798         shadowelements = NULL;
799         maxshadowvertices = 0;
800         shadowvertex3f = NULL;
801         maxvertexupdate = 0;
802         vertexupdate = NULL;
803         vertexremap = NULL;
804         vertexupdatenum = 0;
805         maxshadowmark = 0;
806         numshadowmark = 0;
807         shadowmark = NULL;
808         shadowmarklist = NULL;
809         shadowmarkcount = 0;
810         maxshadowsides = 0;
811         numshadowsides = 0;
812         shadowsides = NULL;
813         shadowsideslist = NULL;
814         r_shadow_buffer_numleafpvsbytes = 0;
815         r_shadow_buffer_visitingleafpvs = NULL;
816         r_shadow_buffer_leafpvs = NULL;
817         r_shadow_buffer_leaflist = NULL;
818         r_shadow_buffer_numsurfacepvsbytes = 0;
819         r_shadow_buffer_surfacepvs = NULL;
820         r_shadow_buffer_surfacelist = NULL;
821         r_shadow_buffer_surfacesides = NULL;
822         r_shadow_buffer_shadowtrispvs = NULL;
823         r_shadow_buffer_lighttrispvs = NULL;
824         R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
825 }
826
827 matrix4x4_t matrix_attenuationxyz =
828 {
829         {
830                 {0.5, 0.0, 0.0, 0.5},
831                 {0.0, 0.5, 0.0, 0.5},
832                 {0.0, 0.0, 0.5, 0.5},
833                 {0.0, 0.0, 0.0, 1.0}
834         }
835 };
836
837 matrix4x4_t matrix_attenuationz =
838 {
839         {
840                 {0.0, 0.0, 0.5, 0.5},
841                 {0.0, 0.0, 0.0, 0.5},
842                 {0.0, 0.0, 0.0, 0.5},
843                 {0.0, 0.0, 0.0, 1.0}
844         }
845 };
846
847 static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
848 {
849         numvertices = ((numvertices + 255) & ~255) * vertscale;
850         numtriangles = ((numtriangles + 255) & ~255) * triscale;
851         // make sure shadowelements is big enough for this volume
852         if (maxshadowtriangles < numtriangles)
853         {
854                 maxshadowtriangles = numtriangles;
855                 if (shadowelements)
856                         Mem_Free(shadowelements);
857                 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
858         }
859         // make sure shadowvertex3f is big enough for this volume
860         if (maxshadowvertices < numvertices)
861         {
862                 maxshadowvertices = numvertices;
863                 if (shadowvertex3f)
864                         Mem_Free(shadowvertex3f);
865                 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
866         }
867 }
868
869 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
870 {
871         int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
872         int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
873         int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
874         int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
875         if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
876         {
877                 if (r_shadow_buffer_visitingleafpvs)
878                         Mem_Free(r_shadow_buffer_visitingleafpvs);
879                 if (r_shadow_buffer_leafpvs)
880                         Mem_Free(r_shadow_buffer_leafpvs);
881                 if (r_shadow_buffer_leaflist)
882                         Mem_Free(r_shadow_buffer_leaflist);
883                 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
884                 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
885                 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
886                 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
887         }
888         if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
889         {
890                 if (r_shadow_buffer_surfacepvs)
891                         Mem_Free(r_shadow_buffer_surfacepvs);
892                 if (r_shadow_buffer_surfacelist)
893                         Mem_Free(r_shadow_buffer_surfacelist);
894                 if (r_shadow_buffer_surfacesides)
895                         Mem_Free(r_shadow_buffer_surfacesides);
896                 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
897                 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
898                 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
899                 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
900         }
901         if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
902         {
903                 if (r_shadow_buffer_shadowtrispvs)
904                         Mem_Free(r_shadow_buffer_shadowtrispvs);
905                 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
906                 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
907         }
908         if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
909         {
910                 if (r_shadow_buffer_lighttrispvs)
911                         Mem_Free(r_shadow_buffer_lighttrispvs);
912                 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
913                 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
914         }
915 }
916
917 void R_Shadow_PrepareShadowMark(int numtris)
918 {
919         // make sure shadowmark is big enough for this volume
920         if (maxshadowmark < numtris)
921         {
922                 maxshadowmark = numtris;
923                 if (shadowmark)
924                         Mem_Free(shadowmark);
925                 if (shadowmarklist)
926                         Mem_Free(shadowmarklist);
927                 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
928                 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
929                 shadowmarkcount = 0;
930         }
931         shadowmarkcount++;
932         // if shadowmarkcount wrapped we clear the array and adjust accordingly
933         if (shadowmarkcount == 0)
934         {
935                 shadowmarkcount = 1;
936                 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
937         }
938         numshadowmark = 0;
939 }
940
941 void R_Shadow_PrepareShadowSides(int numtris)
942 {
943         if (maxshadowsides < numtris)
944         {
945                 maxshadowsides = numtris;
946                 if (shadowsides)
947                         Mem_Free(shadowsides);
948                 if (shadowsideslist)
949                         Mem_Free(shadowsideslist);
950                 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
951                 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
952         }
953         numshadowsides = 0;
954 }
955
956 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)
957 {
958         int i, j;
959         int outtriangles = 0, outvertices = 0;
960         const int *element;
961         const float *vertex;
962         float ratio, direction[3], projectvector[3];
963
964         if (projectdirection)
965                 VectorScale(projectdirection, projectdistance, projectvector);
966         else
967                 VectorClear(projectvector);
968
969         // create the vertices
970         if (projectdirection)
971         {
972                 for (i = 0;i < numshadowmarktris;i++)
973                 {
974                         element = inelement3i + shadowmarktris[i] * 3;
975                         for (j = 0;j < 3;j++)
976                         {
977                                 if (vertexupdate[element[j]] != vertexupdatenum)
978                                 {
979                                         vertexupdate[element[j]] = vertexupdatenum;
980                                         vertexremap[element[j]] = outvertices;
981                                         vertex = invertex3f + element[j] * 3;
982                                         // project one copy of the vertex according to projectvector
983                                         VectorCopy(vertex, outvertex3f);
984                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
985                                         outvertex3f += 6;
986                                         outvertices += 2;
987                                 }
988                         }
989                 }
990         }
991         else
992         {
993                 for (i = 0;i < numshadowmarktris;i++)
994                 {
995                         element = inelement3i + shadowmarktris[i] * 3;
996                         for (j = 0;j < 3;j++)
997                         {
998                                 if (vertexupdate[element[j]] != vertexupdatenum)
999                                 {
1000                                         vertexupdate[element[j]] = vertexupdatenum;
1001                                         vertexremap[element[j]] = outvertices;
1002                                         vertex = invertex3f + element[j] * 3;
1003                                         // project one copy of the vertex to the sphere radius of the light
1004                                         // (FIXME: would projecting it to the light box be better?)
1005                                         VectorSubtract(vertex, projectorigin, direction);
1006                                         ratio = projectdistance / VectorLength(direction);
1007                                         VectorCopy(vertex, outvertex3f);
1008                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1009                                         outvertex3f += 6;
1010                                         outvertices += 2;
1011                                 }
1012                         }
1013                 }
1014         }
1015
1016         if (r_shadow_frontsidecasting.integer)
1017         {
1018                 for (i = 0;i < numshadowmarktris;i++)
1019                 {
1020                         int remappedelement[3];
1021                         int markindex;
1022                         const int *neighbortriangle;
1023
1024                         markindex = shadowmarktris[i] * 3;
1025                         element = inelement3i + markindex;
1026                         neighbortriangle = inneighbor3i + markindex;
1027                         // output the front and back triangles
1028                         outelement3i[0] = vertexremap[element[0]];
1029                         outelement3i[1] = vertexremap[element[1]];
1030                         outelement3i[2] = vertexremap[element[2]];
1031                         outelement3i[3] = vertexremap[element[2]] + 1;
1032                         outelement3i[4] = vertexremap[element[1]] + 1;
1033                         outelement3i[5] = vertexremap[element[0]] + 1;
1034
1035                         outelement3i += 6;
1036                         outtriangles += 2;
1037                         // output the sides (facing outward from this triangle)
1038                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1039                         {
1040                                 remappedelement[0] = vertexremap[element[0]];
1041                                 remappedelement[1] = vertexremap[element[1]];
1042                                 outelement3i[0] = remappedelement[1];
1043                                 outelement3i[1] = remappedelement[0];
1044                                 outelement3i[2] = remappedelement[0] + 1;
1045                                 outelement3i[3] = remappedelement[1];
1046                                 outelement3i[4] = remappedelement[0] + 1;
1047                                 outelement3i[5] = remappedelement[1] + 1;
1048
1049                                 outelement3i += 6;
1050                                 outtriangles += 2;
1051                         }
1052                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1053                         {
1054                                 remappedelement[1] = vertexremap[element[1]];
1055                                 remappedelement[2] = vertexremap[element[2]];
1056                                 outelement3i[0] = remappedelement[2];
1057                                 outelement3i[1] = remappedelement[1];
1058                                 outelement3i[2] = remappedelement[1] + 1;
1059                                 outelement3i[3] = remappedelement[2];
1060                                 outelement3i[4] = remappedelement[1] + 1;
1061                                 outelement3i[5] = remappedelement[2] + 1;
1062
1063                                 outelement3i += 6;
1064                                 outtriangles += 2;
1065                         }
1066                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1067                         {
1068                                 remappedelement[0] = vertexremap[element[0]];
1069                                 remappedelement[2] = vertexremap[element[2]];
1070                                 outelement3i[0] = remappedelement[0];
1071                                 outelement3i[1] = remappedelement[2];
1072                                 outelement3i[2] = remappedelement[2] + 1;
1073                                 outelement3i[3] = remappedelement[0];
1074                                 outelement3i[4] = remappedelement[2] + 1;
1075                                 outelement3i[5] = remappedelement[0] + 1;
1076
1077                                 outelement3i += 6;
1078                                 outtriangles += 2;
1079                         }
1080                 }
1081         }
1082         else
1083         {
1084                 for (i = 0;i < numshadowmarktris;i++)
1085                 {
1086                         int remappedelement[3];
1087                         int markindex;
1088                         const int *neighbortriangle;
1089
1090                         markindex = shadowmarktris[i] * 3;
1091                         element = inelement3i + markindex;
1092                         neighbortriangle = inneighbor3i + markindex;
1093                         // output the front and back triangles
1094                         outelement3i[0] = vertexremap[element[2]];
1095                         outelement3i[1] = vertexremap[element[1]];
1096                         outelement3i[2] = vertexremap[element[0]];
1097                         outelement3i[3] = vertexremap[element[0]] + 1;
1098                         outelement3i[4] = vertexremap[element[1]] + 1;
1099                         outelement3i[5] = vertexremap[element[2]] + 1;
1100
1101                         outelement3i += 6;
1102                         outtriangles += 2;
1103                         // output the sides (facing outward from this triangle)
1104                         if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1105                         {
1106                                 remappedelement[0] = vertexremap[element[0]];
1107                                 remappedelement[1] = vertexremap[element[1]];
1108                                 outelement3i[0] = remappedelement[0];
1109                                 outelement3i[1] = remappedelement[1];
1110                                 outelement3i[2] = remappedelement[1] + 1;
1111                                 outelement3i[3] = remappedelement[0];
1112                                 outelement3i[4] = remappedelement[1] + 1;
1113                                 outelement3i[5] = remappedelement[0] + 1;
1114
1115                                 outelement3i += 6;
1116                                 outtriangles += 2;
1117                         }
1118                         if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1119                         {
1120                                 remappedelement[1] = vertexremap[element[1]];
1121                                 remappedelement[2] = vertexremap[element[2]];
1122                                 outelement3i[0] = remappedelement[1];
1123                                 outelement3i[1] = remappedelement[2];
1124                                 outelement3i[2] = remappedelement[2] + 1;
1125                                 outelement3i[3] = remappedelement[1];
1126                                 outelement3i[4] = remappedelement[2] + 1;
1127                                 outelement3i[5] = remappedelement[1] + 1;
1128
1129                                 outelement3i += 6;
1130                                 outtriangles += 2;
1131                         }
1132                         if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1133                         {
1134                                 remappedelement[0] = vertexremap[element[0]];
1135                                 remappedelement[2] = vertexremap[element[2]];
1136                                 outelement3i[0] = remappedelement[2];
1137                                 outelement3i[1] = remappedelement[0];
1138                                 outelement3i[2] = remappedelement[0] + 1;
1139                                 outelement3i[3] = remappedelement[2];
1140                                 outelement3i[4] = remappedelement[0] + 1;
1141                                 outelement3i[5] = remappedelement[2] + 1;
1142
1143                                 outelement3i += 6;
1144                                 outtriangles += 2;
1145                         }
1146                 }
1147         }
1148         if (outnumvertices)
1149                 *outnumvertices = outvertices;
1150         return outtriangles;
1151 }
1152
1153 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)
1154 {
1155         int i, j, k;
1156         int outtriangles = 0, outvertices = 0;
1157         const int *element;
1158         const float *vertex;
1159         float ratio, direction[3], projectvector[3];
1160         qboolean side[4];
1161
1162         if (projectdirection)
1163                 VectorScale(projectdirection, projectdistance, projectvector);
1164         else
1165                 VectorClear(projectvector);
1166
1167         for (i = 0;i < numshadowmarktris;i++)
1168         {
1169                 int remappedelement[3];
1170                 int markindex;
1171                 const int *neighbortriangle;
1172
1173                 markindex = shadowmarktris[i] * 3;
1174                 neighbortriangle = inneighbor3i + markindex;
1175                 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1176                 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1177                 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1178                 if (side[0] + side[1] + side[2] == 0)
1179                         continue;
1180
1181                 side[3] = side[0];
1182                 element = inelement3i + markindex;
1183
1184                 // create the vertices
1185                 for (j = 0;j < 3;j++)
1186                 {
1187                         if (side[j] + side[j+1] == 0)
1188                                 continue;
1189                         k = element[j];
1190                         if (vertexupdate[k] != vertexupdatenum)
1191                         {
1192                                 vertexupdate[k] = vertexupdatenum;
1193                                 vertexremap[k] = outvertices;
1194                                 vertex = invertex3f + k * 3;
1195                                 VectorCopy(vertex, outvertex3f);
1196                                 if (projectdirection)
1197                                 {
1198                                         // project one copy of the vertex according to projectvector
1199                                         VectorAdd(vertex, projectvector, (outvertex3f + 3));
1200                                 }
1201                                 else
1202                                 {
1203                                         // project one copy of the vertex to the sphere radius of the light
1204                                         // (FIXME: would projecting it to the light box be better?)
1205                                         VectorSubtract(vertex, projectorigin, direction);
1206                                         ratio = projectdistance / VectorLength(direction);
1207                                         VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1208                                 }
1209                                 outvertex3f += 6;
1210                                 outvertices += 2;
1211                         }
1212                 }
1213
1214                 // output the sides (facing outward from this triangle)
1215                 if (!side[0])
1216                 {
1217                         remappedelement[0] = vertexremap[element[0]];
1218                         remappedelement[1] = vertexremap[element[1]];
1219                         outelement3i[0] = remappedelement[1];
1220                         outelement3i[1] = remappedelement[0];
1221                         outelement3i[2] = remappedelement[0] + 1;
1222                         outelement3i[3] = remappedelement[1];
1223                         outelement3i[4] = remappedelement[0] + 1;
1224                         outelement3i[5] = remappedelement[1] + 1;
1225
1226                         outelement3i += 6;
1227                         outtriangles += 2;
1228                 }
1229                 if (!side[1])
1230                 {
1231                         remappedelement[1] = vertexremap[element[1]];
1232                         remappedelement[2] = vertexremap[element[2]];
1233                         outelement3i[0] = remappedelement[2];
1234                         outelement3i[1] = remappedelement[1];
1235                         outelement3i[2] = remappedelement[1] + 1;
1236                         outelement3i[3] = remappedelement[2];
1237                         outelement3i[4] = remappedelement[1] + 1;
1238                         outelement3i[5] = remappedelement[2] + 1;
1239
1240                         outelement3i += 6;
1241                         outtriangles += 2;
1242                 }
1243                 if (!side[2])
1244                 {
1245                         remappedelement[0] = vertexremap[element[0]];
1246                         remappedelement[2] = vertexremap[element[2]];
1247                         outelement3i[0] = remappedelement[0];
1248                         outelement3i[1] = remappedelement[2];
1249                         outelement3i[2] = remappedelement[2] + 1;
1250                         outelement3i[3] = remappedelement[0];
1251                         outelement3i[4] = remappedelement[2] + 1;
1252                         outelement3i[5] = remappedelement[0] + 1;
1253
1254                         outelement3i += 6;
1255                         outtriangles += 2;
1256                 }
1257         }
1258         if (outnumvertices)
1259                 *outnumvertices = outvertices;
1260         return outtriangles;
1261 }
1262
1263 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)
1264 {
1265         int t, tend;
1266         const int *e;
1267         const float *v[3];
1268         float normal[3];
1269         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1270                 return;
1271         tend = firsttriangle + numtris;
1272         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1273         {
1274                 // surface box entirely inside light box, no box cull
1275                 if (projectdirection)
1276                 {
1277                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1278                         {
1279                                 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1280                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1281                                         shadowmarklist[numshadowmark++] = t;
1282                         }
1283                 }
1284                 else
1285                 {
1286                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1287                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1288                                         shadowmarklist[numshadowmark++] = t;
1289                 }
1290         }
1291         else
1292         {
1293                 // surface box not entirely inside light box, cull each triangle
1294                 if (projectdirection)
1295                 {
1296                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1297                         {
1298                                 v[0] = invertex3f + e[0] * 3;
1299                                 v[1] = invertex3f + e[1] * 3;
1300                                 v[2] = invertex3f + e[2] * 3;
1301                                 TriangleNormal(v[0], v[1], v[2], normal);
1302                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1303                                  && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1304                                         shadowmarklist[numshadowmark++] = t;
1305                         }
1306                 }
1307                 else
1308                 {
1309                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1310                         {
1311                                 v[0] = invertex3f + e[0] * 3;
1312                                 v[1] = invertex3f + e[1] * 3;
1313                                 v[2] = invertex3f + e[2] * 3;
1314                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1315                                  && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1316                                         shadowmarklist[numshadowmark++] = t;
1317                         }
1318                 }
1319         }
1320 }
1321
1322 static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1323 {
1324 #if 1
1325         return false;
1326 #else
1327         if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1328                 return false;
1329         // check if the shadow volume intersects the near plane
1330         //
1331         // a ray between the eye and light origin may intersect the caster,
1332         // indicating that the shadow may touch the eye location, however we must
1333         // test the near plane (a polygon), not merely the eye location, so it is
1334         // easiest to enlarge the caster bounding shape slightly for this.
1335         // TODO
1336         return true;
1337 #endif
1338 }
1339
1340 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)
1341 {
1342         int i, tris, outverts;
1343         if (projectdistance < 0.1)
1344         {
1345                 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1346                 return;
1347         }
1348         if (!numverts || !nummarktris)
1349                 return;
1350         // make sure shadowelements is big enough for this volume
1351         if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1352                 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1353
1354         if (maxvertexupdate < numverts)
1355         {
1356                 maxvertexupdate = numverts;
1357                 if (vertexupdate)
1358                         Mem_Free(vertexupdate);
1359                 if (vertexremap)
1360                         Mem_Free(vertexremap);
1361                 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1362                 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1363                 vertexupdatenum = 0;
1364         }
1365         vertexupdatenum++;
1366         if (vertexupdatenum == 0)
1367         {
1368                 vertexupdatenum = 1;
1369                 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1370                 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1371         }
1372
1373         for (i = 0;i < nummarktris;i++)
1374                 shadowmark[marktris[i]] = shadowmarkcount;
1375
1376         if (r_shadow_compilingrtlight)
1377         {
1378                 // if we're compiling an rtlight, capture the mesh
1379                 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1380                 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1381                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1382                 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1383         }
1384         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1385         {
1386                 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1387                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1388                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1389         }
1390         else
1391         {
1392                 // decide which type of shadow to generate and set stencil mode
1393                 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1394                 // generate the sides or a solid volume, depending on type
1395                 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1396                         tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1397                 else
1398                         tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1399                 r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris;
1400                 r_refdef.stats[r_stat_lights_shadowtriangles] += tris;
1401                 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1402                 {
1403                         // increment stencil if frontface is infront of depthbuffer
1404                         GL_CullFace(r_refdef.view.cullface_front);
1405                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1406                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1407                         // decrement stencil if backface is infront of depthbuffer
1408                         GL_CullFace(r_refdef.view.cullface_back);
1409                         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1410                 }
1411                 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1412                 {
1413                         // decrement stencil if backface is behind depthbuffer
1414                         GL_CullFace(r_refdef.view.cullface_front);
1415                         R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1416                         R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1417                         // increment stencil if frontface is behind depthbuffer
1418                         GL_CullFace(r_refdef.view.cullface_back);
1419                         R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1420                 }
1421                 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1422                 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1423         }
1424 }
1425
1426 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1427 {
1428         // p1, p2, p3 are in the cubemap's local coordinate system
1429         // bias = border/(size - border)
1430         int mask = 0x3F;
1431
1432         float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1433                   dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1434                   dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1435         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1436                 mask &= (3<<4)
1437                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1438                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1439                         | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1440         if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1441                 mask &= (3<<4)
1442                         | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1443                         | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))                    
1444                         | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1445
1446         dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1447         dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1448         dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1449         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1450                 mask &= (3<<0)
1451                         | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1452                         | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))                    
1453                         | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1454         if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1455                 mask &= (3<<0)
1456                         | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1457                         | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1458                         | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1459
1460         dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1461         dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1462         dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1463         if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1464                 mask &= (3<<2)
1465                         | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1466                         | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1467                         | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1468         if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1469                 mask &= (3<<2)
1470                         | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1471                         | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1472                         | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1473
1474         return mask;
1475 }
1476
1477 static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1478 {
1479         vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1480         float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1481         int mask = 0x3F;
1482
1483         VectorSubtract(maxs, mins, radius);
1484         VectorScale(radius, 0.5f, radius);
1485         VectorAdd(mins, radius, center);
1486         Matrix4x4_Transform(worldtolight, center, lightcenter);
1487         Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1488         VectorSubtract(lightcenter, lightradius, pmin);
1489         VectorAdd(lightcenter, lightradius, pmax);
1490
1491         dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1492         dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1493         if(ap1 > bias*an1 && ap2 > bias*an2)
1494                 mask &= (3<<4)
1495                         | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1496                         | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1497         if(an1 > bias*ap1 && an2 > bias*ap2)
1498                 mask &= (3<<4)
1499                         | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1500                         | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1501
1502         dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1503         dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1504         if(ap1 > bias*an1 && ap2 > bias*an2)
1505                 mask &= (3<<0)
1506                         | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1507                         | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1508         if(an1 > bias*ap1 && an2 > bias*ap2)
1509                 mask &= (3<<0)
1510                         | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1511                         | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1512
1513         dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1514         dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1515         if(ap1 > bias*an1 && ap2 > bias*an2)
1516                 mask &= (3<<2)
1517                         | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1518                         | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1519         if(an1 > bias*ap1 && an2 > bias*ap2)
1520                 mask &= (3<<2)
1521                         | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1522                         | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1523
1524         return mask;
1525 }
1526
1527 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1528
1529 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1530 {
1531         // p is in the cubemap's local coordinate system
1532         // bias = border/(size - border)
1533         float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1534         float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1535         float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1536         int mask = 0x3F;
1537         if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1538         if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1539         if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1540         if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1541         if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1542         if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1543         return mask;
1544 }
1545
1546 static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1547 {
1548         int i;
1549         vec3_t o, p, n;
1550         int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1551         float scale = (size - 2*border)/size, len;
1552         float bias = border / (float)(size - border), dp, dn, ap, an;
1553         // check if cone enclosing side would cross frustum plane 
1554         scale = 2 / (scale*scale + 2);
1555         Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
1556         for (i = 0;i < 5;i++)
1557         {
1558                 if (PlaneDiff(o, &r_refdef.view.frustum[i]) > -0.03125)
1559                         continue;
1560                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1561                 len = scale*VectorLength2(n);
1562                 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1563                 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1564                 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1565         }
1566         if (PlaneDiff(o, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1567         {
1568                 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1569                 len = scale*VectorLength2(n);
1570                 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1571                 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1572                 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1573         }
1574         // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1575         // check if frustum corners/origin cross plane sides
1576 #if 1
1577         // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1578         Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, 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         for (i = 0;i < 4;i++)
1589         {
1590                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1591                 VectorSubtract(n, p, n);
1592                 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1593                 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1594                 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1595                 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1596                 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1597                 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1598                 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1599                 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1600                 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1601         }
1602 #else
1603         // finite version, assumes corners are a finite distance from origin dependent on far plane
1604         for (i = 0;i < 5;i++)
1605         {
1606                 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1607                 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1608                 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1609                 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1610                 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1611                 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1612                 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1613                 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1614                 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1615                 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1616         }
1617 #endif
1618         return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1619 }
1620
1621 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)
1622 {
1623         int t, tend;
1624         const int *e;
1625         const float *v[3];
1626         float normal[3];
1627         vec3_t p[3];
1628         float bias;
1629         int mask, surfacemask = 0;
1630         if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1631                 return 0;
1632         bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1633         tend = firsttriangle + numtris;
1634         if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1635         {
1636                 // surface box entirely inside light box, no box cull
1637                 if (projectdirection)
1638                 {
1639                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1640                         {
1641                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1642                                 TriangleNormal(v[0], v[1], v[2], normal);
1643                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1644                                 {
1645                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1646                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1647                                         surfacemask |= mask;
1648                                         if(totals)
1649                                         {
1650                                                 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;
1651                                                 shadowsides[numshadowsides] = mask;
1652                                                 shadowsideslist[numshadowsides++] = t;
1653                                         }
1654                                 }
1655                         }
1656                 }
1657                 else
1658                 {
1659                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1660                         {
1661                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1662                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1663                                 {
1664                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1665                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1666                                         surfacemask |= mask;
1667                                         if(totals)
1668                                         {
1669                                                 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;
1670                                                 shadowsides[numshadowsides] = mask;
1671                                                 shadowsideslist[numshadowsides++] = t;
1672                                         }
1673                                 }
1674                         }
1675                 }
1676         }
1677         else
1678         {
1679                 // surface box not entirely inside light box, cull each triangle
1680                 if (projectdirection)
1681                 {
1682                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1683                         {
1684                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
1685                                 TriangleNormal(v[0], v[1], v[2], normal);
1686                                 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1687                                  && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1688                                 {
1689                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1690                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1691                                         surfacemask |= mask;
1692                                         if(totals)
1693                                         {
1694                                                 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;
1695                                                 shadowsides[numshadowsides] = mask;
1696                                                 shadowsideslist[numshadowsides++] = t;
1697                                         }
1698                                 }
1699                         }
1700                 }
1701                 else
1702                 {
1703                         for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1704                         {
1705                                 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1706                                 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1707                                  && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1708                                 {
1709                                         Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1710                                         mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1711                                         surfacemask |= mask;
1712                                         if(totals)
1713                                         {
1714                                                 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;
1715                                                 shadowsides[numshadowsides] = mask;
1716                                                 shadowsideslist[numshadowsides++] = t;
1717                                         }
1718                                 }
1719                         }
1720                 }
1721         }
1722         return surfacemask;
1723 }
1724
1725 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)
1726 {
1727         int i, j, outtriangles = 0;
1728         int *outelement3i[6];
1729         if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1730                 return;
1731         outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1732         // make sure shadowelements is big enough for this mesh
1733         if (maxshadowtriangles < outtriangles)
1734                 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1735
1736         // compute the offset and size of the separate index lists for each cubemap side
1737         outtriangles = 0;
1738         for (i = 0;i < 6;i++)
1739         {
1740                 outelement3i[i] = shadowelements + outtriangles * 3;
1741                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1742                 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1743                 outtriangles += sidetotals[i];
1744         }
1745
1746         // gather up the (sparse) triangles into separate index lists for each cubemap side
1747         for (i = 0;i < numsidetris;i++)
1748         {
1749                 const int *element = elements + sidetris[i] * 3;
1750                 for (j = 0;j < 6;j++)
1751                 {
1752                         if (sides[i] & (1 << j))
1753                         {
1754                                 outelement3i[j][0] = element[0];
1755                                 outelement3i[j][1] = element[1];
1756                                 outelement3i[j][2] = element[2];
1757                                 outelement3i[j] += 3;
1758                         }
1759                 }
1760         }
1761                         
1762         Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1763 }
1764
1765 static void R_Shadow_MakeTextures_MakeCorona(void)
1766 {
1767         float dx, dy;
1768         int x, y, a;
1769         unsigned char pixels[32][32][4];
1770         for (y = 0;y < 32;y++)
1771         {
1772                 dy = (y - 15.5f) * (1.0f / 16.0f);
1773                 for (x = 0;x < 32;x++)
1774                 {
1775                         dx = (x - 15.5f) * (1.0f / 16.0f);
1776                         a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1777                         a = bound(0, a, 255);
1778                         pixels[y][x][0] = a;
1779                         pixels[y][x][1] = a;
1780                         pixels[y][x][2] = a;
1781                         pixels[y][x][3] = 255;
1782                 }
1783         }
1784         r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
1785 }
1786
1787 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1788 {
1789         float dist = sqrt(x*x+y*y+z*z);
1790         float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1791         // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1792         return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1793 }
1794
1795 static void R_Shadow_MakeTextures(void)
1796 {
1797         int x, y, z;
1798         float intensity, dist;
1799         unsigned int *data;
1800         R_Shadow_FreeShadowMaps();
1801         R_FreeTexturePool(&r_shadow_texturepool);
1802         r_shadow_texturepool = R_AllocTexturePool();
1803         r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1804         r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1805         data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1806         // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1807         for (x = 0;x <= ATTENTABLESIZE;x++)
1808         {
1809                 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1810                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1811                 r_shadow_attentable[x] = bound(0, intensity, 1);
1812         }
1813         // 1D gradient texture
1814         for (x = 0;x < ATTEN1DSIZE;x++)
1815                 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1816         r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1817         // 2D circle texture
1818         for (y = 0;y < ATTEN2DSIZE;y++)
1819                 for (x = 0;x < ATTEN2DSIZE;x++)
1820                         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);
1821         r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1822         // 3D sphere texture
1823         if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1824         {
1825                 for (z = 0;z < ATTEN3DSIZE;z++)
1826                         for (y = 0;y < ATTEN3DSIZE;y++)
1827                                 for (x = 0;x < ATTEN3DSIZE;x++)
1828                                         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));
1829                 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);
1830         }
1831         else
1832                 r_shadow_attenuation3dtexture = NULL;
1833         Mem_Free(data);
1834
1835         R_Shadow_MakeTextures_MakeCorona();
1836
1837         // Editor light sprites
1838         r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1839         "................"
1840         ".3............3."
1841         "..5...2332...5.."
1842         "...7.3....3.7..."
1843         "....7......7...."
1844         "...3.7....7.3..."
1845         "..2...7..7...2.."
1846         "..3..........3.."
1847         "..3..........3.."
1848         "..2...7..7...2.."
1849         "...3.7....7.3..."
1850         "....7......7...."
1851         "...7.3....3.7..."
1852         "..5...2332...5.."
1853         ".3............3."
1854         "................"
1855         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1856         r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1857         "................"
1858         "................"
1859         "......1111......"
1860         "....11233211...."
1861         "...1234554321..."
1862         "...1356776531..."
1863         "..124677776421.."
1864         "..135777777531.."
1865         "..135777777531.."
1866         "..124677776421.."
1867         "...1356776531..."
1868         "...1234554321..."
1869         "....11233211...."
1870         "......1111......"
1871         "................"
1872         "................"
1873         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1874         r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1875         "................"
1876         "................"
1877         "......1111......"
1878         "....11233211...."
1879         "...1234554321..."
1880         "...1356226531..."
1881         "..12462..26421.."
1882         "..1352....2531.."
1883         "..1352....2531.."
1884         "..12462..26421.."
1885         "...1356226531..."
1886         "...1234554321..."
1887         "....11233211...."
1888         "......1111......"
1889         "................"
1890         "................"
1891         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1892         r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1893         "................"
1894         "................"
1895         "......2772......"
1896         "....27755772...."
1897         "..277533335772.."
1898         "..753333333357.."
1899         "..777533335777.."
1900         "..735775577537.."
1901         "..733357753337.."
1902         "..733337733337.."
1903         "..753337733357.."
1904         "..277537735772.."
1905         "....27777772...."
1906         "......2772......"
1907         "................"
1908         "................"
1909         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1910         r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1911         "................"
1912         "................"
1913         "......2772......"
1914         "....27722772...."
1915         "..2772....2772.."
1916         "..72........27.."
1917         "..7772....2777.."
1918         "..7.27722772.7.."
1919         "..7...2772...7.."
1920         "..7....77....7.."
1921         "..72...77...27.."
1922         "..2772.77.2772.."
1923         "....27777772...."
1924         "......2772......"
1925         "................"
1926         "................"
1927         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1928         r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1929         "................"
1930         ".777752..257777."
1931         ".742........247."
1932         ".72..........27."
1933         ".7............7."
1934         ".5............5."
1935         ".2............2."
1936         "................"
1937         "................"
1938         ".2............2."
1939         ".5............5."
1940         ".7............7."
1941         ".72..........27."
1942         ".742........247."
1943         ".777752..257777."
1944         "................"
1945         , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1946 }
1947
1948 void R_Shadow_ValidateCvars(void)
1949 {
1950         if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1951                 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1952         if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1953                 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1954         if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1955                 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1956 }
1957
1958 void R_Shadow_RenderMode_Begin(void)
1959 {
1960 #if 0
1961         GLint drawbuffer;
1962         GLint readbuffer;
1963 #endif
1964         R_Shadow_ValidateCvars();
1965
1966         if (!r_shadow_attenuation2dtexture
1967          || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1968          || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1969          || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1970                 R_Shadow_MakeTextures();
1971
1972         CHECKGLERROR
1973         R_Mesh_ResetTextureState();
1974         GL_BlendFunc(GL_ONE, GL_ZERO);
1975         GL_DepthRange(0, 1);
1976         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1977         GL_DepthTest(true);
1978         GL_DepthMask(false);
1979         GL_Color(0, 0, 0, 1);
1980         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1981         
1982         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1983
1984         if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1985         {
1986                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1987                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1988         }
1989         else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1990         {
1991                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1992                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1993         }
1994         else
1995         {
1996                 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1997                 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1998         }
1999
2000         switch(vid.renderpath)
2001         {
2002         case RENDERPATH_GL20:
2003         case RENDERPATH_D3D9:
2004         case RENDERPATH_D3D10:
2005         case RENDERPATH_D3D11:
2006         case RENDERPATH_SOFT:
2007         case RENDERPATH_GLES2:
2008                 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
2009                 break;
2010         case RENDERPATH_GL11:
2011         case RENDERPATH_GL13:
2012         case RENDERPATH_GLES1:
2013                 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
2014                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
2015                 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
2016                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
2017                 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
2018                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
2019                 else
2020                         r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
2021                 break;
2022         }
2023
2024         CHECKGLERROR
2025 #if 0
2026         qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
2027         qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
2028         r_shadow_drawbuffer = drawbuffer;
2029         r_shadow_readbuffer = readbuffer;
2030 #endif
2031         r_shadow_cullface_front = r_refdef.view.cullface_front;
2032         r_shadow_cullface_back = r_refdef.view.cullface_back;
2033 }
2034
2035 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
2036 {
2037         rsurface.rtlight = rtlight;
2038 }
2039
2040 void R_Shadow_RenderMode_Reset(void)
2041 {
2042         R_Mesh_ResetTextureState();
2043         R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
2044         R_SetViewport(&r_refdef.view.viewport);
2045         GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
2046         GL_DepthRange(0, 1);
2047         GL_DepthTest(true);
2048         GL_DepthMask(false);
2049         GL_DepthFunc(GL_LEQUAL);
2050         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2051         r_refdef.view.cullface_front = r_shadow_cullface_front;
2052         r_refdef.view.cullface_back = r_shadow_cullface_back;
2053         GL_CullFace(r_refdef.view.cullface_back);
2054         GL_Color(1, 1, 1, 1);
2055         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2056         GL_BlendFunc(GL_ONE, GL_ZERO);
2057         R_SetupShader_Generic_NoTexture(false, false);
2058         r_shadow_usingshadowmap2d = false;
2059         r_shadow_usingshadowmaportho = false;
2060         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2061 }
2062
2063 void R_Shadow_ClearStencil(void)
2064 {
2065         GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2066         r_refdef.stats[r_stat_lights_clears]++;
2067 }
2068
2069 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2070 {
2071         r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2072         if (r_shadow_rendermode == mode)
2073                 return;
2074         R_Shadow_RenderMode_Reset();
2075         GL_DepthFunc(GL_LESS);
2076         GL_ColorMask(0, 0, 0, 0);
2077         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2078         GL_CullFace(GL_NONE);
2079         R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model?
2080         r_shadow_rendermode = mode;
2081         switch(mode)
2082         {
2083         default:
2084                 break;
2085         case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2086         case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2087                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2088                 break;
2089         case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2090         case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2091                 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2092                 break;
2093         }
2094 }
2095
2096 static void R_Shadow_MakeVSDCT(void)
2097 {
2098         // maps to a 2x3 texture rectangle with normalized coordinates
2099         // +-
2100         // XX
2101         // YY
2102         // ZZ
2103         // stores abs(dir.xy), offset.xy/2.5
2104         unsigned char data[4*6] =
2105         {
2106                 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2107                 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2108                 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2109                 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2110                 0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2111                 0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2112         };
2113         r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2114 }
2115
2116 static void R_Shadow_MakeShadowMap(int side, int size)
2117 {
2118         switch (r_shadow_shadowmode)
2119         {
2120         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2121                 if (r_shadow_shadowmap2ddepthtexture) return;
2122                 if (r_fb.usedepthtextures)
2123                 {
2124                         r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler);
2125                         r_shadow_shadowmap2ddepthbuffer = NULL;
2126                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2127                 }
2128                 else
2129                 {
2130                         r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2131                         r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
2132                         r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2133                 }
2134                 break;
2135         default:
2136                 return;
2137         }
2138 }
2139
2140 static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2141 {
2142         float nearclip, farclip, bias;
2143         r_viewport_t viewport;
2144         int flipped;
2145         GLuint fbo2d = 0;
2146         float clearcolor[4];
2147         nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2148         farclip = 1.0f;
2149         bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2150         r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2151         r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2152         r_shadow_shadowmapside = side;
2153         r_shadow_shadowmapsize = size;
2154
2155         r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2156         r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2157         R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2158         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2159
2160         // complex unrolled cube approach (more flexible)
2161         if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2162                 R_Shadow_MakeVSDCT();
2163         if (!r_shadow_shadowmap2ddepthtexture)
2164                 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2165         fbo2d = r_shadow_fbo2d;
2166         r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
2167         r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
2168         r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2169
2170         R_Mesh_ResetTextureState();
2171         R_Shadow_RenderMode_Reset();
2172         if (r_shadow_shadowmap2ddepthbuffer)
2173                 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
2174         else
2175                 R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
2176         R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
2177         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2178         GL_DepthMask(true);
2179         GL_DepthTest(true);
2180
2181 init_done:
2182         R_SetViewport(&viewport);
2183         flipped = (side & 1) ^ (side >> 2);
2184         r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2185         r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2186         if (r_shadow_shadowmap2ddepthbuffer)
2187         {
2188                 // completely different meaning than in depthtexture approach
2189                 r_shadow_shadowmap_parameters[1] = 0;
2190                 r_shadow_shadowmap_parameters[3] = -bias;
2191         }
2192         Vector4Set(clearcolor, 1,1,1,1);
2193         if (r_shadow_shadowmap2ddepthbuffer)
2194                 GL_ColorMask(1,1,1,1);
2195         else
2196                 GL_ColorMask(0,0,0,0);
2197         switch(vid.renderpath)
2198         {
2199         case RENDERPATH_GL11:
2200         case RENDERPATH_GL13:
2201         case RENDERPATH_GL20:
2202         case RENDERPATH_SOFT:
2203         case RENDERPATH_GLES1:
2204         case RENDERPATH_GLES2:
2205                 GL_CullFace(r_refdef.view.cullface_back);
2206                 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2207                 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2208                 {
2209                         // get tightest scissor rectangle that encloses all viewports in the clear mask
2210                         int x1 = clear & 0x15 ? 0 : size;
2211                         int x2 = clear & 0x2A ? 2 * size : size;
2212                         int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2213                         int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2214                         GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2215                         if (clear)
2216                         {
2217                                 if (r_shadow_shadowmap2ddepthbuffer)
2218                                         GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2219                                 else
2220                                         GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2221                         }
2222                 }
2223                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2224                 break;
2225         case RENDERPATH_D3D9:
2226         case RENDERPATH_D3D10:
2227         case RENDERPATH_D3D11:
2228                 // we invert the cull mode because we flip the projection matrix
2229                 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2230                 GL_CullFace(r_refdef.view.cullface_front);
2231                 // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
2232                 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2233                 if (clear)
2234                 {
2235                         if (r_shadow_shadowmap2ddepthbuffer)
2236                                 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2237                         else
2238                                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2239                 }
2240                 break;
2241         }
2242 }
2243
2244 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2245 {
2246         R_Mesh_ResetTextureState();
2247         if (transparent)
2248         {
2249                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2250                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2251                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2252                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2253         }
2254         R_Shadow_RenderMode_Reset();
2255         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2256         if (!transparent)
2257                 GL_DepthFunc(GL_EQUAL);
2258         // do global setup needed for the chosen lighting mode
2259         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2260                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2261         r_shadow_usingshadowmap2d = shadowmapping;
2262         r_shadow_rendermode = r_shadow_lightingrendermode;
2263         // only draw light where this geometry was already rendered AND the
2264         // stencil is 128 (values other than this mean shadow)
2265         if (stenciltest)
2266                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2267         else
2268                 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2269 }
2270
2271 static const unsigned short bboxelements[36] =
2272 {
2273         5, 1, 3, 5, 3, 7,
2274         6, 2, 0, 6, 0, 4,
2275         7, 3, 2, 7, 2, 6,
2276         4, 0, 1, 4, 1, 5,
2277         4, 5, 7, 4, 7, 6,
2278         1, 0, 2, 1, 2, 3,
2279 };
2280
2281 static const float bboxpoints[8][3] =
2282 {
2283         {-1,-1,-1},
2284         { 1,-1,-1},
2285         {-1, 1,-1},
2286         { 1, 1,-1},
2287         {-1,-1, 1},
2288         { 1,-1, 1},
2289         {-1, 1, 1},
2290         { 1, 1, 1},
2291 };
2292
2293 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2294 {
2295         int i;
2296         float vertex3f[8*3];
2297         const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2298 // do global setup needed for the chosen lighting mode
2299         R_Shadow_RenderMode_Reset();
2300         r_shadow_rendermode = r_shadow_lightingrendermode;
2301         R_EntityMatrix(&identitymatrix);
2302         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2303         // only draw light where this geometry was already rendered AND the
2304         // stencil is 128 (values other than this mean shadow)
2305         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2306         if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
2307                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2308         else
2309                 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
2310
2311         r_shadow_usingshadowmap2d = shadowmapping;
2312
2313         // render the lighting
2314         R_SetupShader_DeferredLight(rsurface.rtlight);
2315         for (i = 0;i < 8;i++)
2316                 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2317         GL_ColorMask(1,1,1,1);
2318         GL_DepthMask(false);
2319         GL_DepthRange(0, 1);
2320         GL_PolygonOffset(0, 0);
2321         GL_DepthTest(true);
2322         GL_DepthFunc(GL_GREATER);
2323         GL_CullFace(r_refdef.view.cullface_back);
2324         R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2325         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2326 }
2327
2328 void R_Shadow_UpdateBounceGridTexture(void)
2329 {
2330 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2331         dlight_t *light;
2332         int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2333         int bouncecount;
2334         int hitsupercontentsmask;
2335         int maxbounce;
2336         int numpixels;
2337         int resolution[3];
2338         int shootparticles;
2339         int shotparticles;
2340         int photoncount;
2341         int tex[3];
2342         trace_t cliptrace;
2343         //trace_t cliptrace2;
2344         //trace_t cliptrace3;
2345         unsigned char *pixel;
2346         unsigned char *pixels;
2347         float *highpixel;
2348         float *highpixels;
2349         unsigned int lightindex;
2350         unsigned int range;
2351         unsigned int range1;
2352         unsigned int range2;
2353         unsigned int seed = (unsigned int)(realtime * 1000.0f);
2354         vec3_t shotcolor;
2355         vec3_t baseshotcolor;
2356         vec3_t surfcolor;
2357         vec3_t clipend;
2358         vec3_t clipstart;
2359         vec3_t clipdiff;
2360         vec3_t ispacing;
2361         vec3_t maxs;
2362         vec3_t mins;
2363         vec3_t size;
2364         vec3_t spacing;
2365         vec3_t lightcolor;
2366         vec3_t steppos;
2367         vec3_t stepdelta;
2368         vec3_t cullmins, cullmaxs;
2369         vec_t radius;
2370         vec_t s;
2371         vec_t lightintensity;
2372         vec_t photonscaling;
2373         vec_t photonresidual;
2374         float m[16];
2375         float texlerp[2][3];
2376         float splatcolor[32];
2377         float pixelweight[8];
2378         float w;
2379         int c[4];
2380         int pixelindex[8];
2381         int corner;
2382         int pixelsperband;
2383         int pixelband;
2384         int pixelbands;
2385         int numsteps;
2386         int step;
2387         int x, y, z;
2388         rtlight_t *rtlight;
2389         r_shadow_bouncegrid_settings_t settings;
2390         qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
2391         qboolean allowdirectionalshading = false;
2392         switch(vid.renderpath)
2393         {
2394         case RENDERPATH_GL20:
2395                 allowdirectionalshading = true;
2396                 if (!vid.support.ext_texture_3d)
2397                         return;
2398                 break;
2399         case RENDERPATH_GLES2:
2400                 // for performance reasons, do not use directional shading on GLES devices
2401                 if (!vid.support.ext_texture_3d)
2402                         return;
2403                 break;
2404                 // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
2405         case RENDERPATH_GL11:
2406         case RENDERPATH_GL13:
2407         case RENDERPATH_GLES1:
2408         case RENDERPATH_SOFT:
2409         case RENDERPATH_D3D9:
2410         case RENDERPATH_D3D10:
2411         case RENDERPATH_D3D11:
2412                 return;
2413         }
2414
2415         r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2416
2417         // see if there are really any lights to render...
2418         if (enable && r_shadow_bouncegrid_static.integer)
2419         {
2420                 enable = false;
2421                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2422                 for (lightindex = 0;lightindex < range;lightindex++)
2423                 {
2424                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2425                         if (!light || !(light->flags & flag))
2426                                 continue;
2427                         rtlight = &light->rtlight;
2428                         // when static, we skip styled lights because they tend to change...
2429                         if (rtlight->style > 0)
2430                                 continue;
2431                         VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
2432                         if (!VectorLength2(lightcolor))
2433                                 continue;
2434                         enable = true;
2435                         break;
2436                 }
2437         }
2438
2439         if (!enable)
2440         {
2441                 if (r_shadow_bouncegridtexture)
2442                 {
2443                         R_FreeTexture(r_shadow_bouncegridtexture);
2444                         r_shadow_bouncegridtexture = NULL;
2445                 }
2446                 if (r_shadow_bouncegridpixels)
2447                         Mem_Free(r_shadow_bouncegridpixels);
2448                 r_shadow_bouncegridpixels = NULL;
2449                 if (r_shadow_bouncegridhighpixels)
2450                         Mem_Free(r_shadow_bouncegridhighpixels);
2451                 r_shadow_bouncegridhighpixels = NULL;
2452                 r_shadow_bouncegridnumpixels = 0;
2453                 r_shadow_bouncegriddirectional = false;
2454                 return;
2455         }
2456
2457         // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
2458         memset(&settings, 0, sizeof(settings));
2459         settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
2460         settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
2461         settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
2462         settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
2463         settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
2464         settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
2465         settings.lightradiusscale              = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
2466         settings.maxbounce                     = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
2467         settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
2468         settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
2469         settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
2470         settings.spacing[0]                    = r_shadow_bouncegrid_spacing.value;
2471         settings.spacing[1]                    = r_shadow_bouncegrid_spacing.value;
2472         settings.spacing[2]                    = r_shadow_bouncegrid_spacing.value;
2473         settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
2474
2475         // bound the values for sanity
2476         settings.photons = bound(1, settings.photons, 1048576);
2477         settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
2478         settings.maxbounce = bound(0, settings.maxbounce, 16);
2479         settings.spacing[0] = bound(1, settings.spacing[0], 512);
2480         settings.spacing[1] = bound(1, settings.spacing[1], 512);
2481         settings.spacing[2] = bound(1, settings.spacing[2], 512);
2482
2483         // get the spacing values
2484         spacing[0] = settings.spacing[0];
2485         spacing[1] = settings.spacing[1];
2486         spacing[2] = settings.spacing[2];
2487         ispacing[0] = 1.0f / spacing[0];
2488         ispacing[1] = 1.0f / spacing[1];
2489         ispacing[2] = 1.0f / spacing[2];
2490
2491         // calculate texture size enclosing entire world bounds at the spacing
2492         VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2493         VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2494         VectorSubtract(maxs, mins, size);
2495         // now we can calculate the resolution we want
2496         c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2497         c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2498         c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2499         // figure out the exact texture size (honoring power of 2 if required)
2500         c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2501         c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2502         c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2503         if (vid.support.arb_texture_non_power_of_two)
2504         {
2505                 resolution[0] = c[0];
2506                 resolution[1] = c[1];
2507                 resolution[2] = c[2];
2508         }
2509         else
2510         {
2511                 for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2512                 for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2513                 for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2514         }
2515         size[0] = spacing[0] * resolution[0];
2516         size[1] = spacing[1] * resolution[1];
2517         size[2] = spacing[2] * resolution[2];
2518
2519         // if dynamic we may or may not want to use the world bounds
2520         // if the dynamic size is smaller than the world bounds, use it instead
2521         if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
2522         {
2523                 // we know the resolution we want
2524                 c[0] = r_shadow_bouncegrid_x.integer;
2525                 c[1] = r_shadow_bouncegrid_y.integer;
2526                 c[2] = r_shadow_bouncegrid_z.integer;
2527                 // now we can calculate the texture size (power of 2 if required)
2528                 c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
2529                 c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
2530                 c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
2531                 if (vid.support.arb_texture_non_power_of_two)
2532                 {
2533                         resolution[0] = c[0];
2534                         resolution[1] = c[1];
2535                         resolution[2] = c[2];
2536                 }
2537                 else
2538                 {
2539                         for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
2540                         for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
2541                         for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
2542                 }
2543                 size[0] = spacing[0] * resolution[0];
2544                 size[1] = spacing[1] * resolution[1];
2545                 size[2] = spacing[2] * resolution[2];
2546                 // center the rendering on the view
2547                 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2548                 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2549                 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2550         }
2551
2552         // recalculate the maxs in case the resolution was not satisfactory
2553         VectorAdd(mins, size, maxs);
2554
2555         // if all the settings seem identical to the previous update, return
2556         if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
2557                 return;
2558
2559         // store the new settings
2560         r_shadow_bouncegridsettings = settings;
2561
2562         pixelbands = settings.directionalshading ? 8 : 1;
2563         pixelsperband = resolution[0]*resolution[1]*resolution[2];
2564         numpixels = pixelsperband*pixelbands;
2565
2566         // we're going to update the bouncegrid, update the matrix...
2567         memset(m, 0, sizeof(m));
2568         m[0] = 1.0f / size[0];
2569         m[3] = -mins[0] * m[0];
2570         m[5] = 1.0f / size[1];
2571         m[7] = -mins[1] * m[5];
2572         m[10] = 1.0f / size[2];
2573         m[11] = -mins[2] * m[10];
2574         m[15] = 1.0f;
2575         Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2576         // reallocate pixels for this update if needed...
2577         if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2578         {
2579                 if (r_shadow_bouncegridtexture)
2580                 {
2581                         R_FreeTexture(r_shadow_bouncegridtexture);
2582                         r_shadow_bouncegridtexture = NULL;
2583                 }
2584                 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2585                 r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
2586         }
2587         r_shadow_bouncegridnumpixels = numpixels;
2588         pixels = r_shadow_bouncegridpixels;
2589         highpixels = r_shadow_bouncegridhighpixels;
2590         x = pixelsperband*4;
2591         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2592         {
2593                 if (pixelband == 1)
2594                         memset(pixels + pixelband * x, 128, x);
2595                 else
2596                         memset(pixels + pixelband * x, 0, x);
2597         }
2598         memset(highpixels, 0, numpixels * sizeof(float[4]));
2599         // figure out what we want to interact with
2600         if (settings.hitmodels)
2601                 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
2602         else
2603                 hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
2604         maxbounce = settings.maxbounce;
2605         // clear variables that produce warnings otherwise
2606         memset(splatcolor, 0, sizeof(splatcolor));
2607         // iterate world rtlights
2608         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2609         range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
2610         range2 = range + range1;
2611         photoncount = 0;
2612         for (lightindex = 0;lightindex < range2;lightindex++)
2613         {
2614                 if (lightindex < range)
2615                 {
2616                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2617                         if (!light)
2618                                 continue;
2619                         rtlight = &light->rtlight;
2620                         VectorClear(rtlight->photoncolor);
2621                         rtlight->photons = 0;
2622                         if (!(light->flags & flag))
2623                                 continue;
2624                         if (settings.staticmode)
2625                         {
2626                                 // when static, we skip styled lights because they tend to change...
2627                                 if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
2628                                         continue;
2629                         }
2630                 }
2631                 else
2632                 {
2633                         rtlight = r_refdef.scene.lights[lightindex - range];
2634                         VectorClear(rtlight->photoncolor);
2635                         rtlight->photons = 0;
2636                 }
2637                 // draw only visible lights (major speedup)
2638                 radius = rtlight->radius * settings.lightradiusscale;
2639                 cullmins[0] = rtlight->shadoworigin[0] - radius;
2640                 cullmins[1] = rtlight->shadoworigin[1] - radius;
2641                 cullmins[2] = rtlight->shadoworigin[2] - radius;
2642                 cullmaxs[0] = rtlight->shadoworigin[0] + radius;
2643                 cullmaxs[1] = rtlight->shadoworigin[1] + radius;
2644                 cullmaxs[2] = rtlight->shadoworigin[2] + radius;
2645                 if (R_CullBox(cullmins, cullmaxs))
2646                         continue;
2647                 if (r_refdef.scene.worldmodel
2648                  && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
2649                  && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
2650                         continue;
2651                 w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2652                 if (w * VectorLength2(rtlight->color) == 0.0f)
2653                         continue;
2654                 w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
2655                 VectorScale(rtlight->color, w, rtlight->photoncolor);
2656                 //if (!VectorLength2(rtlight->photoncolor))
2657                 //      continue;
2658                 // shoot particles from this light
2659                 // use a calculation for the number of particles that will not
2660                 // vary with lightstyle, otherwise we get randomized particle
2661                 // distribution, the seeded random is only consistent for a
2662                 // consistent number of particles on this light...
2663                 s = rtlight->radius;
2664                 lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
2665                 if (lightindex >= range)
2666                         lightintensity *= settings.dlightparticlemultiplier;
2667                 rtlight->photons = max(0.0f, lightintensity * s * s);
2668                 photoncount += rtlight->photons;
2669         }
2670         photonscaling = (float)settings.photons / max(1, photoncount);
2671         photonresidual = 0.0f;
2672         for (lightindex = 0;lightindex < range2;lightindex++)
2673         {
2674                 if (lightindex < range)
2675                 {
2676                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2677                         if (!light)
2678                                 continue;
2679                         rtlight = &light->rtlight;
2680                 }
2681                 else
2682                         rtlight = r_refdef.scene.lights[lightindex - range];
2683                 // skip a light with no photons
2684                 if (rtlight->photons == 0.0f)
2685                         continue;
2686                 // skip a light with no photon color)
2687                 if (VectorLength2(rtlight->photoncolor) == 0.0f)
2688                         continue;
2689                 photonresidual += rtlight->photons * photonscaling;
2690                 shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2691                 if (!shootparticles)
2692                         continue;
2693                 photonresidual -= shootparticles;
2694                 radius = rtlight->radius * settings.lightradiusscale;
2695                 s = settings.particleintensity / shootparticles;
2696                 VectorScale(rtlight->photoncolor, s, baseshotcolor);
2697                 r_refdef.stats[r_stat_bouncegrid_lights]++;
2698                 r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
2699                 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2700                 {
2701                         if (settings.stablerandom > 0)
2702                                 seed = lightindex * 11937 + shotparticles;
2703                         VectorCopy(baseshotcolor, shotcolor);
2704                         VectorCopy(rtlight->shadoworigin, clipstart);
2705                         if (settings.stablerandom < 0)
2706                                 VectorRandom(clipend);
2707                         else
2708                                 VectorCheeseRandom(clipend);
2709                         VectorMA(clipstart, radius, clipend, clipend);
2710                         for (bouncecount = 0;;bouncecount++)
2711                         {
2712                                 r_refdef.stats[r_stat_bouncegrid_traces]++;
2713                                 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2714                                 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2715                                 if (settings.staticmode)
2716                                 {
2717                                         // static mode fires a LOT of rays but none of them are identical, so they are not cached
2718                                         cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
2719                                 }
2720                                 else
2721                                 {
2722                                         // dynamic mode fires many rays and most will match the cache from the previous frame
2723                                         cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
2724                                 }
2725                                 if (bouncecount > 0 || settings.includedirectlighting)
2726                                 {
2727                                         // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
2728                                         // accumulate average shotcolor
2729                                         w = VectorLength(shotcolor);
2730                                         splatcolor[ 0] = shotcolor[0];
2731                                         splatcolor[ 1] = shotcolor[1];
2732                                         splatcolor[ 2] = shotcolor[2];
2733                                         splatcolor[ 3] = 0.0f;
2734                                         if (pixelbands > 1)
2735                                         {
2736                                                 VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
2737                                                 VectorNormalize(clipdiff);
2738                                                 // store bentnormal in case the shader has a use for it
2739                                                 splatcolor[ 4] = clipdiff[0] * w;
2740                                                 splatcolor[ 5] = clipdiff[1] * w;
2741                                                 splatcolor[ 6] = clipdiff[2] * w;
2742                                                 splatcolor[ 7] = w;
2743                                                 // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
2744                                                 splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
2745                                                 splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
2746                                                 splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
2747                                                 splatcolor[11] = 0.0f;
2748                                                 splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
2749                                                 splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
2750                                                 splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
2751                                                 splatcolor[15] = 0.0f;
2752                                                 splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
2753                                                 splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
2754                                                 splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
2755                                                 splatcolor[19] = 0.0f;
2756                                                 splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
2757                                                 splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
2758                                                 splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
2759                                                 splatcolor[23] = 0.0f;
2760                                                 splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
2761                                                 splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
2762                                                 splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
2763                                                 splatcolor[27] = 0.0f;
2764                                                 splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
2765                                                 splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
2766                                                 splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
2767                                                 splatcolor[31] = 0.0f;
2768                                         }
2769                                         // calculate the number of steps we need to traverse this distance
2770                                         VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
2771                                         numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
2772                                         numsteps = bound(1, numsteps, 1024);
2773                                         w = 1.0f / numsteps;
2774                                         VectorScale(stepdelta, w, stepdelta);
2775                                         VectorMA(clipstart, 0.5f, stepdelta, steppos);
2776                                         for (step = 0;step < numsteps;step++)
2777                                         {
2778                                                 r_refdef.stats[r_stat_bouncegrid_splats]++;
2779                                                 // figure out which texture pixel this is in
2780                                                 texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
2781                                                 texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
2782                                                 texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
2783                                                 tex[0] = (int)floor(texlerp[1][0]);
2784                                                 tex[1] = (int)floor(texlerp[1][1]);
2785                                                 tex[2] = (int)floor(texlerp[1][2]);
2786                                                 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)
2787                                                 {
2788                                                         // it is within bounds...  do the real work now
2789                                                         // calculate the lerp factors
2790                                                         texlerp[1][0] -= tex[0];
2791                                                         texlerp[1][1] -= tex[1];
2792                                                         texlerp[1][2] -= tex[2];
2793                                                         texlerp[0][0] = 1.0f - texlerp[1][0];
2794                                                         texlerp[0][1] = 1.0f - texlerp[1][1];
2795                                                         texlerp[0][2] = 1.0f - texlerp[1][2];
2796                                                         // calculate individual pixel indexes and weights
2797                                                         pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
2798                                                         pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
2799                                                         pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
2800                                                         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]);
2801                                                         pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
2802                                                         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]);
2803                                                         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]);
2804                                                         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]);
2805                                                         // update the 8 pixels...
2806                                                         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2807                                                         {
2808                                                                 for (corner = 0;corner < 8;corner++)
2809                                                                 {
2810                                                                         // calculate address for pixel
2811                                                                         w = pixelweight[corner];
2812                                                                         pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2813                                                                         highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
2814                                                                         // add to the high precision pixel color
2815                                                                         highpixel[0] += (splatcolor[pixelband*4+0]*w);
2816                                                                         highpixel[1] += (splatcolor[pixelband*4+1]*w);
2817                                                                         highpixel[2] += (splatcolor[pixelband*4+2]*w);
2818                                                                         highpixel[3] += (splatcolor[pixelband*4+3]*w);
2819                                                                         // flag the low precision pixel as needing to be updated
2820                                                                         pixel[3] = 255;
2821                                                                         // advance to next band of coefficients
2822                                                                         //pixel += pixelsperband*4;
2823                                                                         //highpixel += pixelsperband*4;
2824                                                                 }
2825                                                         }
2826                                                 }
2827                                                 VectorAdd(steppos, stepdelta, steppos);
2828                                         }
2829                                 }
2830                                 if (cliptrace.fraction >= 1.0f)
2831                                         break;
2832                                 r_refdef.stats[r_stat_bouncegrid_hits]++;
2833                                 if (bouncecount >= maxbounce)
2834                                         break;
2835                                 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2836                                 // also clamp the resulting color to never add energy, even if the user requests extreme values
2837                                 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2838                                         VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2839                                 else
2840                                         VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2841                                 VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
2842                                 surfcolor[0] = min(surfcolor[0], 1.0f);
2843                                 surfcolor[1] = min(surfcolor[1], 1.0f);
2844                                 surfcolor[2] = min(surfcolor[2], 1.0f);
2845                                 VectorMultiply(shotcolor, surfcolor, shotcolor);
2846                                 if (VectorLength2(baseshotcolor) == 0.0f)
2847                                         break;
2848                                 r_refdef.stats[r_stat_bouncegrid_bounces]++;
2849                                 if (settings.bounceanglediffuse)
2850                                 {
2851                                         // random direction, primarily along plane normal
2852                                         s = VectorDistance(cliptrace.endpos, clipend);
2853                                         if (settings.stablerandom < 0)
2854                                                 VectorRandom(clipend);
2855                                         else
2856                                                 VectorCheeseRandom(clipend);
2857                                         VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2858                                         VectorNormalize(clipend);
2859                                         VectorScale(clipend, s, clipend);
2860                                 }
2861                                 else
2862                                 {
2863                                         // reflect the remaining portion of the line across plane normal
2864                                         VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2865                                         VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2866                                 }
2867                                 // calculate the new line start and end
2868                                 VectorCopy(cliptrace.endpos, clipstart);
2869                                 VectorAdd(clipstart, clipend, clipend);
2870                         }
2871                 }
2872         }
2873         // generate pixels array from highpixels array
2874         // skip first and last columns, rows, and layers as these are blank
2875         // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
2876         for (pixelband = 0;pixelband < pixelbands;pixelband++)
2877         {
2878                 for (z = 1;z < resolution[2]-1;z++)
2879                 {
2880                         for (y = 1;y < resolution[1]-1;y++)
2881                         {
2882                                 for (x = 1, pixelindex[0] = ((pixelband*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)
2883                                 {
2884                                         // only convert pixels that were hit by photons
2885                                         if (pixel[3] == 255)
2886                                         {
2887                                                 // normalize the bentnormal...
2888                                                 if (pixelband == 1)
2889                                                 {
2890                                                         VectorNormalize(highpixel);
2891                                                         c[0] = (int)(highpixel[0]*128.0f+128.0f);
2892                                                         c[1] = (int)(highpixel[1]*128.0f+128.0f);
2893                                                         c[2] = (int)(highpixel[2]*128.0f+128.0f);
2894                                                         c[3] = (int)(highpixel[3]*128.0f+128.0f);
2895                                                 }
2896                                                 else
2897                                                 {
2898                                                         c[0] = (int)(highpixel[0]*256.0f);
2899                                                         c[1] = (int)(highpixel[1]*256.0f);
2900                                                         c[2] = (int)(highpixel[2]*256.0f);
2901                                                         c[3] = (int)(highpixel[3]*256.0f);
2902                                                 }
2903                                                 pixel[2] = (unsigned char)bound(0, c[0], 255);
2904                                                 pixel[1] = (unsigned char)bound(0, c[1], 255);
2905                                                 pixel[0] = (unsigned char)bound(0, c[2], 255);
2906                                                 pixel[3] = (unsigned char)bound(0, c[3], 255);
2907                                         }
2908                                 }
2909                         }
2910                 }
2911         }
2912         if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
2913                 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
2914         else
2915         {
2916                 VectorCopy(resolution, r_shadow_bouncegridresolution);
2917                 r_shadow_bouncegriddirectional = settings.directionalshading;
2918                 if (r_shadow_bouncegridtexture)
2919                         R_FreeTexture(r_shadow_bouncegridtexture);
2920                 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2921         }
2922         r_shadow_bouncegridtime = realtime;
2923 }
2924
2925 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2926 {
2927         R_Shadow_RenderMode_Reset();
2928         GL_BlendFunc(GL_ONE, GL_ONE);
2929         GL_DepthRange(0, 1);
2930         GL_DepthTest(r_showshadowvolumes.integer < 2);
2931         GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2932         GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2933         GL_CullFace(GL_NONE);
2934         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2935 }
2936
2937 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2938 {
2939         R_Shadow_RenderMode_Reset();
2940         GL_BlendFunc(GL_ONE, GL_ONE);
2941         GL_DepthRange(0, 1);
2942         GL_DepthTest(r_showlighting.integer < 2);
2943         GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2944         if (!transparent)
2945                 GL_DepthFunc(GL_EQUAL);
2946         R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2947         r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2948 }
2949
2950 void R_Shadow_RenderMode_End(void)
2951 {
2952         R_Shadow_RenderMode_Reset();
2953         R_Shadow_RenderMode_ActiveLight(NULL);
2954         GL_DepthMask(true);
2955         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2956         r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2957 }
2958
2959 int bboxedges[12][2] =
2960 {
2961         // top
2962         {0, 1}, // +X
2963         {0, 2}, // +Y
2964         {1, 3}, // Y, +X
2965         {2, 3}, // X, +Y
2966         // bottom
2967         {4, 5}, // +X
2968         {4, 6}, // +Y
2969         {5, 7}, // Y, +X
2970         {6, 7}, // X, +Y
2971         // verticals
2972         {0, 4}, // +Z
2973         {1, 5}, // X, +Z
2974         {2, 6}, // Y, +Z
2975         {3, 7}, // XY, +Z
2976 };
2977
2978 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2979 {
2980         if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
2981         {
2982                 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2983                 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2984                 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2985                 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2986                 return false;
2987         }
2988         if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2989                 return true; // invisible
2990         if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2991         || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2992         || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2993         || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2994                 r_refdef.stats[r_stat_lights_scissored]++;
2995         return false;
2996 }
2997
2998 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2999 {
3000         int i;
3001         const float *vertex3f;
3002         const float *normal3f;
3003         float *color4f;
3004         float dist, dot, distintensity, shadeintensity, v[3], n[3];
3005         switch (r_shadow_rendermode)
3006         {
3007         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3008         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3009                 if (VectorLength2(diffusecolor) > 0)
3010                 {
3011                         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)
3012                         {
3013                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3014                                 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3015                                 if ((dot = DotProduct(n, v)) < 0)
3016                                 {
3017                                         shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3018                                         VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
3019                                 }
3020                                 else
3021                                         VectorCopy(ambientcolor, color4f);
3022                                 if (r_refdef.fogenabled)
3023                                 {
3024                                         float f;
3025                                         f = RSurf_FogVertex(vertex3f);
3026                                         VectorScale(color4f, f, color4f);
3027                                 }
3028                                 color4f[3] = 1;
3029                         }
3030                 }
3031                 else
3032                 {
3033                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3034                         {
3035                                 VectorCopy(ambientcolor, color4f);
3036                                 if (r_refdef.fogenabled)
3037                                 {
3038                                         float f;
3039                                         Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3040                                         f = RSurf_FogVertex(vertex3f);
3041                                         VectorScale(color4f + 4*i, f, color4f);
3042                                 }
3043                                 color4f[3] = 1;
3044                         }
3045                 }
3046                 break;
3047         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3048                 if (VectorLength2(diffusecolor) > 0)
3049                 {
3050                         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)
3051                         {
3052                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3053                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3054                                 {
3055                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3056                                         if ((dot = DotProduct(n, v)) < 0)
3057                                         {
3058                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3059                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3060                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3061                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3062                                         }
3063                                         else
3064                                         {
3065                                                 color4f[0] = ambientcolor[0] * distintensity;
3066                                                 color4f[1] = ambientcolor[1] * distintensity;
3067                                                 color4f[2] = ambientcolor[2] * distintensity;
3068                                         }
3069                                         if (r_refdef.fogenabled)
3070                                         {
3071                                                 float f;
3072                                                 f = RSurf_FogVertex(vertex3f);
3073                                                 VectorScale(color4f, f, color4f);
3074                                         }
3075                                 }
3076                                 else
3077                                         VectorClear(color4f);
3078                                 color4f[3] = 1;
3079                         }
3080                 }
3081                 else
3082                 {
3083                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3084                         {
3085                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3086                                 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3087                                 {
3088                                         color4f[0] = ambientcolor[0] * distintensity;
3089                                         color4f[1] = ambientcolor[1] * distintensity;
3090                                         color4f[2] = ambientcolor[2] * distintensity;
3091                                         if (r_refdef.fogenabled)
3092                                         {
3093                                                 float f;
3094                                                 f = RSurf_FogVertex(vertex3f);
3095                                                 VectorScale(color4f, f, color4f);
3096                                         }
3097                                 }
3098                                 else
3099                                         VectorClear(color4f);
3100                                 color4f[3] = 1;
3101                         }
3102                 }
3103                 break;
3104         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3105                 if (VectorLength2(diffusecolor) > 0)
3106                 {
3107                         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)
3108                         {
3109                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3110                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3111                                 {
3112                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3113                                         Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
3114                                         if ((dot = DotProduct(n, v)) < 0)
3115                                         {
3116                                                 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
3117                                                 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
3118                                                 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
3119                                                 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
3120                                         }
3121                                         else
3122                                         {
3123                                                 color4f[0] = ambientcolor[0] * distintensity;
3124                                                 color4f[1] = ambientcolor[1] * distintensity;
3125                                                 color4f[2] = ambientcolor[2] * distintensity;
3126                                         }
3127                                         if (r_refdef.fogenabled)
3128                                         {
3129                                                 float f;
3130                                                 f = RSurf_FogVertex(vertex3f);
3131                                                 VectorScale(color4f, f, color4f);
3132                                         }
3133                                 }
3134                                 else
3135                                         VectorClear(color4f);
3136                                 color4f[3] = 1;
3137                         }
3138                 }
3139                 else
3140                 {
3141                         for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
3142                         {
3143                                 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
3144                                 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
3145                                 {
3146                                         distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3147                                         color4f[0] = ambientcolor[0] * distintensity;
3148                                         color4f[1] = ambientcolor[1] * distintensity;
3149                                         color4f[2] = ambientcolor[2] * distintensity;
3150                                         if (r_refdef.fogenabled)
3151                                         {
3152                                                 float f;
3153                                                 f = RSurf_FogVertex(vertex3f);
3154                                                 VectorScale(color4f, f, color4f);
3155                                         }
3156                                 }
3157                                 else
3158                                         VectorClear(color4f);
3159                                 color4f[3] = 1;
3160                         }
3161                 }
3162                 break;
3163         default:
3164                 break;
3165         }
3166 }
3167
3168 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3169 {
3170         // used to display how many times a surface is lit for level design purposes
3171         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3172         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
3173         RSurf_DrawBatch();
3174 }
3175
3176 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
3177 {
3178         // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
3179         R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
3180         RSurf_DrawBatch();
3181 }
3182
3183 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
3184 {
3185         int renders;
3186         int i;
3187         int stop;
3188         int newfirstvertex;
3189         int newlastvertex;
3190         int newnumtriangles;
3191         int *newe;
3192         const int *e;
3193         float *c;
3194         int maxtriangles = 1024;
3195         int newelements[1024*3];
3196         R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
3197         for (renders = 0;renders < 4;renders++)
3198         {
3199                 stop = true;
3200                 newfirstvertex = 0;
3201                 newlastvertex = 0;
3202                 newnumtriangles = 0;
3203                 newe = newelements;
3204                 // due to low fillrate on the cards this vertex lighting path is
3205                 // designed for, we manually cull all triangles that do not
3206                 // contain a lit vertex
3207                 // this builds batches of triangles from multiple surfaces and
3208                 // renders them at once
3209                 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
3210                 {
3211                         if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
3212                         {
3213                                 if (newnumtriangles)
3214                                 {
3215                                         newfirstvertex = min(newfirstvertex, e[0]);
3216                                         newlastvertex  = max(newlastvertex, e[0]);
3217                                 }
3218                                 else
3219                                 {
3220                                         newfirstvertex = e[0];
3221                                         newlastvertex = e[0];
3222                                 }
3223                                 newfirstvertex = min(newfirstvertex, e[1]);
3224                                 newlastvertex  = max(newlastvertex, e[1]);
3225                                 newfirstvertex = min(newfirstvertex, e[2]);
3226                                 newlastvertex  = max(newlastvertex, e[2]);
3227                                 newe[0] = e[0];
3228                                 newe[1] = e[1];
3229                                 newe[2] = e[2];
3230                                 newnumtriangles++;
3231                                 newe += 3;
3232                                 if (newnumtriangles >= maxtriangles)
3233                                 {
3234                                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3235                                         newnumtriangles = 0;
3236                                         newe = newelements;
3237                                         stop = false;
3238                                 }
3239                         }
3240                 }
3241                 if (newnumtriangles >= 1)
3242                 {
3243                         R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
3244                         stop = false;
3245                 }
3246                 // if we couldn't find any lit triangles, exit early
3247                 if (stop)
3248                         break;
3249                 // now reduce the intensity for the next overbright pass
3250                 // we have to clamp to 0 here incase the drivers have improper
3251                 // handling of negative colors
3252                 // (some old drivers even have improper handling of >1 color)
3253                 stop = true;
3254                 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
3255                 {
3256                         if (c[0] > 1 || c[1] > 1 || c[2] > 1)
3257                         {
3258                                 c[0] = max(0, c[0] - 1);
3259                                 c[1] = max(0, c[1] - 1);
3260                                 c[2] = max(0, c[2] - 1);
3261                                 stop = false;
3262                         }
3263                         else
3264                                 VectorClear(c);
3265                 }
3266                 // another check...
3267                 if (stop)
3268                         break;
3269         }
3270 }
3271
3272 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
3273 {
3274         // OpenGL 1.1 path (anything)
3275         float ambientcolorbase[3], diffusecolorbase[3];
3276         float ambientcolorpants[3], diffusecolorpants[3];
3277         float ambientcolorshirt[3], diffusecolorshirt[3];
3278         const float *surfacecolor = rsurface.texture->dlightcolor;
3279         const float *surfacepants = rsurface.colormap_pantscolor;
3280         const float *surfaceshirt = rsurface.colormap_shirtcolor;
3281         rtexture_t *basetexture = rsurface.texture->basetexture;
3282         rtexture_t *pantstexture = rsurface.texture->pantstexture;
3283         rtexture_t *shirttexture = rsurface.texture->shirttexture;
3284         qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
3285         qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
3286         ambientscale *= 2 * r_refdef.view.colorscale;
3287         diffusescale *= 2 * r_refdef.view.colorscale;
3288         ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
3289         diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
3290         ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
3291         diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
3292         ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
3293         diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
3294         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
3295         rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
3296         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3297         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
3298         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
3299         R_Mesh_TexBind(0, basetexture);
3300         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
3301         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
3302         switch(r_shadow_rendermode)
3303         {
3304         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3305                 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
3306                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3307                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3308                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3309                 break;
3310         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3311                 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
3312                 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
3313                 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
3314                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3315                 // fall through
3316         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3317                 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
3318                 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
3319                 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
3320                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
3321                 break;
3322         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3323                 break;
3324         default:
3325                 break;
3326         }
3327         //R_Mesh_TexBind(0, basetexture);
3328         R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
3329         if (dopants)
3330         {
3331                 R_Mesh_TexBind(0, pantstexture);
3332                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
3333         }
3334         if (doshirt)
3335         {
3336                 R_Mesh_TexBind(0, shirttexture);
3337                 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
3338         }
3339 }
3340
3341 extern cvar_t gl_lightmaps;
3342 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
3343 {
3344         float ambientscale, diffusescale, specularscale;
3345         qboolean negated;
3346         float lightcolor[3];
3347         VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
3348         ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
3349         diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
3350         specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
3351         if (!r_shadow_usenormalmap.integer)
3352         {
3353                 ambientscale += 1.0f * diffusescale;
3354                 diffusescale = 0;
3355                 specularscale = 0;
3356         }
3357         if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
3358                 return;
3359         negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
3360         if(negated)
3361         {
3362                 VectorNegate(lightcolor, lightcolor);
3363                 GL_BlendEquationSubtract(true);
3364         }
3365         RSurf_SetupDepthAndCulling();
3366         switch (r_shadow_rendermode)
3367         {
3368         case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3369                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3370                 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3371                 break;
3372         case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3373                 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3374                 break;
3375         case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3376         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3377         case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3378         case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3379                 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3380                 break;
3381         default:
3382                 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3383                 break;
3384         }
3385         if(negated)
3386                 GL_BlendEquationSubtract(false);
3387 }
3388
3389 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)
3390 {
3391         matrix4x4_t tempmatrix = *matrix;
3392         Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3393
3394         // if this light has been compiled before, free the associated data
3395         R_RTLight_Uncompile(rtlight);
3396
3397         // clear it completely to avoid any lingering data
3398         memset(rtlight, 0, sizeof(*rtlight));
3399
3400         // copy the properties
3401         rtlight->matrix_lighttoworld = tempmatrix;
3402         Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3403         Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3404         rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3405         VectorCopy(color, rtlight->color);
3406         rtlight->cubemapname[0] = 0;
3407         if (cubemapname && cubemapname[0])
3408                 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3409         rtlight->shadow = shadow;
3410         rtlight->corona = corona;
3411         rtlight->style = style;
3412         rtlight->isstatic = isstatic;
3413         rtlight->coronasizescale = coronasizescale;
3414         rtlight->ambientscale = ambientscale;
3415         rtlight->diffusescale = diffusescale;
3416         rtlight->specularscale = specularscale;
3417         rtlight->flags = flags;
3418
3419         // compute derived data
3420         //rtlight->cullradius = rtlight->radius;
3421         //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3422         rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3423         rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3424         rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3425         rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3426         rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3427         rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3428 }
3429
3430 // compiles rtlight geometry
3431 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3432 void R_RTLight_Compile(rtlight_t *rtlight)
3433 {
3434         int i;
3435         int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3436         int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3437         entity_render_t *ent = r_refdef.scene.worldentity;
3438         dp_model_t *model = r_refdef.scene.worldmodel;
3439         unsigned char *data;
3440         shadowmesh_t *mesh;
3441
3442         // compile the light
3443         rtlight->compiled = true;
3444         rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3445         rtlight->static_numleafs = 0;
3446         rtlight->static_numleafpvsbytes = 0;
3447         rtlight->static_leaflist = NULL;
3448         rtlight->static_leafpvs = NULL;
3449         rtlight->static_numsurfaces = 0;
3450         rtlight->static_surfacelist = NULL;
3451         rtlight->static_shadowmap_receivers = 0x3F;
3452         rtlight->static_shadowmap_casters = 0x3F;
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         if (model && model->GetLightInfo)
3461         {
3462                 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3463                 r_shadow_compilingrtlight = rtlight;
3464                 R_FrameData_SetMark();
3465                 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);
3466                 R_FrameData_ReturnToMark();
3467                 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3468                 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3469                 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3470                 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3471                 rtlight->static_numsurfaces = numsurfaces;
3472                 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3473                 rtlight->static_numleafs = numleafs;
3474                 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3475                 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3476                 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3477                 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3478                 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3479                 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3480                 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3481                 if (rtlight->static_numsurfaces)
3482                         memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3483                 if (rtlight->static_numleafs)
3484                         memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3485                 if (rtlight->static_numleafpvsbytes)
3486                         memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3487                 if (rtlight->static_numshadowtrispvsbytes)
3488                         memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3489                 if (rtlight->static_numlighttrispvsbytes)
3490                         memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3491                 R_FrameData_SetMark();
3492                 switch (rtlight->shadowmode)
3493                 {
3494                 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3495                         if (model->CompileShadowMap && rtlight->shadow)
3496                                 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3497                         break;
3498                 default:
3499                         if (model->CompileShadowVolume && rtlight->shadow)
3500                                 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3501                         break;
3502                 }
3503                 R_FrameData_ReturnToMark();
3504                 // now we're done compiling the rtlight
3505                 r_shadow_compilingrtlight = NULL;
3506         }
3507
3508
3509         // use smallest available cullradius - box radius or light radius
3510         //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3511         //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3512
3513         shadowzpasstris = 0;
3514         if (rtlight->static_meshchain_shadow_zpass)
3515                 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3516                         shadowzpasstris += mesh->numtriangles;
3517
3518         shadowzfailtris = 0;
3519         if (rtlight->static_meshchain_shadow_zfail)
3520                 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3521                         shadowzfailtris += mesh->numtriangles;
3522
3523         lighttris = 0;
3524         if (rtlight->static_numlighttrispvsbytes)
3525                 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3526                         if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3527                                 lighttris++;
3528
3529         shadowtris = 0;
3530         if (rtlight->static_numlighttrispvsbytes)
3531                 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3532                         if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3533                                 shadowtris++;
3534
3535         if (developer_extra.integer)
3536                 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);
3537 }
3538
3539 void R_RTLight_Uncompile(rtlight_t *rtlight)
3540 {
3541         if (rtlight->compiled)
3542         {
3543                 if (rtlight->static_meshchain_shadow_zpass)
3544                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3545                 rtlight->static_meshchain_shadow_zpass = NULL;
3546                 if (rtlight->static_meshchain_shadow_zfail)
3547                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3548                 rtlight->static_meshchain_shadow_zfail = NULL;
3549                 if (rtlight->static_meshchain_shadow_shadowmap)
3550                         Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3551                 rtlight->static_meshchain_shadow_shadowmap = NULL;
3552                 // these allocations are grouped
3553                 if (rtlight->static_surfacelist)
3554                         Mem_Free(rtlight->static_surfacelist);
3555                 rtlight->static_numleafs = 0;
3556                 rtlight->static_numleafpvsbytes = 0;
3557                 rtlight->static_leaflist = NULL;
3558                 rtlight->static_leafpvs = NULL;
3559                 rtlight->static_numsurfaces = 0;
3560                 rtlight->static_surfacelist = NULL;
3561                 rtlight->static_numshadowtrispvsbytes = 0;
3562                 rtlight->static_shadowtrispvs = NULL;
3563                 rtlight->static_numlighttrispvsbytes = 0;
3564                 rtlight->static_lighttrispvs = NULL;
3565                 rtlight->compiled = false;
3566         }
3567 }
3568
3569 void R_Shadow_UncompileWorldLights(void)
3570 {
3571         size_t lightindex;
3572         dlight_t *light;
3573         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3574         for (lightindex = 0;lightindex < range;lightindex++)
3575         {
3576                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3577                 if (!light)
3578                         continue;
3579                 R_RTLight_Uncompile(&light->rtlight);
3580         }
3581 }
3582
3583 static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3584 {
3585         int i, j;
3586         mplane_t plane;
3587         // reset the count of frustum planes
3588         // see rtlight->cached_frustumplanes definition for how much this array
3589         // can hold
3590         rtlight->cached_numfrustumplanes = 0;
3591
3592         if (r_trippy.integer)
3593                 return;
3594
3595         // haven't implemented a culling path for ortho rendering
3596         if (!r_refdef.view.useperspective)
3597         {
3598                 // check if the light is on screen and copy the 4 planes if it is
3599                 for (i = 0;i < 4;i++)
3600                         if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3601                                 break;
3602                 if (i == 4)
3603                         for (i = 0;i < 4;i++)
3604                                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3605                 return;
3606         }
3607
3608 #if 1
3609         // generate a deformed frustum that includes the light origin, this is
3610         // used to cull shadow casting surfaces that can not possibly cast a
3611         // shadow onto the visible light-receiving surfaces, which can be a
3612         // performance gain
3613         //
3614         // if the light origin is onscreen the result will be 4 planes exactly
3615         // if the light origin is offscreen on only one axis the result will
3616         // be exactly 5 planes (split-side case)
3617         // if the light origin is offscreen on two axes the result will be
3618         // exactly 4 planes (stretched corner case)
3619         for (i = 0;i < 4;i++)
3620         {
3621                 // quickly reject standard frustum planes that put the light
3622                 // origin outside the frustum
3623                 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3624                         continue;
3625                 // copy the plane
3626                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3627         }
3628         // if all the standard frustum planes were accepted, the light is onscreen
3629         // otherwise we need to generate some more planes below...
3630         if (rtlight->cached_numfrustumplanes < 4)
3631         {
3632                 // at least one of the stock frustum planes failed, so we need to
3633                 // create one or two custom planes to enclose the light origin
3634                 for (i = 0;i < 4;i++)
3635                 {
3636                         // create a plane using the view origin and light origin, and a
3637                         // single point from the frustum corner set
3638                         TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3639                         VectorNormalize(plane.normal);
3640                         plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3641                         // see if this plane is backwards and flip it if so
3642                         for (j = 0;j < 4;j++)
3643                                 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3644                                         break;
3645                         if (j < 4)
3646                         {
3647                                 VectorNegate(plane.normal, plane.normal);
3648                                 plane.dist *= -1;
3649                                 // flipped plane, test again to see if it is now valid
3650                                 for (j = 0;j < 4;j++)
3651                                         if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3652                                                 break;
3653                                 // if the plane is still not valid, then it is dividing the
3654                                 // frustum and has to be rejected
3655                                 if (j < 4)
3656                                         continue;
3657                         }
3658                         // we have created a valid plane, compute extra info
3659                         PlaneClassify(&plane);
3660                         // copy the plane
3661                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3662 #if 1
3663                         // if we've found 5 frustum planes then we have constructed a
3664                         // proper split-side case and do not need to keep searching for
3665                         // planes to enclose the light origin
3666                         if (rtlight->cached_numfrustumplanes == 5)
3667                                 break;
3668 #endif
3669                 }
3670         }
3671 #endif
3672
3673 #if 0
3674         for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3675         {
3676                 plane = rtlight->cached_frustumplanes[i];
3677                 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));
3678         }
3679 #endif
3680
3681 #if 0
3682         // now add the light-space box planes if the light box is rotated, as any
3683         // caster outside the oriented light box is irrelevant (even if it passed
3684         // the worldspace light box, which is axial)
3685         if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3686         {
3687                 for (i = 0;i < 6;i++)
3688                 {
3689                         vec3_t v;
3690                         VectorClear(v);
3691                         v[i >> 1] = (i & 1) ? -1 : 1;
3692                         Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3693                         VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3694                         plane.dist = VectorNormalizeLength(plane.normal);
3695                         plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3696                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3697                 }
3698         }
3699 #endif
3700
3701 #if 0
3702         // add the world-space reduced box planes
3703         for (i = 0;i < 6;i++)
3704         {
3705                 VectorClear(plane.normal);
3706                 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3707                 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3708                 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3709         }
3710 #endif
3711
3712 #if 0
3713         {
3714         int j, oldnum;
3715         vec3_t points[8];
3716         vec_t bestdist;
3717         // reduce all plane distances to tightly fit the rtlight cull box, which
3718         // is in worldspace
3719         VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3720         VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3721         VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3722         VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3723         VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3724         VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3725         VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3726         VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3727         oldnum = rtlight->cached_numfrustumplanes;
3728         rtlight->cached_numfrustumplanes = 0;
3729         for (j = 0;j < oldnum;j++)
3730         {
3731                 // find the nearest point on the box to this plane
3732                 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3733                 for (i = 1;i < 8;i++)
3734                 {
3735                         dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3736                         if (bestdist > dist)
3737                                 bestdist = dist;
3738                 }
3739                 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);
3740                 // if the nearest point is near or behind the plane, we want this
3741                 // plane, otherwise the plane is useless as it won't cull anything
3742                 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3743                 {
3744                         PlaneClassify(&rtlight->cached_frustumplanes[j]);
3745                         rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3746                 }
3747         }
3748         }
3749 #endif
3750 }
3751
3752 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3753 {
3754         shadowmesh_t *mesh;
3755
3756         RSurf_ActiveWorldEntity();
3757
3758         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3759         {
3760                 CHECKGLERROR
3761                 GL_CullFace(GL_NONE);
3762                 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3763                 for (;mesh;mesh = mesh->next)
3764                 {
3765                         if (!mesh->sidetotals[r_shadow_shadowmapside])
3766                                 continue;
3767                         r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside];
3768                         if (mesh->vertex3fbuffer)
3769                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3770                         else
3771                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3772                         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);
3773                 }
3774                 CHECKGLERROR
3775         }
3776         else if (r_refdef.scene.worldentity->model)
3777                 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);
3778
3779         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3780 }
3781
3782 static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3783 {
3784         qboolean zpass = false;
3785         shadowmesh_t *mesh;
3786         int t, tend;
3787         int surfacelistindex;
3788         msurface_t *surface;
3789
3790         // if triangle neighbors are disabled, shadowvolumes are disabled
3791         if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3792                 return;
3793
3794         RSurf_ActiveWorldEntity();
3795
3796         if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3797         {
3798                 CHECKGLERROR
3799                 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3800                 {
3801                         zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3802                         R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3803                 }
3804                 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3805                 for (;mesh;mesh = mesh->next)
3806                 {
3807                         r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
3808                         if (mesh->vertex3fbuffer)
3809                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3810                         else
3811                                 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3812                         if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3813                         {
3814                                 // increment stencil if frontface is infront of depthbuffer
3815                                 GL_CullFace(r_refdef.view.cullface_back);
3816                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3817                                 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);
3818                                 // decrement stencil if backface is infront of depthbuffer
3819                                 GL_CullFace(r_refdef.view.cullface_front);
3820                                 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3821                         }
3822                         else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3823                         {
3824                                 // decrement stencil if backface is behind depthbuffer
3825                                 GL_CullFace(r_refdef.view.cullface_front);
3826                                 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3827                                 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);
3828                                 // increment stencil if frontface is behind depthbuffer
3829                                 GL_CullFace(r_refdef.view.cullface_back);
3830                                 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3831                         }
3832                         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);
3833                 }
3834                 CHECKGLERROR
3835         }
3836         else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3837         {
3838                 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3839                 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3840                 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3841                 {
3842                         surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3843                         for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3844                                 if (CHECKPVSBIT(trispvs, t))
3845                                         shadowmarklist[numshadowmark++] = t;
3846                 }
3847                 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);
3848         }
3849         else if (numsurfaces)
3850         {
3851                 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);
3852         }
3853
3854         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3855 }
3856
3857 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3858 {
3859         vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3860         vec_t relativeshadowradius;
3861         RSurf_ActiveModelEntity(ent, false, false, false);
3862         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3863         // we need to re-init the shader for each entity because the matrix changed
3864         relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3865         relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3866         relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3867         relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3868         relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3869         relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3870         relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3871         switch (r_shadow_rendermode)
3872         {
3873         case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3874                 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3875                 break;
3876         default:
3877                 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3878                 break;
3879         }
3880         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3881 }
3882
3883 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3884 {
3885         // set up properties for rendering light onto this entity
3886         RSurf_ActiveModelEntity(ent, true, true, false);
3887         Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3888         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3889         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3890         Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3891 }
3892
3893 static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3894 {
3895         if (!r_refdef.scene.worldmodel->DrawLight)
3896                 return;
3897
3898         // set up properties for rendering light onto this entity
3899         RSurf_ActiveWorldEntity();
3900         rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3901         Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3902         Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3903         VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3904
3905         r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3906
3907         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3908 }
3909
3910 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
3911 {
3912         dp_model_t *model = ent->model;
3913         if (!model->DrawLight)
3914                 return;
3915
3916         R_Shadow_SetupEntityLight(ent);
3917
3918         model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3919
3920         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3921 }
3922
3923 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
3924 {
3925         int i;
3926         float f;
3927         int numleafs, numsurfaces;
3928         int *leaflist, *surfacelist;
3929         unsigned char *leafpvs;
3930         unsigned char *shadowtrispvs;
3931         unsigned char *lighttrispvs;
3932         //unsigned char *surfacesides;
3933         int numlightentities;
3934         int numlightentities_noselfshadow;
3935         int numshadowentities;
3936         int numshadowentities_noselfshadow;
3937         static entity_render_t *lightentities[MAX_EDICTS];
3938         static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3939         static entity_render_t *shadowentities[MAX_EDICTS];
3940         static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3941         qboolean nolight;
3942
3943         rtlight->draw = false;
3944         rtlight->cached_numlightentities               = 0;
3945         rtlight->cached_numlightentities_noselfshadow  = 0;
3946         rtlight->cached_numshadowentities              = 0;
3947         rtlight->cached_numshadowentities_noselfshadow = 0;
3948         rtlight->cached_numsurfaces                    = 0;
3949         rtlight->cached_lightentities                  = NULL;
3950         rtlight->cached_lightentities_noselfshadow     = NULL;
3951         rtlight->cached_shadowentities                 = NULL;
3952         rtlight->cached_shadowentities_noselfshadow    = NULL;
3953         rtlight->cached_shadowtrispvs                  = NULL;
3954         rtlight->cached_lighttrispvs                   = NULL;
3955         rtlight->cached_surfacelist                    = NULL;
3956
3957         // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3958         // skip lights that are basically invisible (color 0 0 0)
3959         nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3960
3961         // loading is done before visibility checks because loading should happen
3962         // all at once at the start of a level, not when it stalls gameplay.
3963         // (especially important to benchmarks)
3964         // compile light
3965         if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3966         {
3967                 if (rtlight->compiled)
3968                         R_RTLight_Uncompile(rtlight);
3969                 R_RTLight_Compile(rtlight);
3970         }
3971
3972         // load cubemap
3973         rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3974
3975         // look up the light style value at this time
3976         f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3977         VectorScale(rtlight->color, f, rtlight->currentcolor);
3978         /*
3979         if (rtlight->selected)
3980         {
3981                 f = 2 + sin(realtime * M_PI * 4.0);
3982                 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3983         }
3984         */
3985
3986         // if lightstyle is currently off, don't draw the light
3987         if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3988                 return;
3989
3990         // skip processing on corona-only lights
3991         if (nolight)
3992                 return;
3993
3994         // if the light box is offscreen, skip it
3995         if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3996                 return;
3997
3998         VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3999         VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
4000
4001         R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4002
4003         // don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw
4004         if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer))
4005                 return;
4006
4007         if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
4008         {
4009                 // compiled light, world available and can receive realtime lighting
4010                 // retrieve leaf information
4011                 numleafs = rtlight->static_numleafs;
4012                 leaflist = rtlight->static_leaflist;
4013                 leafpvs = rtlight->static_leafpvs;
4014                 numsurfaces = rtlight->static_numsurfaces;
4015                 surfacelist = rtlight->static_surfacelist;
4016                 //surfacesides = NULL;
4017                 shadowtrispvs = rtlight->static_shadowtrispvs;
4018                 lighttrispvs = rtlight->static_lighttrispvs;
4019         }
4020         else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
4021         {
4022                 // dynamic light, world available and can receive realtime lighting
4023                 // calculate lit surfaces and leafs
4024                 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);
4025                 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
4026                 leaflist = r_shadow_buffer_leaflist;
4027                 leafpvs = r_shadow_buffer_leafpvs;
4028                 surfacelist = r_shadow_buffer_surfacelist;
4029                 //surfacesides = r_shadow_buffer_surfacesides;
4030                 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
4031                 lighttrispvs = r_shadow_buffer_lighttrispvs;
4032                 // if the reduced leaf bounds are offscreen, skip it
4033                 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4034                         return;
4035         }
4036         else
4037         {
4038                 // no world
4039                 numleafs = 0;
4040                 leaflist = NULL;
4041                 leafpvs = NULL;
4042                 numsurfaces = 0;
4043                 surfacelist = NULL;
4044                 //surfacesides = NULL;
4045                 shadowtrispvs = NULL;
4046                 lighttrispvs = NULL;
4047         }
4048         // check if light is illuminating any visible leafs
4049         if (numleafs)
4050         {
4051                 for (i = 0;i < numleafs;i++)
4052                         if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
4053                                 break;
4054                 if (i == numleafs)
4055                         return;
4056         }
4057
4058         // make a list of lit entities and shadow casting entities
4059         numlightentities = 0;
4060         numlightentities_noselfshadow = 0;
4061         numshadowentities = 0;
4062         numshadowentities_noselfshadow = 0;
4063
4064         // add dynamic entities that are lit by the light
4065         for (i = 0;i < r_refdef.scene.numentities;i++)
4066         {
4067                 dp_model_t *model;
4068                 entity_render_t *ent = r_refdef.scene.entities[i];
4069                 vec3_t org;
4070                 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4071                         continue;
4072                 // skip the object entirely if it is not within the valid
4073                 // shadow-casting region (which includes the lit region)
4074                 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
4075                         continue;
4076                 if (!(model = ent->model))
4077                         continue;
4078                 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
4079                 {
4080                         // this entity wants to receive light, is visible, and is
4081                         // inside the light box
4082                         // TODO: check if the surfaces in the model can receive light
4083                         // so now check if it's in a leaf seen by the light
4084                         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))
4085                                 continue;
4086                         if (ent->flags & RENDER_NOSELFSHADOW)
4087                                 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
4088                         else
4089                                 lightentities[numlightentities++] = ent;
4090                         // since it is lit, it probably also casts a shadow...
4091                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4092                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4093                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4094                         {
4095                                 // note: exterior models without the RENDER_NOSELFSHADOW
4096                                 // flag still create a RENDER_NOSELFSHADOW shadow but
4097                                 // are lit normally, this means that they are
4098                                 // self-shadowing but do not shadow other
4099                                 // RENDER_NOSELFSHADOW entities such as the gun
4100                                 // (very weird, but keeps the player shadow off the gun)
4101                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4102                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4103                                 else
4104                                         shadowentities[numshadowentities++] = ent;
4105                         }
4106                 }
4107                 else if (ent->flags & RENDER_SHADOW)
4108                 {
4109                         // this entity is not receiving light, but may still need to
4110                         // cast a shadow...
4111                         // TODO: check if the surfaces in the model can cast shadow
4112                         // now check if it is in a leaf seen by the light
4113                         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))
4114                                 continue;
4115                         // about the VectorDistance2 - light emitting entities should not cast their own shadow
4116                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4117                         if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
4118                         {
4119                                 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
4120                                         shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
4121                                 else
4122                                         shadowentities[numshadowentities++] = ent;
4123                         }
4124                 }
4125         }
4126
4127         // return if there's nothing at all to light
4128         if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
4129                 return;
4130
4131         // count this light in the r_speeds
4132         r_refdef.stats[r_stat_lights]++;
4133
4134         // flag it as worth drawing later
4135         rtlight->draw = true;
4136
4137         // cache all the animated entities that cast a shadow but are not visible
4138         for (i = 0;i < numshadowentities;i++)
4139                 if (!shadowentities[i]->animcache_vertex3f)
4140                         R_AnimCache_GetEntity(shadowentities[i], false, false);
4141         for (i = 0;i < numshadowentities_noselfshadow;i++)
4142                 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
4143                         R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
4144
4145         // allocate some temporary memory for rendering this light later in the frame
4146         // reusable buffers need to be copied, static data can be used as-is
4147         rtlight->cached_numlightentities               = numlightentities;
4148         rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
4149         rtlight->cached_numshadowentities              = numshadowentities;
4150         rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
4151         rtlight->cached_numsurfaces                    = numsurfaces;
4152         rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
4153         rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
4154         rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
4155         rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
4156         if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
4157         {
4158                 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
4159                 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
4160                 rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
4161                 rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
4162                 rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
4163         }
4164         else
4165         {
4166                 // compiled light data
4167                 rtlight->cached_shadowtrispvs = shadowtrispvs;
4168                 rtlight->cached_lighttrispvs = lighttrispvs;
4169                 rtlight->cached_surfacelist = surfacelist;
4170         }
4171 }
4172
4173 static void R_Shadow_DrawLight(rtlight_t *rtlight)
4174 {
4175         int i;
4176         int numsurfaces;
4177         unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
4178         int numlightentities;
4179         int numlightentities_noselfshadow;
4180         int numshadowentities;
4181         int numshadowentities_noselfshadow;
4182         entity_render_t **lightentities;
4183         entity_render_t **lightentities_noselfshadow;
4184         entity_render_t **shadowentities;
4185         entity_render_t **shadowentities_noselfshadow;
4186         int *surfacelist;
4187         static unsigned char entitysides[MAX_EDICTS];
4188         static unsigned char entitysides_noselfshadow[MAX_EDICTS];
4189         vec3_t nearestpoint;
4190         vec_t distance;
4191         qboolean castshadows;
4192         int lodlinear;
4193
4194         // check if we cached this light this frame (meaning it is worth drawing)
4195         if (!rtlight->draw)
4196                 return;
4197
4198         numlightentities = rtlight->cached_numlightentities;
4199         numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
4200         numshadowentities = rtlight->cached_numshadowentities;
4201         numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
4202         numsurfaces = rtlight->cached_numsurfaces;
4203         lightentities = rtlight->cached_lightentities;
4204         lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
4205         shadowentities = rtlight->cached_shadowentities;
4206         shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
4207         shadowtrispvs = rtlight->cached_shadowtrispvs;
4208         lighttrispvs = rtlight->cached_lighttrispvs;
4209         surfacelist = rtlight->cached_surfacelist;
4210
4211         // set up a scissor rectangle for this light
4212         if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
4213                 return;
4214
4215         // don't let sound skip if going slow
4216         if (r_refdef.scene.extraupdate)
4217                 S_ExtraUpdate ();
4218
4219         // make this the active rtlight for rendering purposes
4220         R_Shadow_RenderMode_ActiveLight(rtlight);
4221
4222         if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
4223         {
4224                 // optionally draw visible shape of the shadow volumes
4225                 // for performance analysis by level designers
4226                 R_Shadow_RenderMode_VisibleShadowVolumes();
4227                 if (numsurfaces)
4228                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4229                 for (i = 0;i < numshadowentities;i++)
4230                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4231                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4232                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4233                 R_Shadow_RenderMode_VisibleLighting(false, false);
4234         }
4235
4236         if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
4237         {
4238                 // optionally draw the illuminated areas
4239                 // for performance analysis by level designers
4240                 R_Shadow_RenderMode_VisibleLighting(false, false);
4241                 if (numsurfaces)
4242                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4243                 for (i = 0;i < numlightentities;i++)
4244                         R_Shadow_DrawEntityLight(lightentities[i]);
4245                 for (i = 0;i < numlightentities_noselfshadow;i++)
4246                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4247         }
4248
4249         castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
4250
4251         nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
4252         nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
4253         nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
4254         distance = VectorDistance(nearestpoint, r_refdef.view.origin);
4255
4256         lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
4257         //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
4258         lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
4259
4260         if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4261         {
4262                 float borderbias;
4263                 int side;
4264                 int size;
4265                 int castermask = 0;
4266                 int receivermask = 0;
4267                 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
4268                 Matrix4x4_Abs(&radiustolight);
4269
4270                 r_shadow_shadowmaplod = 0;
4271                 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
4272                         if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
4273                                 r_shadow_shadowmaplod = i;
4274
4275                 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
4276                         
4277                 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
4278
4279                 surfacesides = NULL;
4280                 if (numsurfaces)
4281                 {
4282                         if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
4283                         {
4284                                 castermask = rtlight->static_shadowmap_casters;
4285                                 receivermask = rtlight->static_shadowmap_receivers;
4286                         }
4287                         else
4288                         {
4289                                 surfacesides = r_shadow_buffer_surfacesides;
4290                                 for(i = 0;i < numsurfaces;i++)
4291                                 {
4292                                         msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
4293                                         surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
4294                                         castermask |= surfacesides[i];
4295                                         receivermask |= surfacesides[i];
4296                                 }
4297                         }
4298                 }
4299                 if (receivermask < 0x3F) 
4300                 {
4301                         for (i = 0;i < numlightentities;i++)
4302                                 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4303                         if (receivermask < 0x3F)
4304                                 for(i = 0; i < numlightentities_noselfshadow;i++)
4305                                         receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
4306                 }
4307
4308                 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
4309
4310                 if (receivermask)
4311                 {
4312                         for (i = 0;i < numshadowentities;i++)
4313                                 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
4314                         for (i = 0;i < numshadowentities_noselfshadow;i++)
4315                                 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
4316                 }
4317
4318                 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
4319
4320                 // render shadow casters into 6 sided depth texture
4321                 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
4322                 {
4323                         R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
4324                         if (! (castermask & (1 << side))) continue;
4325                         if (numsurfaces)
4326                                 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
4327                         for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
4328                                 R_Shadow_DrawEntityShadow(shadowentities[i]);
4329                 }
4330
4331                 if (numlightentities_noselfshadow)
4332                 {
4333                         // render lighting using the depth texture as shadowmap
4334                         // draw lighting in the unmasked areas
4335                         R_Shadow_RenderMode_Lighting(false, false, true);
4336                         for (i = 0;i < numlightentities_noselfshadow;i++)
4337                                 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4338                 }
4339
4340                 // render shadow casters into 6 sided depth texture
4341                 if (numshadowentities_noselfshadow)
4342                 {
4343                         for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4344                         {
4345                                 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4346                                 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4347                                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4348                         }
4349                 }
4350
4351                 // render lighting using the depth texture as shadowmap
4352                 // draw lighting in the unmasked areas
4353                 R_Shadow_RenderMode_Lighting(false, false, true);
4354                 // draw lighting in the unmasked areas
4355                 if (numsurfaces)
4356                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4357                 for (i = 0;i < numlightentities;i++)
4358                         R_Shadow_DrawEntityLight(lightentities[i]);
4359         }
4360         else if (castshadows && vid.stencil)
4361         {
4362                 // draw stencil shadow volumes to mask off pixels that are in shadow
4363                 // so that they won't receive lighting
4364                 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4365                 R_Shadow_ClearStencil();
4366
4367                 if (numsurfaces)
4368                         R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4369                 for (i = 0;i < numshadowentities;i++)
4370                         R_Shadow_DrawEntityShadow(shadowentities[i]);
4371
4372                 // draw lighting in the unmasked areas
4373                 R_Shadow_RenderMode_Lighting(true, false, false);
4374                 for (i = 0;i < numlightentities_noselfshadow;i++)
4375                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4376
4377                 for (i = 0;i < numshadowentities_noselfshadow;i++)
4378                         R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4379
4380                 // draw lighting in the unmasked areas
4381                 R_Shadow_RenderMode_Lighting(true, false, false);
4382                 if (numsurfaces)
4383                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4384                 for (i = 0;i < numlightentities;i++)
4385                         R_Shadow_DrawEntityLight(lightentities[i]);
4386         }
4387         else
4388         {
4389                 // draw lighting in the unmasked areas
4390                 R_Shadow_RenderMode_Lighting(false, false, false);
4391                 if (numsurfaces)
4392                         R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4393                 for (i = 0;i < numlightentities;i++)
4394                         R_Shadow_DrawEntityLight(lightentities[i]);
4395                 for (i = 0;i < numlightentities_noselfshadow;i++)
4396                         R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4397         }
4398
4399         if (r_shadow_usingdeferredprepass)
4400         {
4401                 // when rendering deferred lighting, we simply rasterize the box
4402                 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4403                         R_Shadow_RenderMode_DrawDeferredLight(false, true);
4404                 else if (castshadows && vid.stencil)
4405                         R_Shadow_RenderMode_DrawDeferredLight(true, false);
4406                 else
4407                         R_Shadow_RenderMode_DrawDeferredLight(false, false);
4408         }
4409 }
4410
4411 static void R_Shadow_FreeDeferred(void)
4412 {
4413         R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4414         r_shadow_prepassgeometryfbo = 0;
4415
4416         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4417         r_shadow_prepasslightingdiffusespecularfbo = 0;
4418
4419         R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4420         r_shadow_prepasslightingdiffusefbo = 0;
4421
4422         if (r_shadow_prepassgeometrydepthbuffer)
4423                 R_FreeTexture(r_shadow_prepassgeometrydepthbuffer);
4424         r_shadow_prepassgeometrydepthbuffer = NULL;
4425
4426         if (r_shadow_prepassgeometrynormalmaptexture)
4427                 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4428         r_shadow_prepassgeometrynormalmaptexture = NULL;
4429
4430         if (r_shadow_prepasslightingdiffusetexture)
4431                 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4432         r_shadow_prepasslightingdiffusetexture = NULL;
4433
4434         if (r_shadow_prepasslightingspeculartexture)
4435                 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4436         r_shadow_prepasslightingspeculartexture = NULL;
4437 }
4438
4439 void R_Shadow_DrawPrepass(void)
4440 {
4441         int i;
4442         int flag;
4443         int lnum;
4444         size_t lightindex;
4445         dlight_t *light;
4446         size_t range;
4447         entity_render_t *ent;
4448         float clearcolor[4];
4449
4450         R_Mesh_ResetTextureState();
4451         GL_DepthMask(true);
4452         GL_ColorMask(1,1,1,1);
4453         GL_BlendFunc(GL_ONE, GL_ZERO);
4454         GL_Color(1,1,1,1);
4455         GL_DepthTest(true);
4456         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4457         Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4458         GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4459         if (r_timereport_active)
4460                 R_TimeReport("prepasscleargeom");
4461
4462         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4463                 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4464         if (r_timereport_active)
4465                 R_TimeReport("prepassworld");
4466
4467         for (i = 0;i < r_refdef.scene.numentities;i++)
4468         {
4469                 if (!r_refdef.viewcache.entityvisible[i])
4470                         continue;
4471                 ent = r_refdef.scene.entities[i];
4472                 if (ent->model && ent->model->DrawPrepass != NULL)
4473                         ent->model->DrawPrepass(ent);
4474         }
4475
4476         if (r_timereport_active)
4477                 R_TimeReport("prepassmodels");
4478
4479         GL_DepthMask(false);
4480         GL_ColorMask(1,1,1,1);
4481         GL_Color(1,1,1,1);
4482         GL_DepthTest(true);
4483         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4484         Vector4Set(clearcolor, 0, 0, 0, 0);
4485         GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4486         if (r_timereport_active)
4487                 R_TimeReport("prepassclearlit");
4488
4489         R_Shadow_RenderMode_Begin();
4490
4491         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4492         if (r_shadow_debuglight.integer >= 0)
4493         {
4494                 lightindex = r_shadow_debuglight.integer;
4495                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4496                 if (light && (light->flags & flag) && light->rtlight.draw)
4497                         R_Shadow_DrawLight(&light->rtlight);
4498         }
4499         else
4500         {
4501                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4502                 for (lightindex = 0;lightindex < range;lightindex++)
4503                 {
4504                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4505                         if (light && (light->flags & flag) && light->rtlight.draw)
4506                                 R_Shadow_DrawLight(&light->rtlight);
4507                 }
4508         }
4509         if (r_refdef.scene.rtdlight)
4510                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4511                         if (r_refdef.scene.lights[lnum]->draw)
4512                                 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4513
4514         R_Shadow_RenderMode_End();
4515
4516         if (r_timereport_active)
4517                 R_TimeReport("prepasslights");
4518 }
4519
4520 void R_Shadow_DrawLightSprites(void);
4521 void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4522 {
4523         int flag;
4524         int lnum;
4525         size_t lightindex;
4526         dlight_t *light;
4527         size_t range;
4528         float f;
4529
4530         if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4531                 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4532                 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
4533                 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
4534                 r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || 
4535                 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
4536                 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16) ||
4537                 r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
4538                 R_Shadow_FreeShadowMaps();
4539
4540         r_shadow_fb_fbo = fbo;
4541         r_shadow_fb_depthtexture = depthtexture;
4542         r_shadow_fb_colortexture = colortexture;
4543
4544         r_shadow_usingshadowmaportho = false;
4545
4546         switch (vid.renderpath)
4547         {
4548         case RENDERPATH_GL20:
4549         case RENDERPATH_D3D9:
4550         case RENDERPATH_D3D10:
4551         case RENDERPATH_D3D11:
4552         case RENDERPATH_SOFT:
4553 #ifndef USE_GLES2
4554                 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4555                 {
4556                         r_shadow_usingdeferredprepass = false;
4557                         if (r_shadow_prepass_width)
4558                                 R_Shadow_FreeDeferred();
4559                         r_shadow_prepass_width = r_shadow_prepass_height = 0;
4560                         break;
4561                 }
4562
4563                 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4564                 {
4565                         R_Shadow_FreeDeferred();
4566
4567                         r_shadow_usingdeferredprepass = true;
4568                         r_shadow_prepass_width = vid.width;
4569                         r_shadow_prepass_height = vid.height;
4570                         r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
4571                         r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4572                         r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4573                         r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4574
4575                         // set up the geometry pass fbo (depth + normalmap)
4576                         r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4577                         R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4578                         // render depth into a renderbuffer and other important properties into the normalmap texture
4579
4580                         // set up the lighting pass fbo (diffuse + specular)
4581                         r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4582                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4583                         // render diffuse into one texture and specular into another,
4584                         // with depth and normalmap bound as textures,
4585                         // with depth bound as attachment as well
4586
4587                         // set up the lighting pass fbo (diffuse)
4588                         r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4589                         R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4590                         // render diffuse into one texture,
4591                         // with depth and normalmap bound as textures,
4592                         // with depth bound as attachment as well
4593                 }
4594 #endif
4595                 break;
4596         case RENDERPATH_GL11:
4597         case RENDERPATH_GL13:
4598         case RENDERPATH_GLES1:
4599         case RENDERPATH_GLES2:
4600                 r_shadow_usingdeferredprepass = false;
4601                 break;
4602         }
4603
4604         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);
4605
4606         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4607         if (r_shadow_debuglight.integer >= 0)
4608         {
4609                 lightindex = r_shadow_debuglight.integer;
4610                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4611                 if (light)
4612                         R_Shadow_PrepareLight(&light->rtlight);
4613         }
4614         else
4615         {
4616                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4617                 for (lightindex = 0;lightindex < range;lightindex++)
4618                 {
4619                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4620                         if (light && (light->flags & flag))
4621                                 R_Shadow_PrepareLight(&light->rtlight);
4622                 }
4623         }
4624         if (r_refdef.scene.rtdlight)
4625         {
4626                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4627                         R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4628         }
4629         else if(gl_flashblend.integer)
4630         {
4631                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4632                 {
4633                         rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4634                         f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4635                         VectorScale(rtlight->color, f, rtlight->currentcolor);
4636                 }
4637         }
4638
4639         if (r_editlights.integer)
4640                 R_Shadow_DrawLightSprites();
4641 }
4642
4643 void R_Shadow_DrawLights(void)
4644 {
4645         int flag;
4646         int lnum;
4647         size_t lightindex;
4648         dlight_t *light;
4649         size_t range;
4650
4651         R_Shadow_RenderMode_Begin();
4652
4653         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4654         if (r_shadow_debuglight.integer >= 0)
4655         {
4656                 lightindex = r_shadow_debuglight.integer;
4657                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4658                 if (light)
4659                         R_Shadow_DrawLight(&light->rtlight);
4660         }
4661         else
4662         {
4663                 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4664                 for (lightindex = 0;lightindex < range;lightindex++)
4665                 {
4666                         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4667                         if (light && (light->flags & flag))
4668                                 R_Shadow_DrawLight(&light->rtlight);
4669                 }
4670         }
4671         if (r_refdef.scene.rtdlight)
4672                 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4673                         R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4674
4675         R_Shadow_RenderMode_End();
4676 }
4677
4678 void R_Shadow_PrepareModelShadows(void)
4679 {
4680         int i;
4681         float scale, size, radius, dot1, dot2;
4682         prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4683         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4684         entity_render_t *ent;
4685
4686         if (!r_refdef.scene.numentities)
4687                 return;
4688
4689         switch (r_shadow_shadowmode)
4690         {
4691         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4692                 if (r_shadows.integer >= 2) 
4693                         break;
4694                 // fall through
4695         case R_SHADOW_SHADOWMODE_STENCIL:
4696                 for (i = 0;i < r_refdef.scene.numentities;i++)
4697                 {
4698                         ent = r_refdef.scene.entities[i];
4699                         if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4700                                 R_AnimCache_GetEntity(ent, false, false);
4701                 }
4702                 return;
4703         default:
4704                 return;
4705         }
4706
4707         size = 2*r_shadow_shadowmapmaxsize;
4708         scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4709         radius = 0.5f * size / scale;
4710
4711         Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4712         VectorCopy(prvmshadowdir, shadowdir);
4713         VectorNormalize(shadowdir);
4714         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4715         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4716         if (fabs(dot1) <= fabs(dot2))
4717                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4718         else
4719                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4720         VectorNormalize(shadowforward);
4721         CrossProduct(shadowdir, shadowforward, shadowright);
4722         Math_atov(r_shadows_focus.string, prvmshadowfocus);
4723         VectorCopy(prvmshadowfocus, shadowfocus);
4724         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4725         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4726         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4727         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4728         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4729                 dot1 = 1;
4730         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4731
4732         shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4733         shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4734         shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4735         shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4736         shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4737         shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4738
4739         for (i = 0;i < r_refdef.scene.numentities;i++)
4740         {
4741                 ent = r_refdef.scene.entities[i];
4742                 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4743                         continue;
4744                 // cast shadows from anything of the map (submodels are optional)
4745                 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4746                         R_AnimCache_GetEntity(ent, false, false);
4747         }
4748 }
4749
4750 void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4751 {
4752         int i;
4753         float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4754         entity_render_t *ent;
4755         vec3_t relativelightorigin;
4756         vec3_t relativelightdirection, relativeforward, relativeright;
4757         vec3_t relativeshadowmins, relativeshadowmaxs;
4758         vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4759         prvm_vec3_t prvmshadowdir, prvmshadowfocus;
4760         float m[12];
4761         matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4762         r_viewport_t viewport;
4763         GLuint shadowfbo = 0;
4764         float clearcolor[4];
4765
4766         if (!r_refdef.scene.numentities)
4767                 return;
4768
4769         switch (r_shadow_shadowmode)
4770         {
4771         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4772                 break;
4773         default:
4774                 return;
4775         }
4776
4777         r_shadow_fb_fbo = fbo;
4778         r_shadow_fb_depthtexture = depthtexture;
4779         r_shadow_fb_colortexture = colortexture;
4780
4781         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4782         R_Shadow_RenderMode_Begin();
4783         R_Shadow_RenderMode_ActiveLight(NULL);
4784
4785         switch (r_shadow_shadowmode)
4786         {
4787         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4788                 if (!r_shadow_shadowmap2ddepthtexture)
4789                         R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4790                 shadowfbo = r_shadow_fbo2d;
4791                 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
4792                 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
4793                 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4794                 break;
4795         default:
4796                 break;
4797         }
4798
4799         size = 2*r_shadow_shadowmapmaxsize;
4800         scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4801         radius = 0.5f / scale;
4802         nearclip = -r_shadows_throwdistance.value;
4803         farclip = r_shadows_throwdistance.value;
4804         bias = (r_shadows_shadowmapbias.value < 0) ? r_shadow_shadowmapping_bias.value : r_shadows_shadowmapbias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4805
4806         r_shadow_shadowmap_parameters[0] = size;
4807         r_shadow_shadowmap_parameters[1] = size;
4808         r_shadow_shadowmap_parameters[2] = 1.0;
4809         r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4810
4811         Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4812         VectorCopy(prvmshadowdir, shadowdir);
4813         VectorNormalize(shadowdir);
4814         Math_atov(r_shadows_focus.string, prvmshadowfocus);
4815         VectorCopy(prvmshadowfocus, shadowfocus);
4816         VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4817         VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4818         VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4819         VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4820         dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4821         dot2 = DotProduct(r_refdef.view.up, shadowdir);
4822         if (fabs(dot1) <= fabs(dot2)) 
4823                 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4824         else
4825                 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4826         VectorNormalize(shadowforward);
4827         VectorM(scale, shadowforward, &m[0]);
4828         if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4829                 dot1 = 1;
4830         m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4831         CrossProduct(shadowdir, shadowforward, shadowright);
4832         VectorM(scale, shadowright, &m[4]);
4833         m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4834         VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4835         m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4836         Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4837         Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4838         R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
4839
4840         VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4841
4842         if (r_shadow_shadowmap2ddepthbuffer)
4843                 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
4844         else
4845                 R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
4846         R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
4847         GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4848         GL_DepthMask(true);
4849         GL_DepthTest(true);
4850         R_SetViewport(&viewport);
4851         GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4852         Vector4Set(clearcolor, 1,1,1,1);
4853         // in D3D9 we have to render to a color texture shadowmap
4854         // in GL we render directly to a depth texture only
4855         if (r_shadow_shadowmap2ddepthbuffer)
4856                 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4857         else
4858                 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4859         // render into a slightly restricted region so that the borders of the
4860         // shadowmap area fade away, rather than streaking across everything
4861         // outside the usable area
4862         GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4863
4864         for (i = 0;i < r_refdef.scene.numentities;i++)
4865         {
4866                 ent = r_refdef.scene.entities[i];
4867
4868                 // cast shadows from anything of the map (submodels are optional)
4869                 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4870                 {
4871                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4872                         Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4873                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4874                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4875                         Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4876                         relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4877                         relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4878                         relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4879                         relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4880                         relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4881                         relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4882                         RSurf_ActiveModelEntity(ent, false, false, false);
4883                         ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4884                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4885                 }
4886         }
4887
4888 #if 0
4889         if (r_test.integer)
4890         {
4891                 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4892                 CHECKGLERROR
4893                 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4894                 CHECKGLERROR
4895                 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4896                 Cvar_SetValueQuick(&r_test, 0);
4897                 Z_Free(rawpixels);
4898         }
4899 #endif
4900
4901         R_Shadow_RenderMode_End();
4902
4903         Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4904         Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4905         Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
4906         Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4907         Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4908         Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4909
4910         switch (vid.renderpath)
4911         {
4912         case RENDERPATH_GL11:
4913         case RENDERPATH_GL13:
4914         case RENDERPATH_GL20:
4915         case RENDERPATH_SOFT:
4916         case RENDERPATH_GLES1:
4917         case RENDERPATH_GLES2:
4918                 break;
4919         case RENDERPATH_D3D9:
4920         case RENDERPATH_D3D10:
4921         case RENDERPATH_D3D11:
4922 #ifdef OPENGL_ORIENTATION
4923                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4924                 r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
4925                 r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
4926                 r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
4927 #else
4928                 r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
4929                 r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
4930                 r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
4931                 r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
4932 #endif
4933                 break;
4934         }
4935
4936         r_shadow_usingshadowmaportho = true;
4937         switch (r_shadow_shadowmode)
4938         {
4939         case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4940                 r_shadow_usingshadowmap2d = true;
4941                 break;
4942         default:
4943                 break;
4944         }
4945 }
4946
4947 void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
4948 {
4949         int i;
4950         float relativethrowdistance;
4951         entity_render_t *ent;
4952         vec3_t relativelightorigin;
4953         vec3_t relativelightdirection;
4954         vec3_t relativeshadowmins, relativeshadowmaxs;
4955         vec3_t tmp, shadowdir;
4956         prvm_vec3_t prvmshadowdir;
4957
4958         if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4959                 return;
4960
4961         r_shadow_fb_fbo = fbo;
4962         r_shadow_fb_depthtexture = depthtexture;
4963         r_shadow_fb_colortexture = colortexture;
4964
4965         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
4966         //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4967         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4968         R_Shadow_RenderMode_Begin();
4969         R_Shadow_RenderMode_ActiveLight(NULL);
4970         r_shadow_lightscissor[0] = r_refdef.view.x;
4971         r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4972         r_shadow_lightscissor[2] = r_refdef.view.width;
4973         r_shadow_lightscissor[3] = r_refdef.view.height;
4974         R_Shadow_RenderMode_StencilShadowVolumes(false);
4975
4976         // get shadow dir
4977         if (r_shadows.integer == 2)
4978         {
4979                 Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
4980                 VectorCopy(prvmshadowdir, shadowdir);
4981                 VectorNormalize(shadowdir);
4982         }
4983
4984         R_Shadow_ClearStencil();
4985
4986         for (i = 0;i < r_refdef.scene.numentities;i++)
4987         {
4988                 ent = r_refdef.scene.entities[i];
4989
4990                 // cast shadows from anything of the map (submodels are optional)
4991                 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4992                 {
4993                         relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4994                         VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4995                         VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4996                         if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4997                                 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4998                         else
4999                         {
5000                                 if(ent->entitynumber != 0)
5001                                 {
5002                                         if(ent->entitynumber >= MAX_EDICTS) // csqc entity
5003                                         {
5004                                                 // FIXME handle this
5005                                                 VectorNegate(ent->modellight_lightdir, relativelightdirection);
5006                                         }
5007                                         else
5008                                         {
5009                                                 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
5010                                                 int entnum, entnum2, recursion;
5011                                                 entnum = entnum2 = ent->entitynumber;
5012                                                 for(recursion = 32; recursion > 0; --recursion)
5013                                                 {
5014                                                         entnum2 = cl.entities[entnum].state_current.tagentity;
5015                                                         if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
5016                                                                 entnum = entnum2;
5017                                                         else
5018                                                                 break;
5019                                                 }
5020                                                 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
5021                                                 {
5022                                                         VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
5023                                                         // transform into modelspace of OUR entity
5024                                                         Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
5025                                                         Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
5026                                                 }
5027                                                 else
5028                                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5029                                         }
5030                                 }
5031                                 else
5032                                         VectorNegate(ent->modellight_lightdir, relativelightdirection);
5033                         }
5034
5035                         VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
5036                         RSurf_ActiveModelEntity(ent, false, false, false);
5037                         ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
5038                         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5039                 }
5040         }
5041
5042         // not really the right mode, but this will disable any silly stencil features
5043         R_Shadow_RenderMode_End();
5044
5045         // set up ortho view for rendering this pass
5046         //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5047         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5048         //GL_ScissorTest(true);
5049         //R_EntityMatrix(&identitymatrix);
5050         //R_Mesh_ResetTextureState();
5051         R_ResetViewRendering2D(fbo, depthtexture, colortexture);
5052
5053         // set up a darkening blend on shadowed areas
5054         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5055         //GL_DepthRange(0, 1);
5056         //GL_DepthTest(false);
5057         //GL_DepthMask(false);
5058         //GL_PolygonOffset(0, 0);CHECKGLERROR
5059         GL_Color(0, 0, 0, r_shadows_darken.value);
5060         //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5061         //GL_DepthFunc(GL_ALWAYS);
5062         R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
5063
5064         // apply the blend to the shadowed areas
5065         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
5066         R_SetupShader_Generic_NoTexture(false, true);
5067         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5068
5069         // restore the viewport
5070         R_SetViewport(&r_refdef.view.viewport);
5071
5072         // restore other state to normal
5073         //R_Shadow_RenderMode_End();
5074 }
5075
5076 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
5077 {
5078         float zdist;
5079         vec3_t centerorigin;
5080         float vertex3f[12];
5081         // if it's too close, skip it
5082         if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
5083                 return;
5084         zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
5085         if (zdist < 32)
5086                 return;
5087         if (usequery && r_numqueries + 2 <= r_maxqueries)
5088         {
5089                 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
5090                 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
5091                 // 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
5092                 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
5093
5094                 switch(vid.renderpath)
5095                 {
5096                 case RENDERPATH_GL11:
5097                 case RENDERPATH_GL13:
5098                 case RENDERPATH_GL20:
5099                 case RENDERPATH_GLES1:
5100                 case RENDERPATH_GLES2:
5101 #ifdef GL_SAMPLES_PASSED_ARB
5102                         CHECKGLERROR
5103                         // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
5104                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
5105                         GL_DepthFunc(GL_ALWAYS);
5106                         R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5107                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5108                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5109                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5110                         GL_DepthFunc(GL_LEQUAL);
5111                         qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
5112                         R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5113                         R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
5114                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5115                         qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
5116                         CHECKGLERROR
5117 #endif
5118                         break;
5119                 case RENDERPATH_D3D9:
5120                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5121                         break;
5122                 case RENDERPATH_D3D10:
5123                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5124                         break;
5125                 case RENDERPATH_D3D11:
5126                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5127                         break;
5128                 case RENDERPATH_SOFT:
5129                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5130                         break;
5131                 }
5132         }
5133         rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
5134 }
5135
5136 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5137
5138 static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
5139 {
5140         vec3_t color;
5141         GLint allpixels = 0, visiblepixels = 0;
5142         // now we have to check the query result
5143         if (rtlight->corona_queryindex_visiblepixels)
5144         {
5145                 switch(vid.renderpath)
5146                 {
5147                 case RENDERPATH_GL11:
5148                 case RENDERPATH_GL13:
5149                 case RENDERPATH_GL20:
5150                 case RENDERPATH_GLES1:
5151                 case RENDERPATH_GLES2:
5152 #ifdef GL_SAMPLES_PASSED_ARB
5153                         CHECKGLERROR
5154                         qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
5155                         qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
5156                         CHECKGLERROR
5157 #endif
5158                         break;
5159                 case RENDERPATH_D3D9:
5160                         Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5161                         break;
5162                 case RENDERPATH_D3D10:
5163                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5164                         break;
5165                 case RENDERPATH_D3D11:
5166                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5167                         break;
5168                 case RENDERPATH_SOFT:
5169                         //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5170                         break;
5171                 }
5172                 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
5173                 if (visiblepixels < 1 || allpixels < 1)
5174                         return;
5175                 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
5176                 cscale *= rtlight->corona_visibility;
5177         }
5178         else
5179         {
5180                 // FIXME: these traces should scan all render entities instead of cl.world
5181                 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
5182                         return;
5183         }
5184         VectorScale(rtlight->currentcolor, cscale, color);
5185         if (VectorLength(color) > (1.0f / 256.0f))
5186         {
5187                 float vertex3f[12];
5188                 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
5189                 if(negated)
5190                 {
5191                         VectorNegate(color, color);
5192                         GL_BlendEquationSubtract(true);
5193                 }
5194                 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
5195                 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);
5196                 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST, 0, 4, 0, 2, false, false);
5197                 if(negated)
5198                         GL_BlendEquationSubtract(false);
5199         }
5200 }
5201
5202 void R_Shadow_DrawCoronas(void)
5203 {
5204         int i, flag;
5205         qboolean usequery = false;
5206         size_t lightindex;
5207         dlight_t *light;
5208         rtlight_t *rtlight;
5209         size_t range;
5210         if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
5211                 return;
5212         if (r_fb.water.renderingscene)
5213                 return;
5214         flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
5215         R_EntityMatrix(&identitymatrix);
5216
5217         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5218
5219         // check occlusion of coronas
5220         // use GL_ARB_occlusion_query if available
5221         // otherwise use raytraces
5222         r_numqueries = 0;
5223         switch (vid.renderpath)
5224         {
5225         case RENDERPATH_GL11:
5226         case RENDERPATH_GL13:
5227         case RENDERPATH_GL20:
5228         case RENDERPATH_GLES1:
5229         case RENDERPATH_GLES2:
5230                 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
5231 #ifdef GL_SAMPLES_PASSED_ARB
5232                 if (usequery)
5233                 {
5234                         GL_ColorMask(0,0,0,0);
5235                         if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
5236                         if (r_maxqueries < MAX_OCCLUSION_QUERIES)
5237                         {
5238                                 i = r_maxqueries;
5239                                 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
5240                                 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
5241                                 CHECKGLERROR
5242                                 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
5243                                 CHECKGLERROR
5244                         }
5245                         RSurf_ActiveWorldEntity();
5246                         GL_BlendFunc(GL_ONE, GL_ZERO);
5247                         GL_CullFace(GL_NONE);
5248                         GL_DepthMask(false);
5249                         GL_DepthRange(0, 1);
5250                         GL_PolygonOffset(0, 0);
5251                         GL_DepthTest(true);
5252                         R_Mesh_ResetTextureState();
5253                         R_SetupShader_Generic_NoTexture(false, false);
5254                 }
5255 #endif
5256                 break;
5257         case RENDERPATH_D3D9:
5258                 usequery = false;
5259                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5260                 break;
5261         case RENDERPATH_D3D10:
5262                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5263                 break;
5264         case RENDERPATH_D3D11:
5265                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5266                 break;
5267         case RENDERPATH_SOFT:
5268                 usequery = false;
5269                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5270                 break;
5271         }
5272         for (lightindex = 0;lightindex < range;lightindex++)
5273         {
5274                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5275                 if (!light)
5276                         continue;
5277                 rtlight = &light->rtlight;
5278                 rtlight->corona_visibility = 0;
5279                 rtlight->corona_queryindex_visiblepixels = 0;
5280                 rtlight->corona_queryindex_allpixels = 0;
5281                 if (!(rtlight->flags & flag))
5282                         continue;
5283                 if (rtlight->corona <= 0)
5284                         continue;
5285                 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5286                         continue;
5287                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5288         }
5289         for (i = 0;i < r_refdef.scene.numlights;i++)
5290         {
5291                 rtlight = r_refdef.scene.lights[i];
5292                 rtlight->corona_visibility = 0;
5293                 rtlight->corona_queryindex_visiblepixels = 0;
5294                 rtlight->corona_queryindex_allpixels = 0;
5295                 if (!(rtlight->flags & flag))
5296                         continue;
5297                 if (rtlight->corona <= 0)
5298                         continue;
5299                 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5300         }
5301         if (usequery)
5302                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5303
5304         // now draw the coronas using the query data for intensity info
5305         for (lightindex = 0;lightindex < range;lightindex++)
5306         {
5307                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5308                 if (!light)
5309                         continue;
5310                 rtlight = &light->rtlight;
5311                 if (rtlight->corona_visibility <= 0)
5312                         continue;
5313                 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5314         }
5315         for (i = 0;i < r_refdef.scene.numlights;i++)
5316         {
5317                 rtlight = r_refdef.scene.lights[i];
5318                 if (rtlight->corona_visibility <= 0)
5319                         continue;
5320                 if (gl_flashblend.integer)
5321                         R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5322                 else
5323                         R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5324         }
5325 }
5326
5327
5328
5329 static dlight_t *R_Shadow_NewWorldLight(void)
5330 {
5331         return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5332 }
5333
5334 static 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)
5335 {
5336         matrix4x4_t matrix;
5337         // validate parameters
5338         if (style < 0 || style >= MAX_LIGHTSTYLES)
5339         {
5340                 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5341                 style = 0;
5342         }
5343         if (!cubemapname)
5344                 cubemapname = "";
5345
5346         // copy to light properties
5347         VectorCopy(origin, light->origin);
5348         light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5349         light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5350         light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5351         /*
5352         light->color[0] = max(color[0], 0);
5353         light->color[1] = max(color[1], 0);
5354         light->color[2] = max(color[2], 0);
5355         */
5356         light->color[0] = color[0];
5357         light->color[1] = color[1];
5358         light->color[2] = color[2];
5359         light->radius = max(radius, 0);
5360         light->style = style;
5361         light->shadow = shadowenable;
5362         light->corona = corona;
5363         strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5364         light->coronasizescale = coronasizescale;
5365         light->ambientscale = ambientscale;
5366         light->diffusescale = diffusescale;
5367         light->specularscale = specularscale;
5368         light->flags = flags;
5369
5370         // update renderable light data
5371         Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5372         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);
5373 }
5374
5375 static void R_Shadow_FreeWorldLight(dlight_t *light)
5376 {
5377         if (r_shadow_selectedlight == light)
5378                 r_shadow_selectedlight = NULL;
5379         R_RTLight_Uncompile(&light->rtlight);
5380         Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5381 }
5382
5383 void R_Shadow_ClearWorldLights(void)
5384 {
5385         size_t lightindex;
5386         dlight_t *light;
5387         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5388         for (lightindex = 0;lightindex < range;lightindex++)
5389         {
5390                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5391                 if (light)
5392                         R_Shadow_FreeWorldLight(light);
5393         }
5394         r_shadow_selectedlight = NULL;
5395 }
5396
5397 static void R_Shadow_SelectLight(dlight_t *light)
5398 {
5399         if (r_shadow_selectedlight)
5400                 r_shadow_selectedlight->selected = false;
5401         r_shadow_selectedlight = light;
5402         if (r_shadow_selectedlight)
5403                 r_shadow_selectedlight->selected = true;
5404 }
5405
5406 static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5407 {
5408         // this is never batched (there can be only one)
5409         float vertex3f[12];
5410         R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5411         RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5412         R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5413 }
5414
5415 static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5416 {
5417         float intensity;
5418         float s;
5419         vec3_t spritecolor;
5420         skinframe_t *skinframe;
5421         float vertex3f[12];
5422
5423         // this is never batched (due to the ent parameter changing every time)
5424         // so numsurfaces == 1 and surfacelist[0] == lightnumber
5425         const dlight_t *light = (dlight_t *)ent;
5426         s = EDLIGHTSPRSIZE;
5427
5428         R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5429
5430         intensity = 0.5f;
5431         VectorScale(light->color, intensity, spritecolor);
5432         if (VectorLength(spritecolor) < 0.1732f)
5433                 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5434         if (VectorLength(spritecolor) > 1.0f)
5435                 VectorNormalize(spritecolor);
5436
5437         // draw light sprite
5438         if (light->cubemapname[0] && !light->shadow)
5439                 skinframe = r_editlights_sprcubemapnoshadowlight;
5440         else if (light->cubemapname[0])
5441                 skinframe = r_editlights_sprcubemaplight;
5442         else if (!light->shadow)
5443                 skinframe = r_editlights_sprnoshadowlight;
5444         else
5445                 skinframe = r_editlights_sprlight;
5446
5447         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);
5448         R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5449
5450         // draw selection sprite if light is selected
5451         if (light->selected)
5452         {
5453                 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5454                 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5455                 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5456         }
5457 }
5458
5459 void R_Shadow_DrawLightSprites(void)
5460 {
5461         size_t lightindex;
5462         dlight_t *light;
5463         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5464         for (lightindex = 0;lightindex < range;lightindex++)
5465         {
5466                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5467                 if (light)
5468                         R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5469         }
5470         if (!r_editlights_lockcursor)
5471                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5472 }
5473
5474 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5475 {
5476         unsigned int range;
5477         dlight_t *light;
5478         rtlight_t *rtlight;
5479         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5480         if (lightindex >= range)
5481                 return -1;
5482         light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5483         if (!light)
5484                 return 0;
5485         rtlight = &light->rtlight;
5486         //if (!(rtlight->flags & flag))
5487         //      return 0;
5488         VectorCopy(rtlight->shadoworigin, origin);
5489         *radius = rtlight->radius;
5490         VectorCopy(rtlight->color, color);
5491         return 1;
5492 }
5493
5494 static void R_Shadow_SelectLightInView(void)
5495 {
5496         float bestrating, rating, temp[3];
5497         dlight_t *best;
5498         size_t lightindex;
5499         dlight_t *light;
5500         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5501         best = NULL;
5502         bestrating = 0;
5503
5504         if (r_editlights_lockcursor)
5505                 return;
5506         for (lightindex = 0;lightindex < range;lightindex++)
5507         {
5508                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5509                 if (!light)
5510                         continue;
5511                 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5512                 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5513                 if (rating >= 0.95)
5514                 {
5515                         rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5516                         if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5517                         {
5518                                 bestrating = rating;
5519                                 best = light;
5520                         }
5521                 }
5522         }
5523         R_Shadow_SelectLight(best);
5524 }
5525
5526 void R_Shadow_LoadWorldLights(void)
5527 {
5528         int n, a, style, shadow, flags;
5529         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5530         float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5531         if (cl.worldmodel == NULL)
5532         {
5533                 Con_Print("No map loaded.\n");
5534                 return;
5535         }
5536         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5537         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5538         if (lightsstring)
5539         {
5540                 s = lightsstring;
5541                 n = 0;
5542                 while (*s)
5543                 {
5544                         /*
5545                         t = s;
5546                         shadow = true;
5547                         for (;COM_Parse(t, true) && strcmp(
5548                         if (COM_Parse(t, true))
5549                         {
5550                                 if (com_token[0] == '!')
5551                                 {
5552                                         shadow = false;
5553                                         origin[0] = atof(com_token+1);
5554                                 }
5555                                 else
5556                                         origin[0] = atof(com_token);
5557                                 if (Com_Parse(t
5558                         }
5559                         */
5560                         t = s;
5561                         while (*s && *s != '\n' && *s != '\r')
5562                                 s++;
5563                         if (!*s)
5564                                 break;
5565                         tempchar = *s;
5566                         shadow = true;
5567                         // check for modifier flags
5568                         if (*t == '!')
5569                         {
5570                                 shadow = false;
5571                                 t++;
5572                         }
5573                         *s = 0;
5574 #if _MSC_VER >= 1400
5575 #define sscanf sscanf_s
5576 #endif
5577                         cubemapname[sizeof(cubemapname)-1] = 0;
5578 #if MAX_QPATH != 128
5579 #error update this code if MAX_QPATH changes
5580 #endif
5581                         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
5582 #if _MSC_VER >= 1400
5583 , sizeof(cubemapname)
5584 #endif
5585 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5586                         *s = tempchar;
5587                         if (a < 18)
5588                                 flags = LIGHTFLAG_REALTIMEMODE;
5589                         if (a < 17)
5590                                 specularscale = 1;
5591                         if (a < 16)
5592                                 diffusescale = 1;
5593                         if (a < 15)
5594                                 ambientscale = 0;
5595                         if (a < 14)
5596                                 coronasizescale = 0.25f;
5597                         if (a < 13)
5598                                 VectorClear(angles);
5599                         if (a < 10)
5600                                 corona = 0;
5601                         if (a < 9 || !strcmp(cubemapname, "\"\""))
5602                                 cubemapname[0] = 0;
5603                         // remove quotes on cubemapname
5604                         if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5605                         {
5606                                 size_t namelen;
5607                                 namelen = strlen(cubemapname) - 2;
5608                                 memmove(cubemapname, cubemapname + 1, namelen);
5609                                 cubemapname[namelen] = '\0';
5610                         }
5611                         if (a < 8)
5612                         {
5613                                 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);
5614                                 break;
5615                         }
5616                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5617                         if (*s == '\r')
5618                                 s++;
5619                         if (*s == '\n')
5620                                 s++;
5621                         n++;
5622                 }
5623                 if (*s)
5624                         Con_Printf("invalid rtlights file \"%s\"\n", name);
5625                 Mem_Free(lightsstring);
5626         }
5627 }
5628
5629 void R_Shadow_SaveWorldLights(void)
5630 {
5631         size_t lightindex;
5632         dlight_t *light;
5633         size_t bufchars, bufmaxchars;
5634         char *buf, *oldbuf;
5635         char name[MAX_QPATH];
5636         char line[MAX_INPUTLINE];
5637         size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5638         // I hate lines which are 3 times my screen size :( --blub
5639         if (!range)
5640                 return;
5641         if (cl.worldmodel == NULL)
5642         {
5643                 Con_Print("No map loaded.\n");
5644                 return;
5645         }
5646         dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5647         bufchars = bufmaxchars = 0;
5648         buf = NULL;
5649         for (lightindex = 0;lightindex < range;lightindex++)
5650         {
5651                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5652                 if (!light)
5653                         continue;
5654                 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5655                         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);
5656                 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5657                         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]);
5658                 else
5659                         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);
5660                 if (bufchars + strlen(line) > bufmaxchars)
5661                 {
5662                         bufmaxchars = bufchars + strlen(line) + 2048;
5663                         oldbuf = buf;
5664                         buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5665                         if (oldbuf)
5666                         {
5667                                 if (bufchars)
5668                                         memcpy(buf, oldbuf, bufchars);
5669                                 Mem_Free(oldbuf);
5670                         }
5671                 }
5672                 if (strlen(line))
5673                 {
5674                         memcpy(buf + bufchars, line, strlen(line));
5675                         bufchars += strlen(line);
5676                 }
5677         }
5678         if (bufchars)
5679                 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5680         if (buf)
5681                 Mem_Free(buf);
5682 }
5683
5684 void R_Shadow_LoadLightsFile(void)
5685 {
5686         int n, a, style;
5687         char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5688         float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5689         if (cl.worldmodel == NULL)
5690         {
5691                 Con_Print("No map loaded.\n");
5692                 return;
5693         }
5694         dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5695         lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5696         if (lightsstring)
5697         {
5698                 s = lightsstring;
5699                 n = 0;
5700                 while (*s)
5701                 {
5702                         t = s;
5703                         while (*s && *s != '\n' && *s != '\r')
5704                                 s++;
5705                         if (!*s)
5706                                 break;
5707                         tempchar = *s;
5708                         *s = 0;
5709                         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);
5710                         *s = tempchar;
5711                         if (a < 14)
5712                         {
5713                                 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);
5714                                 break;
5715                         }
5716                         radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5717                         radius = bound(15, radius, 4096);
5718                         VectorScale(color, (2.0f / (8388608.0f)), color);
5719                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5720                         if (*s == '\r')
5721                                 s++;
5722                         if (*s == '\n')
5723                                 s++;
5724                         n++;
5725                 }
5726                 if (*s)
5727                         Con_Printf("invalid lights file \"%s\"\n", name);
5728                 Mem_Free(lightsstring);
5729         }
5730 }
5731
5732 // tyrlite/hmap2 light types in the delay field
5733 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5734
5735 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5736 {
5737         int entnum;
5738         int style;
5739         int islight;
5740         int skin;
5741         int pflags;
5742         //int effects;
5743         int type;
5744         int n;
5745         char *entfiledata;
5746         const char *data;
5747         float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5748         char key[256], value[MAX_INPUTLINE];
5749         char vabuf[1024];
5750
5751         if (cl.worldmodel == NULL)
5752         {
5753                 Con_Print("No map loaded.\n");
5754                 return;
5755         }
5756         // try to load a .ent file first
5757         dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5758         data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5759         // and if that is not found, fall back to the bsp file entity string
5760         if (!data)
5761                 data = cl.worldmodel->brush.entities;
5762         if (!data)
5763                 return;
5764         for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++)
5765         {
5766                 type = LIGHTTYPE_MINUSX;
5767                 origin[0] = origin[1] = origin[2] = 0;
5768                 originhack[0] = originhack[1] = originhack[2] = 0;
5769                 angles[0] = angles[1] = angles[2] = 0;
5770                 color[0] = color[1] = color[2] = 1;
5771                 light[0] = light[1] = light[2] = 1;light[3] = 300;
5772                 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5773                 fadescale = 1;
5774                 lightscale = 1;
5775                 style = 0;
5776                 skin = 0;
5777                 pflags = 0;
5778                 //effects = 0;
5779                 islight = false;
5780                 while (1)
5781                 {
5782                         if (!COM_ParseToken_Simple(&data, false, false, true))
5783                                 break; // error
5784                         if (com_token[0] == '}')
5785                                 break; // end of entity
5786                         if (com_token[0] == '_')
5787                                 strlcpy(key, com_token + 1, sizeof(key));
5788                         else
5789                                 strlcpy(key, com_token, sizeof(key));
5790                         while (key[strlen(key)-1] == ' ') // remove trailing spaces
5791                                 key[strlen(key)-1] = 0;
5792                         if (!COM_ParseToken_Simple(&data, false, false, true))
5793                                 break; // error
5794                         strlcpy(value, com_token, sizeof(value));
5795
5796                         // now that we have the key pair worked out...
5797                         if (!strcmp("light", key))
5798                         {
5799                                 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5800                                 if (n == 1)
5801                                 {
5802                                         // quake
5803                                         light[0] = vec[0] * (1.0f / 256.0f);
5804                                         light[1] = vec[0] * (1.0f / 256.0f);
5805                                         light[2] = vec[0] * (1.0f / 256.0f);
5806                                         light[3] = vec[0];
5807                                 }
5808                                 else if (n == 4)
5809                                 {
5810                                         // halflife
5811                                         light[0] = vec[0] * (1.0f / 255.0f);
5812                                         light[1] = vec[1] * (1.0f / 255.0f);
5813                                         light[2] = vec[2] * (1.0f / 255.0f);
5814                                         light[3] = vec[3];
5815                                 }
5816                         }
5817                         else if (!strcmp("delay", key))
5818                                 type = atoi(value);
5819                         else if (!strcmp("origin", key))
5820                                 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5821                         else if (!strcmp("angle", key))
5822                                 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5823                         else if (!strcmp("angles", key))
5824                                 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5825                         else if (!strcmp("color", key))
5826                                 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5827                         else if (!strcmp("wait", key))
5828                                 fadescale = atof(value);
5829                         else if (!strcmp("classname", key))
5830                         {
5831                                 if (!strncmp(value, "light", 5))
5832                                 {
5833                                         islight = true;
5834                                         if (!strcmp(value, "light_fluoro"))
5835                                         {
5836                                                 originhack[0] = 0;
5837                                                 originhack[1] = 0;
5838                                                 originhack[2] = 0;
5839                                                 overridecolor[0] = 1;
5840                                                 overridecolor[1] = 1;
5841                                                 overridecolor[2] = 1;
5842                                         }
5843                                         if (!strcmp(value, "light_fluorospark"))
5844                                         {
5845                                                 originhack[0] = 0;
5846                                                 originhack[1] = 0;
5847                                                 originhack[2] = 0;
5848                                                 overridecolor[0] = 1;
5849                                                 overridecolor[1] = 1;
5850                                                 overridecolor[2] = 1;
5851                                         }
5852                                         if (!strcmp(value, "light_globe"))
5853                                         {
5854                                                 originhack[0] = 0;
5855                                                 originhack[1] = 0;
5856                                                 originhack[2] = 0;
5857                                                 overridecolor[0] = 1;
5858                                                 overridecolor[1] = 0.8;
5859                                                 overridecolor[2] = 0.4;
5860                                         }
5861                                         if (!strcmp(value, "light_flame_large_yellow"))
5862                                         {
5863                                                 originhack[0] = 0;
5864                                                 originhack[1] = 0;
5865                                                 originhack[2] = 0;
5866                                                 overridecolor[0] = 1;
5867                                                 overridecolor[1] = 0.5;
5868                                                 overridecolor[2] = 0.1;
5869                                         }
5870                                         if (!strcmp(value, "light_flame_small_yellow"))
5871                                         {
5872                                                 originhack[0] = 0;
5873                                                 originhack[1] = 0;
5874                                                 originhack[2] = 0;
5875                                                 overridecolor[0] = 1;
5876                                                 overridecolor[1] = 0.5;
5877                                                 overridecolor[2] = 0.1;
5878                                         }
5879                                         if (!strcmp(value, "light_torch_small_white"))
5880                                         {
5881                                                 originhack[0] = 0;
5882                                                 originhack[1] = 0;
5883                                                 originhack[2] = 0;
5884                                                 overridecolor[0] = 1;
5885                                                 overridecolor[1] = 0.5;
5886                                                 overridecolor[2] = 0.1;
5887                                         }
5888                                         if (!strcmp(value, "light_torch_small_walltorch"))
5889                                         {
5890                                                 originhack[0] = 0;
5891                                                 originhack[1] = 0;
5892                                                 originhack[2] = 0;
5893                                                 overridecolor[0] = 1;
5894                                                 overridecolor[1] = 0.5;
5895                                                 overridecolor[2] = 0.1;
5896                                         }
5897                                 }
5898                         }
5899                         else if (!strcmp("style", key))
5900                                 style = atoi(value);
5901                         else if (!strcmp("skin", key))
5902                                 skin = (int)atof(value);
5903                         else if (!strcmp("pflags", key))
5904                                 pflags = (int)atof(value);
5905                         //else if (!strcmp("effects", key))
5906                         //      effects = (int)atof(value);
5907                         else if (cl.worldmodel->type == mod_brushq3)
5908                         {
5909                                 if (!strcmp("scale", key))
5910                                         lightscale = atof(value);
5911                                 if (!strcmp("fade", key))
5912                                         fadescale = atof(value);
5913                         }
5914                 }
5915                 if (!islight)
5916                         continue;
5917                 if (lightscale <= 0)
5918                         lightscale = 1;
5919                 if (fadescale <= 0)
5920                         fadescale = 1;
5921                 if (color[0] == color[1] && color[0] == color[2])
5922                 {
5923                         color[0] *= overridecolor[0];
5924                         color[1] *= overridecolor[1];
5925                         color[2] *= overridecolor[2];
5926                 }
5927                 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5928                 color[0] = color[0] * light[0];
5929                 color[1] = color[1] * light[1];
5930                 color[2] = color[2] * light[2];
5931                 switch (type)
5932                 {
5933                 case LIGHTTYPE_MINUSX:
5934                         break;
5935                 case LIGHTTYPE_RECIPX:
5936                         radius *= 2;
5937                         VectorScale(color, (1.0f / 16.0f), color);
5938                         break;
5939                 case LIGHTTYPE_RECIPXX:
5940                         radius *= 2;
5941                         VectorScale(color, (1.0f / 16.0f), color);
5942                         break;
5943                 default:
5944                 case LIGHTTYPE_NONE:
5945                         break;
5946                 case LIGHTTYPE_SUN:
5947                         break;
5948                 case LIGHTTYPE_MINUSXX:
5949                         break;
5950                 }
5951                 VectorAdd(origin, originhack, origin);
5952                 if (radius >= 1)
5953                         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5954         }
5955         if (entfiledata)
5956                 Mem_Free(entfiledata);
5957 }
5958
5959
5960 static void R_Shadow_SetCursorLocationForView(void)
5961 {
5962         vec_t dist, push;
5963         vec3_t dest, endpos;
5964         trace_t trace;
5965         VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5966         trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5967         if (trace.fraction < 1)
5968         {
5969                 dist = trace.fraction * r_editlights_cursordistance.value;
5970                 push = r_editlights_cursorpushback.value;
5971                 if (push > dist)
5972                         push = dist;
5973                 push = -push;
5974                 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5975                 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5976         }
5977         else
5978         {
5979                 VectorClear( endpos );
5980         }
5981         r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5982         r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5983         r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5984 }
5985
5986 void R_Shadow_UpdateWorldLightSelection(void)
5987 {
5988         if (r_editlights.integer)
5989         {
5990                 R_Shadow_SetCursorLocationForView();
5991                 R_Shadow_SelectLightInView();
5992         }
5993         else
5994                 R_Shadow_SelectLight(NULL);
5995 }
5996
5997 static void R_Shadow_EditLights_Clear_f(void)
5998 {
5999         R_Shadow_ClearWorldLights();
6000 }
6001
6002 void R_Shadow_EditLights_Reload_f(void)
6003 {
6004         if (!cl.worldmodel)
6005                 return;
6006         strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
6007         R_Shadow_ClearWorldLights();
6008         R_Shadow_LoadWorldLights();
6009         if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6010         {
6011                 R_Shadow_LoadLightsFile();
6012                 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
6013                         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6014         }
6015 }
6016
6017 static void R_Shadow_EditLights_Save_f(void)
6018 {
6019         if (!cl.worldmodel)
6020                 return;
6021         R_Shadow_SaveWorldLights();
6022 }
6023
6024 static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
6025 {
6026         R_Shadow_ClearWorldLights();
6027         R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
6028 }
6029
6030 static void R_Shadow_EditLights_ImportLightsFile_f(void)
6031 {
6032         R_Shadow_ClearWorldLights();
6033         R_Shadow_LoadLightsFile();
6034 }
6035
6036 static void R_Shadow_EditLights_Spawn_f(void)
6037 {
6038         vec3_t color;
6039         if (!r_editlights.integer)
6040         {
6041                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6042                 return;
6043         }
6044         if (Cmd_Argc() != 1)
6045         {
6046                 Con_Print("r_editlights_spawn does not take parameters\n");
6047                 return;
6048         }
6049         color[0] = color[1] = color[2] = 1;
6050         R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
6051 }
6052
6053 static void R_Shadow_EditLights_Edit_f(void)
6054 {
6055         vec3_t origin, angles, color;
6056         vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
6057         int style, shadows, flags, normalmode, realtimemode;
6058         char cubemapname[MAX_INPUTLINE];
6059         if (!r_editlights.integer)
6060         {
6061                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6062                 return;
6063         }
6064         if (!r_shadow_selectedlight)
6065         {
6066                 Con_Print("No selected light.\n");
6067                 return;
6068         }
6069         VectorCopy(r_shadow_selectedlight->origin, origin);
6070         VectorCopy(r_shadow_selectedlight->angles, angles);
6071         VectorCopy(r_shadow_selectedlight->color, color);
6072         radius = r_shadow_selectedlight->radius;
6073         style = r_shadow_selectedlight->style;
6074         if (r_shadow_selectedlight->cubemapname)
6075                 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
6076         else
6077                 cubemapname[0] = 0;
6078         shadows = r_shadow_selectedlight->shadow;
6079         corona = r_shadow_selectedlight->corona;
6080         coronasizescale = r_shadow_selectedlight->coronasizescale;
6081         ambientscale = r_shadow_selectedlight->ambientscale;
6082         diffusescale = r_shadow_selectedlight->diffusescale;
6083         specularscale = r_shadow_selectedlight->specularscale;
6084         flags = r_shadow_selectedlight->flags;
6085         normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
6086         realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
6087         if (!strcmp(Cmd_Argv(1), "origin"))
6088         {
6089                 if (Cmd_Argc() != 5)
6090                 {
6091                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6092                         return;
6093                 }
6094                 origin[0] = atof(Cmd_Argv(2));
6095                 origin[1] = atof(Cmd_Argv(3));
6096                 origin[2] = atof(Cmd_Argv(4));
6097         }
6098         else if (!strcmp(Cmd_Argv(1), "originscale"))
6099         {
6100                 if (Cmd_Argc() != 5)
6101                 {
6102                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6103                         return;
6104                 }
6105                 origin[0] *= atof(Cmd_Argv(2));
6106                 origin[1] *= atof(Cmd_Argv(3));
6107                 origin[2] *= atof(Cmd_Argv(4));
6108         }
6109         else if (!strcmp(Cmd_Argv(1), "originx"))
6110         {
6111                 if (Cmd_Argc() != 3)
6112                 {
6113                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6114                         return;
6115                 }
6116                 origin[0] = atof(Cmd_Argv(2));
6117         }
6118         else if (!strcmp(Cmd_Argv(1), "originy"))
6119         {
6120                 if (Cmd_Argc() != 3)
6121                 {
6122                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6123                         return;
6124                 }
6125                 origin[1] = atof(Cmd_Argv(2));
6126         }
6127         else if (!strcmp(Cmd_Argv(1), "originz"))
6128         {
6129                 if (Cmd_Argc() != 3)
6130                 {
6131                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6132                         return;
6133                 }
6134                 origin[2] = atof(Cmd_Argv(2));
6135         }
6136         else if (!strcmp(Cmd_Argv(1), "move"))
6137         {
6138                 if (Cmd_Argc() != 5)
6139                 {
6140                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6141                         return;
6142                 }
6143                 origin[0] += atof(Cmd_Argv(2));
6144                 origin[1] += atof(Cmd_Argv(3));
6145                 origin[2] += atof(Cmd_Argv(4));
6146         }
6147         else if (!strcmp(Cmd_Argv(1), "movex"))
6148         {
6149                 if (Cmd_Argc() != 3)
6150                 {
6151                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6152                         return;
6153                 }
6154                 origin[0] += atof(Cmd_Argv(2));
6155         }
6156         else if (!strcmp(Cmd_Argv(1), "movey"))
6157         {
6158                 if (Cmd_Argc() != 3)
6159                 {
6160                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6161                         return;
6162                 }
6163                 origin[1] += atof(Cmd_Argv(2));
6164         }
6165         else if (!strcmp(Cmd_Argv(1), "movez"))
6166         {
6167                 if (Cmd_Argc() != 3)
6168                 {
6169                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6170                         return;
6171                 }
6172                 origin[2] += atof(Cmd_Argv(2));
6173         }
6174         else if (!strcmp(Cmd_Argv(1), "angles"))
6175         {
6176                 if (Cmd_Argc() != 5)
6177                 {
6178                         Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
6179                         return;
6180                 }
6181                 angles[0] = atof(Cmd_Argv(2));
6182                 angles[1] = atof(Cmd_Argv(3));
6183                 angles[2] = atof(Cmd_Argv(4));
6184         }
6185         else if (!strcmp(Cmd_Argv(1), "anglesx"))
6186         {
6187                 if (Cmd_Argc() != 3)
6188                 {
6189                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6190                         return;
6191                 }
6192                 angles[0] = atof(Cmd_Argv(2));
6193         }
6194         else if (!strcmp(Cmd_Argv(1), "anglesy"))
6195         {
6196                 if (Cmd_Argc() != 3)
6197                 {
6198                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6199                         return;
6200                 }
6201                 angles[1] = atof(Cmd_Argv(2));
6202         }
6203         else if (!strcmp(Cmd_Argv(1), "anglesz"))
6204         {
6205                 if (Cmd_Argc() != 3)
6206                 {
6207                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6208                         return;
6209                 }
6210                 angles[2] = atof(Cmd_Argv(2));
6211         }
6212         else if (!strcmp(Cmd_Argv(1), "color"))
6213         {
6214                 if (Cmd_Argc() != 5)
6215                 {
6216                         Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
6217                         return;
6218                 }
6219                 color[0] = atof(Cmd_Argv(2));
6220                 color[1] = atof(Cmd_Argv(3));
6221                 color[2] = atof(Cmd_Argv(4));
6222         }
6223         else if (!strcmp(Cmd_Argv(1), "radius"))
6224         {
6225                 if (Cmd_Argc() != 3)
6226                 {
6227                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6228                         return;
6229                 }
6230                 radius = atof(Cmd_Argv(2));
6231         }
6232         else if (!strcmp(Cmd_Argv(1), "colorscale"))
6233         {
6234                 if (Cmd_Argc() == 3)
6235                 {
6236                         double scale = atof(Cmd_Argv(2));
6237                         color[0] *= scale;
6238                         color[1] *= scale;
6239                         color[2] *= scale;
6240                 }
6241                 else
6242                 {
6243                         if (Cmd_Argc() != 5)
6244                         {
6245                                 Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
6246                                 return;
6247                         }
6248                         color[0] *= atof(Cmd_Argv(2));
6249                         color[1] *= atof(Cmd_Argv(3));
6250                         color[2] *= atof(Cmd_Argv(4));
6251                 }
6252         }
6253         else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
6254         {
6255                 if (Cmd_Argc() != 3)
6256                 {
6257                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6258                         return;
6259                 }
6260                 radius *= atof(Cmd_Argv(2));
6261         }
6262         else if (!strcmp(Cmd_Argv(1), "style"))
6263         {
6264                 if (Cmd_Argc() != 3)
6265                 {
6266                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6267                         return;
6268                 }
6269                 style = atoi(Cmd_Argv(2));
6270         }
6271         else if (!strcmp(Cmd_Argv(1), "cubemap"))
6272         {
6273                 if (Cmd_Argc() > 3)
6274                 {
6275                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6276                         return;
6277                 }
6278                 if (Cmd_Argc() == 3)
6279                         strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6280                 else
6281                         cubemapname[0] = 0;
6282         }
6283         else if (!strcmp(Cmd_Argv(1), "shadows"))
6284         {
6285                 if (Cmd_Argc() != 3)
6286                 {
6287                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6288                         return;
6289                 }
6290                 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6291         }
6292         else if (!strcmp(Cmd_Argv(1), "corona"))
6293         {
6294                 if (Cmd_Argc() != 3)
6295                 {
6296                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6297                         return;
6298                 }
6299                 corona = atof(Cmd_Argv(2));
6300         }
6301         else if (!strcmp(Cmd_Argv(1), "coronasize"))
6302         {
6303                 if (Cmd_Argc() != 3)
6304                 {
6305                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6306                         return;
6307                 }
6308                 coronasizescale = atof(Cmd_Argv(2));
6309         }
6310         else if (!strcmp(Cmd_Argv(1), "ambient"))
6311         {
6312                 if (Cmd_Argc() != 3)
6313                 {
6314                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6315                         return;
6316                 }
6317                 ambientscale = atof(Cmd_Argv(2));
6318         }
6319         else if (!strcmp(Cmd_Argv(1), "diffuse"))
6320         {
6321                 if (Cmd_Argc() != 3)
6322                 {
6323                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6324                         return;
6325                 }
6326                 diffusescale = atof(Cmd_Argv(2));
6327         }
6328         else if (!strcmp(Cmd_Argv(1), "specular"))
6329         {
6330                 if (Cmd_Argc() != 3)
6331                 {
6332                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6333                         return;
6334                 }
6335                 specularscale = atof(Cmd_Argv(2));
6336         }
6337         else if (!strcmp(Cmd_Argv(1), "normalmode"))
6338         {
6339                 if (Cmd_Argc() != 3)
6340                 {
6341                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6342                         return;
6343                 }
6344                 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6345         }
6346         else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6347         {
6348                 if (Cmd_Argc() != 3)
6349                 {
6350                         Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6351                         return;
6352                 }
6353                 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6354         }
6355         else
6356         {
6357                 Con_Print("usage: r_editlights_edit [property] [value]\n");
6358                 Con_Print("Selected light's properties:\n");
6359                 Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6360                 Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6361                 Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6362                 Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
6363                 Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
6364                 Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
6365                 Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6366                 Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
6367                 Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
6368                 Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
6369                 Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
6370                 Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
6371                 Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6372                 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6373                 return;
6374         }
6375         flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6376         R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6377 }
6378
6379 static void R_Shadow_EditLights_EditAll_f(void)
6380 {
6381         size_t lightindex;
6382         dlight_t *light, *oldselected;
6383         size_t range;
6384
6385         if (!r_editlights.integer)
6386         {
6387                 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6388                 return;
6389         }
6390
6391         oldselected = r_shadow_selectedlight;
6392         // EditLights doesn't seem to have a "remove" command or something so:
6393         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6394         for (lightindex = 0;lightindex < range;lightindex++)
6395         {
6396                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6397                 if (!light)
6398                         continue;
6399                 R_Shadow_SelectLight(light);
6400                 R_Shadow_EditLights_Edit_f();
6401         }
6402         // return to old selected (to not mess editing once selection is locked)
6403         R_Shadow_SelectLight(oldselected);
6404 }
6405
6406 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6407 {
6408         int lightnumber, lightcount;
6409         size_t lightindex, range;
6410         dlight_t *light;
6411         char temp[256];
6412         float x, y;
6413
6414         if (!r_editlights.integer)
6415                 return;
6416
6417         // update cvars so QC can query them
6418         if (r_shadow_selectedlight)
6419         {
6420                 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6421                 Cvar_SetQuick(&r_editlights_current_origin, temp);
6422                 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6423                 Cvar_SetQuick(&r_editlights_current_angles, temp);
6424                 dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6425                 Cvar_SetQuick(&r_editlights_current_color, temp);
6426                 Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius);
6427                 Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona);
6428                 Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale);
6429                 Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style);
6430                 Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow);
6431                 Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname);
6432                 Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale);
6433                 Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale);
6434                 Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale);
6435                 Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0);
6436                 Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0);
6437         }
6438
6439         // draw properties on screen
6440         if (!r_editlights_drawproperties.integer)
6441                 return;
6442         x = vid_conwidth.value - 240;
6443         y = 5;
6444         DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6445         lightnumber = -1;
6446         lightcount = 0;
6447         range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6448         for (lightindex = 0;lightindex < range;lightindex++)
6449         {
6450                 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6451                 if (!light)
6452                         continue;
6453                 if (light == r_shadow_selectedlight)
6454                         lightnumber = lightindex;
6455                 lightcount++;
6456         }
6457         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;
6458         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;
6459         y += 8;
6460         if (r_shadow_selectedlight == NULL)
6461                 return;
6462         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;
6463         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;
6464         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;
6465         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;
6466         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;
6467         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;
6468         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;
6469         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;
6470         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;
6471         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;
6472         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;
6473         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;
6474         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;
6475         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;
6476         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;
6477 }
6478
6479 static void R_Shadow_EditLights_ToggleShadow_f(void)
6480 {
6481         if (!r_editlights.integer)
6482         {
6483                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6484                 return;
6485         }
6486         if (!r_shadow_selectedlight)
6487         {
6488                 Con_Print("No selected light.\n");
6489                 return;
6490         }
6491         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);
6492 }
6493
6494 static void R_Shadow_EditLights_ToggleCorona_f(void)
6495 {
6496         if (!r_editlights.integer)
6497         {
6498                 Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
6499                 return;
6500         }
6501         if (!r_shadow_selectedlight)
6502         {
6503                 Con_Print("No selected light.\n");
6504                 return;
6505         }
6506         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);
6507 }
6508
6509 static void R_Shadow_EditLights_Remove_f(void)
6510 {
6511         if (!r_editlights.integer)
6512         {
6513                 Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
6514                 return;
6515         }
6516         if (!r_shadow_selectedlight)
6517         {
6518                 Con_Print("No selected light.\n");
6519                 return;
6520         }
6521         R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6522         r_shadow_selectedlight = NULL;
6523 }
6524
6525 static void R_Shadow_EditLights_Help_f(void)
6526 {
6527         Con_Print(
6528 "Documentation on r_editlights system:\n"
6529 "Settings:\n"
6530 "r_editlights : enable/disable editing mode\n"
6531 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6532 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6533 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6534 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6535 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6536 "Commands:\n"
6537 "r_editlights_help : this help\n"
6538 "r_editlights_clear : remove all lights\n"
6539 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6540 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6541 "r_editlights_save : save to .rtlights file\n"
6542 "r_editlights_spawn : create a light with default settings\n"
6543 "r_editlights_edit command : edit selected light - more documentation below\n"
6544 "r_editlights_remove : remove selected light\n"
6545 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6546 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6547 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6548 "Edit commands:\n"
6549 "origin x y z : set light location\n"
6550 "originx x: set x component of light location\n"
6551 "originy y: set y component of light location\n"
6552 "originz z: set z component of light location\n"
6553 "move x y z : adjust light location\n"
6554 "movex x: adjust x component of light location\n"
6555 "movey y: adjust y component of light location\n"
6556 "movez z: adjust z component of light location\n"
6557 "angles x y z : set light angles\n"
6558 "anglesx x: set x component of light angles\n"
6559 "anglesy y: set y component of light angles\n"
6560 "anglesz z: set z component of light angles\n"
6561 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6562 "radius radius : set radius (size) of light\n"
6563 "colorscale grey : multiply color of light (1 does nothing)\n"
6564 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6565 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6566 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6567 "originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
6568 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6569 "cubemap basename : set filter cubemap of light\n"
6570 "shadows 1/0 : turn on/off shadows\n"
6571 "corona n : set corona intensity\n"
6572 "coronasize n : set corona size (0-1)\n"
6573 "ambient n : set ambient intensity (0-1)\n"
6574 "diffuse n : set diffuse intensity (0-1)\n"
6575 "specular n : set specular intensity (0-1)\n"
6576 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6577 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6578 "<nothing> : print light properties to console\n"
6579         );
6580 }
6581
6582 static void R_Shadow_EditLights_CopyInfo_f(void)
6583 {
6584         if (!r_editlights.integer)
6585         {
6586                 Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
6587                 return;
6588         }
6589         if (!r_shadow_selectedlight)
6590         {
6591                 Con_Print("No selected light.\n");
6592                 return;
6593         }
6594         VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6595         VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6596         r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6597         r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6598         if (r_shadow_selectedlight->cubemapname)
6599                 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6600         else
6601                 r_shadow_bufferlight.cubemapname[0] = 0;
6602         r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6603         r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6604         r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6605         r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6606         r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6607         r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6608         r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6609 }
6610
6611 static void R_Shadow_EditLights_PasteInfo_f(void)
6612 {
6613         if (!r_editlights.integer)
6614         {
6615                 Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
6616                 return;
6617         }
6618         if (!r_shadow_selectedlight)
6619         {
6620                 Con_Print("No selected light.\n");
6621                 return;
6622         }
6623         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);
6624 }
6625
6626 static void R_Shadow_EditLights_Lock_f(void)
6627 {
6628         if (!r_editlights.integer)
6629         {
6630                 Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
6631                 return;
6632         }
6633         if (r_editlights_lockcursor)
6634         {
6635                 r_editlights_lockcursor = false;
6636                 return;
6637         }
6638         if (!r_shadow_selectedlight)
6639         {
6640                 Con_Print("No selected light to lock on.\n");
6641                 return;
6642         }
6643         r_editlights_lockcursor = true;
6644 }
6645
6646 static void R_Shadow_EditLights_Init(void)
6647 {
6648         Cvar_RegisterVariable(&r_editlights);
6649         Cvar_RegisterVariable(&r_editlights_cursordistance);
6650         Cvar_RegisterVariable(&r_editlights_cursorpushback);
6651         Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6652         Cvar_RegisterVariable(&r_editlights_cursorgrid);
6653         Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6654         Cvar_RegisterVariable(&r_editlights_drawproperties);
6655         Cvar_RegisterVariable(&r_editlights_current_origin);
6656         Cvar_RegisterVariable(&r_editlights_current_angles);
6657         Cvar_RegisterVariable(&r_editlights_current_color);
6658         Cvar_RegisterVariable(&r_editlights_current_radius);
6659         Cvar_RegisterVariable(&r_editlights_current_corona);
6660         Cvar_RegisterVariable(&r_editlights_current_coronasize);
6661         Cvar_RegisterVariable(&r_editlights_current_style);
6662         Cvar_RegisterVariable(&r_editlights_current_shadows);
6663         Cvar_RegisterVariable(&r_editlights_current_cubemap);
6664         Cvar_RegisterVariable(&r_editlights_current_ambient);
6665         Cvar_RegisterVariable(&r_editlights_current_diffuse);
6666         Cvar_RegisterVariable(&r_editlights_current_specular);
6667         Cvar_RegisterVariable(&r_editlights_current_normalmode);
6668         Cvar_RegisterVariable(&r_editlights_current_realtimemode);
6669         Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6670         Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6671         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)");
6672         Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6673         Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6674         Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6675         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)");
6676         Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6677         Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6678         Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6679         Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6680         Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6681         Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6682         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)");
6683         Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6684 }
6685
6686
6687
6688 /*
6689 =============================================================================
6690
6691 LIGHT SAMPLING
6692
6693 =============================================================================
6694 */
6695
6696 void R_LightPoint(float *color, const vec3_t p, const int flags)
6697 {
6698         int i, numlights, flag;
6699         float f, relativepoint[3], dist, dist2, lightradius2;
6700         vec3_t diffuse, n;
6701         rtlight_t *light;
6702         dlight_t *dlight;
6703
6704         if (r_fullbright.integer)
6705         {
6706                 VectorSet(color, 1, 1, 1);
6707                 return;
6708         }
6709
6710         VectorClear(color);
6711
6712         if (flags & LP_LIGHTMAP)
6713         {
6714                 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6715                 {
6716                         VectorClear(diffuse);
6717                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
6718                         VectorAdd(color, diffuse, color);
6719                 }
6720                 else
6721                         VectorSet(color, 1, 1, 1);
6722                 color[0] += r_refdef.scene.ambient;
6723                 color[1] += r_refdef.scene.ambient;
6724                 color[2] += r_refdef.scene.ambient;
6725         }
6726
6727         if (flags & LP_RTWORLD)
6728         {
6729                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6730                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6731                 for (i = 0; i < numlights; i++)
6732                 {
6733                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6734                         if (!dlight)
6735                                 continue;
6736                         light = &dlight->rtlight;
6737                         if (!(light->flags & flag))
6738                                 continue;
6739                         // sample
6740                         lightradius2 = light->radius * light->radius;
6741                         VectorSubtract(light->shadoworigin, p, relativepoint);
6742                         dist2 = VectorLength2(relativepoint);
6743                         if (dist2 >= lightradius2)
6744                                 continue;
6745                         dist = sqrt(dist2) / light->radius;
6746                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6747                         if (f <= 0)
6748                                 continue;
6749                         // todo: add to both ambient and diffuse
6750                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6751                                 VectorMA(color, f, light->currentcolor, color);
6752                 }
6753         }
6754         if (flags & LP_DYNLIGHT)
6755         {
6756                 // sample dlights
6757                 for (i = 0;i < r_refdef.scene.numlights;i++)
6758                 {
6759                         light = r_refdef.scene.lights[i];
6760                         // sample
6761                         lightradius2 = light->radius * light->radius;
6762                         VectorSubtract(light->shadoworigin, p, relativepoint);
6763                         dist2 = VectorLength2(relativepoint);
6764                         if (dist2 >= lightradius2)
6765                                 continue;
6766                         dist = sqrt(dist2) / light->radius;
6767                         f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
6768                         if (f <= 0)
6769                                 continue;
6770                         // todo: add to both ambient and diffuse
6771                         if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
6772                                 VectorMA(color, f, light->color, color);
6773                 }
6774         }
6775 }
6776
6777 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6778 {
6779         int i, numlights, flag;
6780         rtlight_t *light;
6781         dlight_t *dlight;
6782         float relativepoint[3];
6783         float color[3];
6784         float dir[3];
6785         float dist;
6786         float dist2;
6787         float intensity;
6788         float sample[5*3];
6789         float lightradius2;
6790
6791         if (r_fullbright.integer)
6792         {
6793                 VectorSet(ambient, 1, 1, 1);
6794                 VectorClear(diffuse);
6795                 VectorClear(lightdir);
6796                 return;
6797         }
6798
6799         if (flags == LP_LIGHTMAP)
6800         {
6801                 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6802                 VectorClear(diffuse);
6803                 VectorClear(lightdir);
6804                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6805                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6806                 else
6807                         VectorSet(ambient, 1, 1, 1);
6808                 return;
6809         }
6810
6811         memset(sample, 0, sizeof(sample));
6812         VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6813
6814         if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
6815         {
6816                 vec3_t tempambient;
6817                 VectorClear(tempambient);
6818                 VectorClear(color);
6819                 VectorClear(relativepoint);
6820                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6821                 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6822                 VectorScale(color, r_refdef.lightmapintensity, color);
6823                 VectorAdd(sample, tempambient, sample);
6824                 VectorMA(sample    , 0.5f            , color, sample    );
6825                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6826                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6827                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6828                 // calculate a weighted average light direction as well
6829                 intensity = VectorLength(color);
6830                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6831         }
6832
6833         if (flags & LP_RTWORLD)
6834         {
6835                 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6836                 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6837                 for (i = 0; i < numlights; i++)
6838                 {
6839                         dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6840                         if (!dlight)
6841                                 continue;
6842                         light = &dlight->rtlight;
6843                         if (!(light->flags & flag))
6844                                 continue;
6845                         // sample
6846                         lightradius2 = light->radius * light->radius;
6847                         VectorSubtract(light->shadoworigin, p, relativepoint);
6848                         dist2 = VectorLength2(relativepoint);
6849                         if (dist2 >= lightradius2)
6850                                 continue;
6851                         dist = sqrt(dist2) / light->radius;
6852                         intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6853                         if (intensity <= 0.0f)
6854                                 continue;
6855                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6856                                 continue;
6857                         // scale down intensity to add to both ambient and diffuse
6858                         //intensity *= 0.5f;
6859                         VectorNormalize(relativepoint);
6860                         VectorScale(light->currentcolor, intensity, color);
6861                         VectorMA(sample    , 0.5f            , color, sample    );
6862                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6863                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6864                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6865                         // calculate a weighted average light direction as well
6866                         intensity *= VectorLength(color);
6867                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6868                 }
6869                 // FIXME: sample bouncegrid too!
6870         }
6871
6872         if (flags & LP_DYNLIGHT)
6873         {
6874                 // sample dlights
6875                 for (i = 0;i < r_refdef.scene.numlights;i++)
6876                 {
6877                         light = r_refdef.scene.lights[i];
6878                         // sample
6879                         lightradius2 = light->radius * light->radius;
6880                         VectorSubtract(light->shadoworigin, p, relativepoint);
6881                         dist2 = VectorLength2(relativepoint);
6882                         if (dist2 >= lightradius2)
6883                                 continue;
6884                         dist = sqrt(dist2) / light->radius;
6885                         intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6886                         if (intensity <= 0.0f)
6887                                 continue;
6888                         if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6889                                 continue;
6890                         // scale down intensity to add to both ambient and diffuse
6891                         //intensity *= 0.5f;
6892                         VectorNormalize(relativepoint);
6893                         VectorScale(light->currentcolor, intensity, color);
6894                         VectorMA(sample    , 0.5f            , color, sample    );
6895                         VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6896                         VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6897                         VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6898                         // calculate a weighted average light direction as well
6899                         intensity *= VectorLength(color);
6900                         VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6901                 }
6902         }
6903
6904         // calculate the direction we'll use to reduce the sample to a directional light source
6905         VectorCopy(sample + 12, dir);
6906         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6907         VectorNormalize(dir);
6908         // extract the diffuse color along the chosen direction and scale it
6909         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6910         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6911         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6912         // subtract some of diffuse from ambient
6913         VectorMA(sample, -0.333f, diffuse, ambient);
6914         // store the normalized lightdir
6915         VectorCopy(dir, lightdir);
6916 }